Page 1 of 1

Make covert fun

Posted: Mon Jul 10, 2006 4:03 pm
by Dagormatix
I originally posted this in the covert turns thread, however, seeing as it discusses far more than just the amount of covert turns, and no one replied to it, I feel it's worthy of it's own thread.

I will copy and paste the post here in it's entirety as the quotes help to clarify what I'm babbling on about.

Wolf359 wrote:
ZS Agent281 wrote:
Wolf359 wrote:Should stay as they are - otherwise you could sab as many times as your are fast enough to click per turn! Your spies need some recovery time!!!


And your attack troops don't why? :wink:


I tend to agree - but limits have also been imposed as to the number of atatck turns you can amass - I believe the maximum is now 4000? Additionally, there is a defence against attack (defence), whereas the only defence against covert IS covert.

Covert was a big issue in the past, in that it was way to powerful and meant that the highest covert players had too much of an advantage. Through various changes Forum has managed to get it pretty well balanced. A change like this would definately upset that balance:

Example: 2 alliances go to war - one alliance previously decided to invest all their resources into building up one player's spy level and covert resources. Now this already occurs, but if this change was to be implemented it would make it possible for one person (given the resources of an alliance behind them, to effectively destroy the defence and attack of the entire opposing alliance.

That is why we do not have unlimited sabs.

We do not have unlimited recons for a similar reason - a powerful covert player could use this to sell intelligence on any other player in the game. Again, this already happens, but it is limited due to the limit on the number of covert turns. Additionally, it would give the powerful covert players an advantage in that it would make it easier for them to find players whose defences they could break - again, making the already powerful relatively more powerful!

The covert turn/recons/sabs system isn't broken - so why fix it? Besides, I have yet to see a good enough reason for a change like this to be implemented, other than the odd 'because I want it'!


I feel that some of the above points could be addressed in the following ways. Having played KoC (This game is based on the KoC game code and is about 80% the same apart from a few extra options in SGW.) a LOT back in Age 3 and 4 (for TSH if any of you have played it), I know what its like when you have unlimited sabs and recons in this kind of game, and have seen many different setups for the calculations for reconning and sabbing. (I certainly don't claim to be any kind of expert, this is a different game after all, but seeing how people have reacted to similar situations (psychologically) does give some insight as to how they will react to changes made to the sabbing system in SGW, IMO anyway.. :P )

Firstly, if sabbing is unlimited (I don’t really think it should be though TBH), I don't think you'll find high level covert players selling info on high level players defences, because instead of those high level players not bothering much with covert (just increasing it for rank) because its underpowered, they know that they have to put just as many resources into it as anything else, possibly more so, due to the risk of sabbing. This means that their CA level is similar to their other levels (unless they are a specialist in one stat, in which case they can't really be classed as a "high level" player IMO), and because of this, other players who are interested in their DA stat, will also have a decent CA level themselves, and will likely be able to glean it for themselves, or they will have someone in their alliance do it for them (obviously there's no charge for that…)

Secondly, I do not think CA is balanced, it is underpowered, and it would be difficult at best for any alliance to significantly do any damage through sabbing to another alliance due to the limitations. On an individual basis they may be able to cause damage, but not much, and this currently seems to be making the game a bit stale....

I think the following changes to CA would be well worth pursuing:

1. Change the maximum amount of damage done on a sab mission. I think 20% is quite reasonable.

If you read the other suggestions, you will (hopefully) see why I suggest this.

2. Change the damage done to the sabber on a failed mission to 20%.

50% is a huge loss if you have a lot of covert agents, 20% is still high enough to discourage sabbers unless they are fairly sure of themselves. At 50% one mistake is an enormous blow to someone with a high CA level, we’re potentially talking 5% of someone’s total power for a totally balanced player (note 1, see bottom of post), and if sabbing is to become useful, it will need to be a little forgiving so as not to discourage it’s use by newer players with lower level accounts who cannot afford the losses. Bear in mind that the loss of 20% of your covert agents is still a loss of 2% of your total power, this is far, far more than if you attack someone way out of your league with a normal attack. (And no one’s complaining about the balance of the normal attacks.)

