Administrator
Game Development
2150
Jul 17th 2010, 13:02:44
this is my attempt at brainstorming for a war performance formula.
This suggestion has been made by me and a few others, many times since EE opened, that clans should be able to declare war(or peace) with other clans in the clan type servers. This would give EE a very clear dataset to work with when determining war performance, and could possibly open the door to war related changes in the game like how dec war on a country changes taxes/gains but on a different scale, but for now, i'd be quite happy with an option to declare war or peace.
Since Networth has always been the deciding factor in who wins the game, Networth should be at the very heart of any war performance formula. I think that this will be the only way any EE ranked war performance would be accepted by the greater community.
We could also be looking a this the wrong way... Maybe we should stray away from the whole networth ranking style and actually just make some formula that shows the clear winner and loser of specific wars and maybe EE could keep track of war related scores from reset to reset and show a "war win/loss percentage" like old earth used to show for individual countries, tho this would probably stray too far from earth's "reset" arcitechture where the beginning of a new set is always a clean slate for everyone and would possibly be hard to code for(tags don't always stay the same from set to set and even if they did, there are always tag stealers, but could be rectified by registering the alliance NAME(Imaginary Numbers) once and then making a new tag from that each set). Something like this would give a new player, or someone looking for a new clan, a clear, accurate picture of the clan's past/present war performance.
I also think that whatever equation we come up with should give each attack or defend X amount of points, and a clan's war performance is all their clan's members points added together, then you could even rate single players(both on solo servers and clan servers). A forseeable problem with this method would be a clan that wars the full 2 months of the set is very likely to get far more points than a clan who only wars the last 2 weeks(or whatever) but that might not be a problem if we really are trying to rate general war performance. max(or base) points for an attack/defend could be 100 and use different factors to decrease that number by
maybe an easy way to keep networth at the heart of the equation for EE to keep a snapshot of each clan's NW and members at the beginning of a war and use that info as factors in each points related equation.
In relation to clan members, could give the side with the fewest members an advantage like Defender'sSide'sMembers/Attackers'sSide'sMembers = factor. so, if side A had 50 members and B had 49. if a country from side A hit a country from side B, one of the limiting factors on the attack would be (49/50) = .98 and if a country from side B hit a country from side A, it'd be (50/49) = ~1.02. might be too much of an advantage, but i'm sure some mathematical genius could work out a better equation for that with max() or min() involved to make it so you couldn't have more than 1.
In relation to NW, it could give points based both on the original NW difference of the two sides and how much the networth of your side had strayed from that original number(up or down) in relation to the other side of the war. so, say Side A's starting NW was 10,000,000 and it's 9,000,000 at the time of the attack and Side B's starting NW was 12,000,000 and is curently 8,500,000. Side A's NW relative to its own starting NW would be 9,000,000/10,000,000 = .9 and Side B's NW relative to it's own starting NW would be 8,500,000/12,000,000 = ~ .71 and then compare those two numbers together. something like Max(1,(AttRelativeNW/DefRelativeNW)). in this case, it'd give sideA a 26% bonus because it had destroyed more of sideB's NW. could even make it so the advantage couldn't go more than 25% to Min(1.25,Max(1,(AttRelativeNW/DefRelativeNW))) and in this case SideA would get the max with a 1.25% bonus in points. if total NW didn't seem feasable or gave bad results, ANW could be used instead.
another possible factor which relates a lot to NW and normal gameplay is land, and as most wars are won or lost in relation to land, we could also use relative acres in the same fashion that NW could be used as a determiner, tho if NW has dropped, it can be assumed that land has dropped drastically aswell.
an equation relating to warfare should also include civs killed, but in a manner tha a 500civ per hit in week 2 should be comparable to a 22000civ per hit in the last week(or whatever the numbers really are). I was thinking that an easy way to accomplish this is to use relativity again. basically, the attack's result compared to the max result achieved SO FAR. so.. if the GS killed 500 civs and the max civs killed so far in the reset from a GS was 600 it would be 500/600=.83 could even include a minimum result if you didn't want that number to get too low on finishing hits, but most people would probably agree that civs per hit points should really be aggregated by the breakers anyway. this method would also mean that chem's killing thousands and thousands of civs wouldn't be too terribly different than results from a GS or BR because it would only relate to attacks of the same nature. It might actually cause warring clans to use chems for start or a KR rather than for finishing(chem rushing) effect would be a lot of KR's lasting longer.
will just say that I'm only brainstorming here. there's likely to be lots of holes in what I put, but just trying to put something out there other than what llaar has to give us something to compare.
and, if you've read this post and are asking yourself "has he actually even mentioned a full equation?" the answer is no, and I probably won't. Whatever equation that EE Admins/Developers come up with, I don't really want to know the full extent of it, as long as it's a balanced equation that works in tie with the rest of the game mechanics.