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proposing: big changes in battle system esp. nox/defcon

Posted: Tue Apr 10, 2007 12:56 am
by Ston
adjusting of nox&defcon level and other calculations (not so lil game update suggested here but will balance the game imo!!)

despite the intension, nox and defcon level is not protecting anything but leeching your resources.
you need 42 attacks against you till you phase out being protected from further attacks till next turn.
now, common knowledge is, that EVERY def (no matter how big it is) can be massed down to nothing in 20-35 attacks easily (if the attackers strike is higher) and even that can be done within a few mins -if not secs.
so the only real use of nox is lowering the income, and maybe prevents you from getting comletely ac-ed after your def has been destroyed.

in my opinion the nox/defcon setting needs a change that takes the defence stats into account -instead of being based on AT used against someone.
therfor we would need to change a few more settings a bit.
ive started this after doing some research of stuff that is imo not the best solution atm.


what will be changed:
phasing
repair costs for def weapons
costs for having them activated
your weapons can not be destroyed when being on nox
AC loss ratio will be adjusted to reflect the def
strike/defence efficency is being adjusted



Proposal:
Nox will still phase you out, but it will be based on percentage of destroyed def weapons not on used AT.
when you are activating nox the system will save your current def weapon armory status as 100%
the nox wont engage (phase you) as long the % of your def weapons isnt reaching a set percentage



the armory % of your def weapons would be related to your nox/defcon setting :

for example:
only nox ( + none defcon) means: 100% - 1 %=> your armory can be damaged up to 99%, this means you wont loose your weapons totally but can repair them (see repair point) when getting online again

nox +low means : 100%-10% => 90% damage can be done
nox + medium : 100 - 25% => 75% damage at max
nox + high : 100 - 50% => 50% damage at max
nox + critical : 100 - 75% => 25% damage at max
no nox + defcon => time delay (10-60 secs between attack) + cover bonus

=> this will effectively make the def weapons undestroyable, makign nox worth to activate



price changes:
nox and defcon levels are getting very expensive in return
changing the nox/defcon elvel should cost

- nox will no longer cost income but UP. 10% of your total UP will be lost per turn while nox is on & 1 G/R point
(reasoning, you not only have to mantain your soldiers and miners but also the NOX personal you hired -> less resources to feed new recruits ;))

-defcon will decrease your income by the percentage they add to protection so,

low - 10% of your income per turn
medium - 25% of your income per turn
high - 50% of your income per turn
critical - 75% of your income per turn


Additional facts related to nox & defcon setting:

- while having hired the nox you CANNOT attack/spy or sab anyone
- your defcon also boosts the power of your defence. atm your defence can vary from 75-100% of its total action
having decon level "none" wills till do that, BUT low defcon level will lower the % range from
80-100%
medium to 85% - 100%
high to 90% - 100%
critical to 95% - 100%
(this will make the defcon level even more important since its indicates your defence prepardness)

-at the same time, while your def is increased exactly the opposite effect will be apply for your attack strike
so being at none defcon gives ya strike a 95- 100% to have full power, critical only 75-100%

- when def weapons are being sabbed their total hitpoints are gone => lowering the percentage of the total def armory % by that amount (so sabbing a def weapons raises the percentage count and phases the sabbed player eventually)
- in return there will be NO limit of cover activities against a player, when the player is phased out, he can still be sabbed, but only his attack weapons (nox arent protecting these).
- reparing your def or unchecking and rechecking nox policy of coruse resets the %-meter.
- new bought def weapons raise raise the current % health
- important; every 24 hours the nox will automatically check your armory and reset stats!


Repair costs:

due to the fact that defences could become invulnarable we will need to change the prices for repairing the weapons to amke it expensive for the defender as well ;)

atm the cost to repair a hitpoint att and def weapon are the same, this eneds to be changed.
def weapoons should be way more expensive to repair.
atm for 1 hp you are paying 6 naq to repair (at least for best asc def weapons),
i propose to raise that cost to 40 naq/hitpoint!!
of course the def repair rates could also be set related to the defcon level but ill keep it easy :P


lil calculation:
10 def weapons & 25% damaged repair cost now: 14,375*6 = 86,250 naq to repair
10 def weapons & 25% damaged repair cost doubled: 14,375 *36 = 575,000 naq to repair it (while buying 2,5 new weapons would cost you 1,5mil)

to see the bigger picture:
someone having 1mil weapons & 25 % damage would be: 1,437,500,000* 40=> 57,5 bil to repair (1mil new guns would cost him ~59.9bil)
so having 99% def weapons damage means 227bil repair costs instead of buying new ones for 600bil.


Anti cover action:
having standing defs needs a change in the anti cover actiona s well!
cover/ac actions are not liked by the nox either so they wont interfer, even worser they will not even protect cover units!
the remaining def wont add up to the defenders covert action, but the % that is lowering the defenders attack strike/def also affects the cover power.