3. The damage done to a sabber on a failed recon should be lower, much more like 2-3%.

This is still a significant amount. At the moment I would say people are too cautious of recconing someone who’s Naq and troop count they can’t see, if they are to fail at a recon, then its very, very difficult for them to do much damage to that player through sabbing so I don’t to see the reason why it needs to be 5%. If people didn’t potentially suffer such a heavy loss for recconing someone, then smaller alliances would have a better chance of finding out the stats of a high level player in a another alliance and seeing if they could attack them successfully by banding together. This is fairly realistic, 3 medium level players should be able to take down one high level player, to certain extent anyway.

4. Change the maximum number of times that a person can be successfully sabbed by one other person to 2.

i.e As soon as player A has successfully sabbed player B twice, they can no longer attempt to sab player B for another 24hrs. They can attempt it as many times as they like though (and suffer the huge losses). At 20% maximum damage (taking into account they still have to have the CA to be able to sab the target after a failed sab mission), this means that 3 players have to band together to do one player any real damage. IMO this is what sabbing should be about, where a group of players (and that’s got to be more than two) have to work together to cause significant damage. That damage shouldn’t be limited, as the number of players that can sabb one person effectively will not be that huge (see below).

5. Bring in a fairness system (similar to the Raiding rank limit), that stops massively powerful players destroying weak players, and forces powerful players to put some resources into CA.

If the above points were to be implemented, then a fairness system would need to be introduced to make sure CA is balanced and not abused. I would propose putting a rank limit on who you can sab (or be sabbed by). An intial figure which sounds ok (but would possibly need to be tweaked after introduction) would be anyone ranked +/- 1000 in relation to your rank. (i.e if your rank is 2,500, anyone ranked at 1,500 – 3,500 could sab you or be sabbed by you.) This does not mean that someone ranked 500 couldn’t sab you by dropping rank, but they would have to be extremely determined, and it would cost them time, money and power. (Which means that if you were sabbed by someone who dropped places to sab you, you can at least take satisfaction in knowing that it’s cost them, and if they had to drop a lot of ranks to do it, it may have actually cost them more than it cost you. Also you know that they had to spend at least half an hour to do it, and couldn’t just do it on a whim.)

6. Bring in a small element of chance to the success of the sab mission, which can help or hinder the sabber, but primarily make success or failure less predictable.

This should not be large, I’d say about 10% of your CA, so if you could wipe the floor with them you are not going to fail a sab, but if it’s going to be very close, then you may have to think twice… Or at least prepare a bit more for it. This should contribute towards stopping people sabbing for the hell of it.

7. Give a small chance that someone reconning a target can find out the realm alert level.

I see no reason why a spy who overhears a conversation between two guards could not report this information. Obviously, the chance (small to start with) should go down as the alert levels go up, representing how alert the covert agents in the targets realm are. As a suggestion: For the following alert percentages 0/10/20/40/70% the chance of finding out the alert level should be as follows: 0/20/15/10/3%.

8. Leave the Covert Action as it is.

This means that if someone is successful on all their sabbing missions, the most they could do in 25hrs is 40% damage to 25 people (or 20% to 50), but this is pretty limited in reality, because they are unlikely to be successful on *all* their missions, and they can only attack people ranked within 1,000 of themselves. (never mind the consequences of sabbing 50 people if you get caught so much as once…).

9. If any/all of these suggestions were to be implemented, ensure that all players have adequate time to prepare and understand them.

Send a message to all players giving them two weeks notice to make sure that everyone is aware of the changes so that high level players don’t lose vast amounts because they are not prepared. Prepare a summary of the changes and what they will mean in the real world for those players, with some advice on what they should do to protect themselves (pretty simple really, buy CA, lots of it, until its about equal with your other stats).

