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Onderwerp: Honor Mechanics and Stealing

I had a thought to give honor a little more bite.

Right now honor calculations and max runes/resources stolen are two separate calculations.  If I attack a village much smaller than me, I lose honor but in addition, the amount I can steal goes down with their size.  What if the two were linked together?

The only range that an attacker can steal is in the range that they do not lose honor.  Past that, the amount stolen decreases until the point where honor loss would occur.  So if an attacker where to attack someone 24% their size, they could only get 4% of the nominal rate.  This would effectively make it pointless to attack players outside of honor ranges.

Now remember, there are times when a normally invalid honor hit becomes valid.  This would still apply, and a full 1:1 ratio of rune/resource stealing would be once again valid.  So if attacked, a counter attack will always have a max rune stealing of 10%

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

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Re: Honor Mechanics and Stealing

DoomPope schreef:

I had a thought to give honor a little more bite.

Right now honor calculations and max runes/resources stolen are two separate calculations.  If I attack a village much smaller than me, I lose honor but in addition, the amount I can steal goes down with their size.  What if the two were linked together?

The only range that an attacker can steal is in the range that they do not lose honor.  Past that, the amount stolen decreases until the point where honor loss would occur.  So if an attacker where to attack someone 24% their size, they could only get 4% of the nominal rate.  This would effectively make it pointless to attack players outside of honor ranges.

Now remember, there are times when a normally invalid honor hit becomes valid.  This would still apply, and a full 1:1 ratio of rune/resource stealing would be once again valid.  So if attacked, a counter attack will always have a max rune stealing of 10%


i would vote for revising stealing mechanic completely. when you have 10k+ networth and lose any defensive battle then you are losing 20-40 runes which basically is 15-30 days time. just like that, in a single battle. nothing strange big players dont want to fight with each other. building their village for months just to lose half of it within few hours? i would limit number of resources and runes stolen depending on number of troops. actually i would even dare introducing some siege machines which are REQUIRED to destroy buildings

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Re: Honor Mechanics and Stealing

Problem is, troops rise with score.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

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Re: Honor Mechanics and Stealing

DoomPope schreef:

Problem is, troops rise with score.

have you ever played travian? i think they have it solved pretty well.

catapults are slow and expensive. if you attack with them enemy has a lot of time to prepare defense.

in dolumar without catapults you wouldnt be able to steal runes by destroying buildings. farming would mostly be reduced to resource stealing unless you can pull off bigger attack with catapults. this might increase value of resources as people would be forced more into scouting for runes instead of stealing.

along with this i would also go for construction time change. maybe instead of linear function make it more  like T = sqrt (score), and reevaluate costs of scouting for runes.

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Re: Honor Mechanics and Stealing

Doom, I like your honor idea.  I would suggest that we widen the honor window a bit too.   Not much, but a bit.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

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Re: Honor Mechanics and Stealing

Hellikin schreef:

Doom, I like your honor idea.  I would suggest that we widen the honor window a bit too.   Not much, but a bit.

Either way.  I just think it would make things simpler for players.  A player would know attacking outside of honor range yields nothing, and that attacking someone at the cusp of honor range would yield little.  Meanwhile smaller players would know targeting a larger player could pay off really well.... but could also backfire.  This also helps a player from being farmed out.  As they drop it becomes increasingly harder to actually hurt them.

Its all meant to be independent of actual honor range.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.