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qzjul Game profile

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Game Development
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Feb 2nd 2014, 0:03:15

These changes will roll in as resets occur, starting with FFA which starts tomorrow.

1) Restart Aid Tweaks & Bugfixes

    i) Difference between servers with multi_allowed and not (Max still 95%)
        a) multies allowed (FFA,AI,AlphaFFA)
                20% + 0.06% / defend
        b) single country servers
                40% + 0.06% / defend        (from 70% + 0.02% / defend)

    ii) Minimum's lowered
        a) minimum land halved to total_turns/2
        b) minimum CS lowered to total_turns*1/50 from total_turns*3/40
        c) minimum reverted to total_turns*3000 from total_turns*4000

    iii) Bugfix: Defends are properly calculated now (for some reason d_tot actually was only ss/ps)

    iv) Bugfix: PS'd units are now counted in totals for restarting

    v) Bugfix: Can sell when out of protection and below turn 100

    vi) Bugfix: Can send/receive FA when out of protection and below turn 100

2) AB & BR Adjustments
    a) Reduce AB & BR building destruction from (unmodified) 0.4343% to 0.33%
    b) Reduce AB & BR minimum CS destruction to 0 from 1

3) Implement Half-Life DR using 72 hour news
    a) Half life of 18 hours * Relative Hit Strength, minimum of 12 hours, maximum of 24 hours (see d for EXPRESS)
        i) ex1. If you hit with an attacking force of 110% of a targets defence, the half-life is 19.8 hours
        ii) ex2. If you fail with 90% the halflife is 16.2
    b) Continuous DR formula: DR_MULTIPLIER = DR_HITS<13 ? MIN( 1, 0.1+((DR_HITS-13)^2)/135) : 0.1
        i) This is a simple smoothed approximation of the existing DR schedule
    c) Hits older than 72 hours are IGNORED
        i) With the exception of ALL-SET COUNTRY:COUNTRY DR, which is calculated with a 168 hour halflife (1 week)
    d) EXPRESS HALF LIFE IS DIFFERENT:
        i) 8 hour half-life (base) for Express (min 6, max 12); 72 hour ALL-SET COUNTRY:COUNTRY DR halflife
    e) Reintroducing the 1/10th chance hits for specials
        i) These was only removed for performance reasons in the past

EXAMPLE OF NUMBER 3
	
Hit Time (hours ago) DR, assuming 110% oversend
0.1 0.9965053771
0.1 0.9965053771
0.1 0.9965053771
9 0.7297400528
9 0.7297400528
12 0.6569882136
12 0.6569882136
12 0.6569882136
12 0.6569882136
24 0.4316335128
24 0.4316335128
24 0.4316335128
24 0.4316335128
36 0.2835781305
36 0.2835781305
36 0.2835781305
48 0.1863074894
48 0.1863074894
48 0.1863074894
48 0.1863074894
54 0.1510111806
54 0.1510111806
54 0.1510111806
54 0.1510111806
54 0.1510111806
72 0.0804165561
72 0.0804165561
72 0.0804165561
72 0.0804165561
TOTAL: 11.48


So, currently this would be 9 DR, but now it is 10.76.

Alternately, if you are in war, and survived a KR with 100 hits 72 hours ago where attackers were sending more than 133% of the break, with no hits since, you would be at 12.5 DR still, assuming you'd made no hits. Your attacking would reduce those, again based on time.

--------------------------------



Reasoning:

The advanced restart is being adjusted downwards in response to this reset's version.
The AB & BR changes are balancing adjustments based on average usage over the past several resets.
The DR changes are something we have discussed off and on for quite some time; it will remove DR camping, will allow targets in war to be less brutalized by farming after an unsuccessful killrun, and will, we hope, make things slightly more interesting.



As always, please post your thoughts or concerns below.


Regards,

qzjul & the EE Development Team

Edited By: qzjul on Feb 2nd 2014, 18:38:16
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