I appreciate that’s a lot of changes to make, but surely if this game is to progress then changes will be made to it sooner or later, not all of the changes would have to brought in together either. And I don’t think (obviously I don’t know for certain), that any of the changes would require major coding, mainly just a few additions and a few changes to calculations in existing code.

I hope this lengthy post gets some more discussion going on this :D

Note 1:
To clarify what I mean by a balanced player:
SA 10,000
DA 10,000
CA 20,000 (Anti 10,000 Infiltration 10,000)
MS 10,000

Total power = 50,000

So Infiltration at 10,000 – 50% = 5,000 (or 10% of 50,000)

(I use these low numbers for ease of reading)

Re: Make covert fun

Posted: Mon Jul 10, 2006 5:39 pm
by Rukia
Dagormatix wrote:1. Change the maximum amount of damage done on a sab mission. I think 20% is quite reasonable.


20% is a bit low...i'm not sure of the exact amount but its not broken yet.

Dagormatix wrote:2. Change the damage done to the sabber on a failed mission to 20%.


no...there is no reason to minimize losses. be happi that u get to keep any of those spies. at one point u lost ALL of them.

Dagormatix wrote:3. The damage done to a sabber on a failed recon should be lower, much more like 2-3%.


no. see above comment.

Dagormatix wrote:4. Change the maximum number of times that a person can be successfully sabbed by one other person to 2.


where would all the fun in massing/sabbing/wars go?

Dagormatix wrote:5. Bring in a fairness system (similar to the Raiding rank limit), that stops massively powerful players destroying weak players, and forces powerful players to put some resources into CA.


absolutely no. such rank modifier existed at one point but was unanomously rejected. many many high ranking powerful players intentionally dropped rank for the protection. and how would u sab away a low ranked person who farms ur low ranked officer?

Dagormatix wrote:6. Bring in a small element of chance to the success of the sab mission, which can help or hinder the sabber, but primarily make success or failure less predictable.


how would u code "chance" into the game coding?

Dagormatix wrote:7. Give a small chance that someone reconning a target can find out the realm alert level.


somethings are meant to be unseen. just attack them twice if u want to find out their defcon...

Dagormatix wrote:9. If any/all of these suggestions were to be implemented, ensure that all players have adequate time to prepare and understand them.


already been discussed in another thread i dun feel like searching for. some cases advance notice would be nice but not in all cases.

a balanced number would never be reached ever...most ppl rn't that "perfectly" balanced.

Posted: Mon Jul 10, 2006 5:49 pm
by raistlin majere
Hey, guys, he wants covert fun, anyone care to show dagormatix what fun covert is like? :twisted:

Re: Make covert fun

Posted: Tue Jul 11, 2006 3:19 am
by Dagormatix
Shizune wrote:20% is a bit low...i'm not sure of the exact amount but its not broken yet.

It's currently 2%, from the User Guide:

SGW User Guide wrote:Sabotage Damage Calculation: Your Covert Action minus their covert action (adjusted by their defcon rate) to a maximum of 5900 weapon power, or 2 percent of their total weapon power -whichever is greater. This is doubled if both parties are at war. The damage goes from lowest strength weapons, upwards, destroying as many as possible until you have no damage potential left, or your damage potential left is smaller than the strength of the next weapon.


I say 20% for a couple of reasons, firstly at 2% it will take ages to sab someone's whole armoury, (I believe there is a limit on the number of times you can sab one particular person in 24hrs as well, although I'm not sure on that), secondly, at 2% and maximum 50 Covert Capacity, you can only sab one person's armoury 100%.

Shizune wrote:no...there is no reason to minimize losses. be happi that u get to keep any of those spies. at one point u lost ALL of them.


Just because things were worse at one point, surely doesnt mean they are right now? Also, if a small amount of chance (explained below) were brought into the sab calculations it would likely cause people to fail more often, thus causing an unbalance. Although I readily agree that without certain other changes being made this is not neccessarily needed. Still, when you look at the damage attacking someone way out of your league does to you, and sabbing someone who's got a slightly higher CA rating than you, it doesn't seem quite balanced to me. Although I conceed there are more variables in attacking someone.

