30.09.2014 - 03:35
What I am trying to suggest here is an idea that was brought up by different players over time. I changed it a bit because seprate room for this type of an idea is most likely never going to happen. So the content of the idea is to have an option for mods to assign which custom maps and scenarios should decrease in sp revenue, the mods can also choose how much of %(ranging from, say 5 to 20) sp they decrease based on some factors and cricumstances.
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30.09.2014 - 05:34
In order for this kind of measure to be fair, the mods have to agree on some universal and judicial standard of map/scenario SP-reduction. Personally, I think that has the proverbial snowball's chance in hell. I suggest that the SP-reduction be mathematically calculated by the income/reinforcement numbers of that map, in case of a scenario, the map on which that scenario is based on, or, in case of a preset, the total income/reinforcement numbers of the countries in the preset, using a formula similar to that used to determine acquire country cost. So a map that's doubly as large will yield half the SP, a map that's half as large will yield double the SP, and so on.
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30.09.2014 - 07:07
I agree with your suggestion.
---- "Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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Death1812 账户已删除 |
30.09.2014 - 07:27 Death1812 账户已删除
support
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30.09.2014 - 20:03
Not "only" income, reinforcement, number of countries and number of cities, but also scenario unit drops and the characteristics of the units (cost, crit, HP, Def, Att, etc.), since they influence the SP obtained from battles.
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01.10.2014 - 03:04
An excellent point. But I'm not quite sure how those variables can be factored in. Trying to compare relative cost, critical, health, defense, attack, range, capacity, view range, stealth detection range, and collateral for each of the dozens of units scenarios tends to have sounds like a mathematical nightmare.
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01.10.2014 - 06:25
That works too, I guess... The highest I've ever earned in a default map game is around 50SP per turn, so, say, 280SP per game plus 40SP per turn. So 320SP maximum for a 1-turn game, 360SP maximum for a 2-turn game, 680SP maximum for a 10-turn game, etc.
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01.10.2014 - 08:35
just for the info. the value of the SP per turn should increase, since the longer the game, the more SP you usually get (more fights and bigger fights each turn)
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01.10.2014 - 16:50
support
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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Black Shark 账户已删除 |
03.10.2014 - 00:25 Black Shark 账户已删除
Support, cause RP
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03.10.2014 - 00:50
Wow wow, such RP-hate... ... well, none of my business.
Then maybe some kind of a quadratic function for length of the game. Say, one-half of the square of the number of turns in the game, in addition to 50SP per player in that game (players who abandon the game will not count towards this total). So a player fighting a 10-turn 3v3 can walk away with a maximum of 350 SP, a player fighting a 25-turn 10-player world can walk away with a maximum of 813 SP, a player fighting a 10-turn 20-player mayhem can walk away with a maximum of 1050 SP, and a player fighting a 20-player 500-turn world game where there were 19 late joiners per every 3 turns of the game (the theoretical largest game you can possibly have as of now, I think) can walk away with a maximum of 283,700 SP. Good? Horrible and pointless? Please comment.
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16.10.2014 - 17:55
No support i do not have faith in the mods or the community to do this fairly
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16.10.2014 - 18:09
I don't. Not in this issue. There is a thin line between SP farming and SP boosted maps. The only way to bring transparency and SP-fairness back to AW is to nerf/boost SP for certain maps. It is being worked on.
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Ghost 账户已删除 |
29.01.2016 - 12:48 Ghost 账户已删除
Why you care, you log in to chat not to play D
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30.01.2016 - 03:52
hahahah, but i am not german though ;_;
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你确定吗?