- its simply (attackers AC power *[1+-%]) vs (defenders cover power* [1+-%])
- both, AC and cover units will die in this battle! there will no longer be no casualties on either side. having no def or having way more ac units doesnt mean the cover units cant fight back, neither the other way round.
- the exact percentage of casualties should be similar to the current loss rate, while and way higher cover or ac action lowers the losses of course (but they will never be 0!).
- since no def weapons are affected (and no attack weapons either), noone will ahve repair costs and therfor also no %-loss in armory.


the MS

the motherships arent affected either by the nox. their usuage will be as usually -but defcon might change their attack/def stats as well



a little summary:
Now, taken that a lot of player will use this feature to protect their defs and a lot who managed to follow my thoughts are now preparing to flame me for giving the defenders a huge advantage but think about it!

taken, defs will survive, but noxed players cant do any offensive actions, the upkeep costs are huge -not only income but also UP! (while attack is cheaper to repair and also benefits from ahving none defcon/nox)
repairing the damaged def is expensive, with nox resetting itself every 24h it is possible to destroy a hostile def almost completely even him being on nox+critical every day.

ac action will now be more troop expensive but ppl will also no longger be able to build up some fake defenses to prevent you from doing it.
cover activities will not be limited anymore (only by attacks cover turns), on the other hand, def weapons will be protected whe being phased and the defcon/nox raise your coverty against sabbings anyway.



In the end these is only one concept to make the game more balanced and to even out some disadvantages(might even say loopholes) that currently existing in the game. and i know, im touching some old features :)

if you find any big mistakes or glitches in my logic, got a helpful comment or question feel free to post. if you vote no, please state why, maybe we can think of some ways to fix it.


thanks
~ston

Posted: Tue Apr 10, 2007 1:10 pm
by High Empty
sorry ston didn't see this, Points up there a new on care to add this stuff in,

Posted: Tue Apr 10, 2007 3:19 pm
by Lord_Zeus
Looks good :-), most of the ideas are well thought out.. there are a couple of problems though.

- I can see nox being used to lower your up... when someones defence is at 0 they are a pretty good raid with a high up... I can see them using this to lower it... not sure if its a good thing or a bad thing... but yeah

- I think a problem with nox is that you can jump on and off it... if you want protecting from nox you shouldnt be able to go attack people... Mabye a 6 hour limit on changing nox or something... mabye get 1 a day and they are like bank turns or something? You might disagree... but yeah :)

Other than that the ideas well thought out :-)

Posted: Tue Apr 10, 2007 4:10 pm
by Manetheren
Obviously you put a lot of thought into this and I think it bears looking at. The thing that pops out at me is surprise attacks.. ie. My alliance masses yours completely without warning and then jump on nox. This means we totally destroyed your defense weapons and you cant completely take ours out. I like the unable to attack while on nox thing though. I think in the spirit of the nox they would agree with you and not like someone using their protection while attacking.

Posted: Wed Apr 11, 2007 12:39 am
by Ston
thanks for all replies -better late then never (tho it seems some ppl just vote "no" without reading the text, just by looking at hte author) ;)

adding some sort of delay between clicking nox and being protected by them would indeed help to avoid the hit&run tactic being used.
or you can only change nox setting twice a day (on&off).. or another possibility, the nox will always be hired for a set amount of time, you cant unclick them but they will leave automatically after 24 hours. tho i think someone should be able to leave nox, else this will become very boring soon.
maybe linking it witht he defcon level activated in advance.
like:
only nox= timer starts @15hours when dropping to 0 nox have arrived and will protect you (=>you also pay the UP/ income within that time & no attacks)
nox+low = timer starts at 12 hours
nox+medium = timer starts at 10
nox+high timer starts at 8
nox + critical = 5 hours


last but not least, the nox will of course not allow you to set someone to war while they are hired and wont protect you from ppl you declared war on first. (changing the efficiency & casualty rate differences of being at neutral & war might help here as well) ;)

thanks for that thought Manetheren & Lord Zeus!

Posted: Wed Apr 11, 2007 8:06 am
by Thufir_Hawat
There are so many new ideas to go thru, you have a lot of detail in yours.

Give each of us time to review them. I assume everyone has some sort of RL to deal with also.

A quick thought, and Ill return latter to really read it.

Seems it would make the top Defences totally invincibal, yet would also keep the Top Defence from farming all day...

Still it looks like a way for "Stat Builders" to be immune from the game.

I honestly belive there needs to be some type of delay for ACTIVE players.

Not NOX but prehaps a shielding device that slows attacks to give you a chance to repair etc... if your online.

Without NOX A couple of players or even a prepared single can wipe out an opponent in less than a minute killing their defence, and spies. While they are online. Especially if they have no PPTs left.

EX. Last night we were being farmed, I built a MS and Attack, I struck hit the opponents 40B def not on nox. To save himself he clicked nox then PPT very quickly. I sent him a PM on a good job of remaining cool and saving his Def and Spies.

Still, I belive not being able to kill a defence will just allow defences to grow unchecked upto a point where they are beyond anyones reach. Already we have PPT and limited Nox protection.

Why should we reward players for not fighting?

Posted: Wed Apr 11, 2007 8:12 am
by High Empty
Ok to redress the defence issue,

It's more like he's looking at the defences as a sheild for your realm. To be honest, it's something to redress the 20% min attack limit.

Still i don't think haven't spies not being able to see the naq amounts out, or the army size if less convert then you., ofcourse i'm dreaming