Shizune wrote:no. see above comment.


Personally I think the fact that you have been caught trying to recon someone can be a pretty big punishment in itself (depending on their reaction), 5% is still a lot, and certainly discourages people from recconing people who's naq they can't see. (Correct me if I'm wrong on that, I'm sure you know better than me).

Shizune wrote:where would all the fun in massing/sabbing/wars go?


They would be more fun, essentially you would be able to do 40% of the damage to someone (in only 2 sab missions, these figures might well need tweaking), and no more, but that doesnt stop other people going and doing the rest of the damage, as there is no limit on how many times someone can be sabbed in total, only on how many times one person can sab one other person. It also doesnt stop that person going and sabbing other people. It only ensures that to effectively sab someone (i.e 100% damage to their armoury) you need more than 2 people. This should promote communities rather than loners, whilst still allowing loners to do damage, but not as much. I didn't explain this as clearly as I could have on my first post, hope this helps to clarify what I mean.


Shizune wrote:absolutely no. such rank modifier existed at one point but was unanomously rejected. many many high ranking powerful players intentionally dropped rank for the protection. and how would u sab away a low ranked person who farms ur low ranked officer?


Ok cool :D That makes sense.

Shizune wrote:how would u code "chance" into the game coding?


You just use 2-3 variable's that you have access to within the database, just as an example (I'm sure there are likely better ones to use), (this would be a sum within the databse) if the number of people who's motherships are out searching for planets = odd, then x=1, else x=0. etc.. etc.. then another sum within using the results of those that determins the result, I won't bother going into much detail as I'm sure the game admin knows how to do this, suffice to say it's not particularily difficult, although obviously its not "real" chance, it just needs to give the appearence of being chance.

Shizune wrote:somethings are meant to be unseen. just attack them twice if u want to find out their defcon...


How does attacking someone twice tell you their defcon? I wasn't aware of that, could be useful to know though :)

Shizune wrote:already been discussed in another thread i dun feel like searching for. some cases advance notice would be nice but not in all cases.


I only mention it because some of the changes above are pretty huge and would affect the rankings drastically if people were not prepared.

Shizune wrote:a balanced number would never be reached ever...most ppl rn't that "perfectly" balanced.


I know it is unrealistic, however when you average any statistics you often end up with very dodgy results (How the hell do you have 2.4 children (the average british family)? Has one of your kids only got one arm, one leg, one lung and half a head?). The point was just to try to give a repesentation across as wide a range of players as possible, about how much damage failing a sab mission does to the person who fails.

Anyways, cheers for the debate. I figure that only idea's which have been throughly discussed and tweaked will get any serious consideration, as such I welcome people picking holes in them.

Raistlin Majere wrote:Hey, guys, he wants covert fun, anyone care to show dagormatix what fun covert is like? :twisted:


*puts glasses on* You wouldn't hit a n00b would? 8)

Posted: Tue Jul 11, 2006 1:49 pm
by raistlin majere
Correction, you Cannot sab any enemies 100%, first sab takes out 2% of 100 weaps(simple figures gere for demo). 98 weapons left, next sab takes out 2% of them, round that(i would assume down) and you have 97 weapons taken out. the weapons removed is smaller and smaller each time.

Posted: Tue Jul 11, 2006 1:55 pm
by ManiacMan
i don't agree with all these suggestions, but I think increasing sab dmg is definitely something that needs to be done.

NO one, and I mean NO one sabs anymore. Why? Because, at max, you net about 500 weapons. When someone has 400k weapons, that's rly not a dent.

Posted: Tue Jul 11, 2006 1:56 pm
by ManiacMan
Raistlin Majere wrote:Hey, guys, he wants covert fun, anyone care to show dagormatix what fun covert is like? :twisted:


RAI! behave yerself :P

Re: Make covert fun

Posted: Tue Jul 11, 2006 2:53 pm
by grey-starr
Shizune wrote:Dagormatix wrote:
5. Bring in a fairness system (similar to the Raiding rank limit), that stops massively powerful players destroying weak players, and forces powerful players to put some resources into CA.


absolutely no. such rank modifier existed at one point but was unanomously rejected. many many high ranking powerful players intentionally dropped rank for the protection. and how would u sab away a low ranked person who farms ur low ranked officer?


