Frist
mitola wrote:true indeed. but tell me how can you injure 10000 miners without killing 1?
While that is logical, but adding in the code to kill 1 out 10,000 would be not be pratical.
1 to 10,000
10, to 100,000
100 to 1,000,000
1,000 to 10,000,000
The amount is so small, that the overall effect vs the amount of effort to code in is not worth while in my opinion.
Second
I've started working out the numbers, but let me be the first to say my math isn't the best in the world, so if you find something better wether in popularity or balance, by all means say something.
TacticalCommander wrote:Injured Miners:
- Don't produce Naq
- Bank space NOT effected
- A % amount of miners are injured per successful attack
Other Options for Consideration
- A max % of miners that can be injured
These attacks are like conqueror planet, they cost 15 turns. straight out.
starting of with a % injured, based on the amount of damage your MS does.
I was thinking 1% injured per 20bil MS damage that bleeds through and hits the miners, more damage, more injured. I think this is fair in that players with huge MS have spent a lot of Naq to have that MS huge. Certainly more than what they would've spent to buy the additional AT to injure same amount of miners through more attacks.
Also, theres a cap, a max of 90% can be injured. I agree that people should still get some amount of income. 90% should be enough to accomplish the job, but 10% should allow for purchases of PPT and such. But when it comes down to it, people will need to plan ahead and have naq stored in their bank.
so if the max damage an MS can put through is
10bil through, would take 180 attacks or a total of 2700 AT
20bil through, would take 90 attacks or a total of 1350 AT.
40bil through, would take 45 attacks or a total of 675 AT
60bil through, would take 30 attacks or a total of 450 AT
80bil through, would take 23 attacks or a total of 345 AT
keep in mind, the defending MS or defense may have to be removed first and would there for cost more than that amount of AT.
This based on, to do 20bil damage, you need 10k weps on your MS, give or take a few, that costs 521bil naq from scratch. Not that hard to farm, or work toward.
Also note, to upgrade ones MS to do 60bil damage, instead of 40bil saves 125 AT, that saves at current market rate about 7bil naq or so, lets make it 10bil naq, say they had a real bad deal.
They would have to spend, 2.521 Trillion naq to upgrade to 60bil from 40bil. So people won't upgrade their MS simply to injure the same amount using less turns, at least if they do, they are spending alot more naq than if they simply just bought more AT.
Now even if this seems much, keep in mind, with the defense amplification, a mere 15 bil defense can stop an MS capable putting 100 bil damage through cold. Thats even factoring in the fact defense doesn't do full damage. Add in realm alert and nox and you can put a decent fight against having your miners injured no matter your size.
TacticalCommander wrote:Miner Recovery
- % each turn or to reduce lag on turn change, have a larger % per day
- should be slow, for 100% I'm think a minimum 2 days, 48 turns
---Faster this is, the less effective the desired result will be
---desired result is winnable wars
That is in my favorite option for recovery, because its simple and in my opinion requires the least upfront work, and can be adjusted to include other ideas at a later date if needed/wanted.
For these numbers, once a day, 30% of miners are recovered.
So if someone has 90% injured, it will take 3 full days to fully recover. Thats still giving 1 Full day of income if they use a 4 day PPT run or they can get 2 full days of income if they go on PPT right after the first 30% of miners recover.
These percents are based on the total number of miners, not army size.
Finally
Example Battle Report
Super One uses its Energy Volley to inflict 47,760,000,000 damage, destroying 530 Energy Shields on Super Two!
Blowing through the extended shield defenses, it also destroyed 607 Pod Volley, and totally destroyed 0 fleets!
1,646,229,277 damage awaits to be used against the enemy miners.
Someones defense is amplified and manages to add an additional 50,000,000,000 bil damage to support their MS.
Super Two uses its Pod Volley and support damage from defense to inflict 55,770,000,000 damage, destroying 271 Energy Shields on Super One
Blowing through the extended shield defenses, it also destroyed 730 Pod Volley, and totally destroyed 26 fleets!
The forces of Someone decimated those of....etc etc.
If the attacker had won it would read after defending damage was dealt that the left over damage was then dealt to the miners injuring so many followed by the usual decimated those of etc.
TC