Actually... I like the idea of a Fairness clause... it adds game balance so the strong would have to go out of their way to do weaker players insane damage... Protect the officer? try improving the officer...

I hate when I hear of a simple naq hit getting a guy raped of everything from some powerful members... it shouldn't happen like that... at least they'd have to make sacrifices to get down to strike back in this method...

In war... the strong should have to face the strong... and the weak fight the weak... The range could be negotiated I am sure... but it really sucks watching the new players get destroyed just for fun by the powerful... That fun should be for their officers to do!...

in very few games do you waste the the most powerful on the weakest targets... there's no fun and no challenge...

Posted: Tue Jul 11, 2006 3:13 pm
by ManiacMan
the problem is that rank is not at all a measure of true power.

The last time this update was in place, I sold off a lot of attk weapons, while maintaining a top 100 covert, and dropped my rank so low that it was virtually impossible to sab me. At the same time, i could sab anyone I wanted, and even got a good bonus to do so (one that I honestly didn't need).

If you base anything on rank, there will be those that abuse it.

Posted: Tue Jul 11, 2006 3:29 pm
by Kerrus Magrus
exaclty. when that modifyer was on i sold covert, dropped 2000 ranks and hit most of page 1 for naq. maybe a 1 way protection. people with lower stats (not rank, people who are new or do have low stats, not by intention) are harder to sab in some cases. but not like the modifyer that gave a massive bonus. i mean when the modifyer was on, there was a guy ranked 10k who had like 50,000 strike who was breaking through my 20,000,000,000 defence.

Posted: Tue Jul 11, 2006 3:39 pm
by ManiacMan
Yeah - since that time, the covert mod was nerfed completely, and the rank mod for attacks was scaled back massively.

Still, many ppl drop their rank down before massing someone - imagine how many ppl would do it, if it was worth more to them :P

Posted: Tue Jul 11, 2006 4:28 pm
by raistlin majere
I'd tank rank :D

Posted: Sat Jul 22, 2006 8:52 am
by Dagormatix
Kerrus Magrus wrote:exaclty. when that modifyer was on i sold covert, dropped 2000 ranks and hit most of page 1 for naq. maybe a 1 way protection. people with lower stats (not rank, people who are new or do have low stats, not by intention) are harder to sab in some cases. but not like the modifyer that gave a massive bonus. i mean when the modifyer was on, there was a guy ranked 10k who had like 50,000 strike who was breaking through my 20,000,000,000 defence.


The idea is not that there is any negative or positive bonus, simply that it's not possible to sab someone unless you are within a set rank limit (-/+ 1000 rank position for example), just re-quoting the relevant section from the original idea below:

5. Bring in a fairness system (similar to the Raiding rank limit), that stops massively powerful players destroying weak players, and forces powerful players to put some resources into CA.

If the above points were to be implemented, then a fairness system would need to be introduced to make sure CA is balanced and not abused. I would propose putting a rank limit on who you can sab (or be sabbed by). An intial figure which sounds ok (but would possibly need to be tweaked after introduction) would be anyone ranked +/- 1000 in relation to your rank. (i.e if your rank is 2,500, anyone ranked at 1,500 – 3,500 could sab you or be sabbed by you.) This does not mean that someone ranked 500 couldn’t sab you by dropping rank, but they would have to be extremely determined, and it would cost them time, money and power. (Which means that if you were sabbed by someone who dropped places to sab you, you can at least take satisfaction in knowing that it’s cost them, and if they had to drop a lot of ranks to do it, it may have actually cost them more than it cost you. Also you know that they had to spend at least half an hour to do it, and couldn’t just do it on a whim.)