Aug 6th 2013, 3:32:30
Hi All,
We're making a few changes this set, to try to balance some of the things we've observed with our past changes &etc.
--ATTACK CHANGES--
1) After much observance, we've concluded that the attack changes from a number of resets ago are not achieving the desired goals to the degree that we'd hoped; I'd say they half do what we want, but half don't; thus we will REVERT the special attack changes ( to be as it were originally. This means that the RAMPING DAMAGES are NO LONGER IN EFFECT!
1a) Special Attack Losses
The special attack losses will *then* be modified to be lowered by X% per attack in Y amount of time; we're currently working off X = 0.7% (multiplier of 0.993^(# of hits)) in 60 seconds, but final values may be tweaked with testing - any changes will be announced; this value means that one hit per second will result in a reduction of about 1/3 damage by the end of a minute and from thence forward. The purpose of this is to try to slow down killruns a little bit.
THIS WILL GO IN ALL SERVERS *EXCEPT* FFA AS THEY ROLL IN. We realize FFA is a special case where people just want to burn turns fast =/
1b) Military Damage
Military damage will have a multiplier added which will adjust damage based on square root of networthA/networthB; the larger opponent will have the multiplier applied to their losses; this means for a target half your size, you will lose 40% more; for 10x, about 3x more
--SPY CHANGES--
2a) Clan Admin News
Clan Admin News will now have spyop-related news only show up when the clan member has observed it - ie when they login and see it on their Main page. This should eliminate some of the pre-warning via clan admin news, which was not its purpose
2b) Spy DR will kick in a bit sooner, but will build more slowly. One of these sets we'll find a good balance =/
2c) Minimum chance of success for spying will be *slightly* raised
-- BUILDING COSTS --
3) Building costs are being tweaked back somewhat, as they were perhaps over-nerfed
Building costs will change from:
3*(max(1,land-1500)^1.05)+1500
to:
3*(max(1,land-750)^1.03)+1500
-- RESTARTS --
4) We're modifying restarting so that you keep some percentage of techs; we'll start with 20% and see where it goes from there.
That's the plan for now; As always, leave comments, thoughts and concerns here :) And bugs & suggestions on the B&S Board
These sets will go into servers as they reset, starting with this Alliance round. Note the FFA exception in point 1.a.
Regards,
-qzjul & the EE Dev Team
-----------------------
NB:
I softened the military damage multiplier to cube root and reduced the fast-DR time-length to 45 seconds after more extended testing in alphaffa.
We're making a few changes this set, to try to balance some of the things we've observed with our past changes &etc.
--ATTACK CHANGES--
1) After much observance, we've concluded that the attack changes from a number of resets ago are not achieving the desired goals to the degree that we'd hoped; I'd say they half do what we want, but half don't; thus we will REVERT the special attack changes ( to be as it were originally. This means that the RAMPING DAMAGES are NO LONGER IN EFFECT!
1a) Special Attack Losses
The special attack losses will *then* be modified to be lowered by X% per attack in Y amount of time; we're currently working off X = 0.7% (multiplier of 0.993^(# of hits)) in 60 seconds, but final values may be tweaked with testing - any changes will be announced; this value means that one hit per second will result in a reduction of about 1/3 damage by the end of a minute and from thence forward. The purpose of this is to try to slow down killruns a little bit.
THIS WILL GO IN ALL SERVERS *EXCEPT* FFA AS THEY ROLL IN. We realize FFA is a special case where people just want to burn turns fast =/
1b) Military Damage
Military damage will have a multiplier added which will adjust damage based on square root of networthA/networthB; the larger opponent will have the multiplier applied to their losses; this means for a target half your size, you will lose 40% more; for 10x, about 3x more
--SPY CHANGES--
2a) Clan Admin News
Clan Admin News will now have spyop-related news only show up when the clan member has observed it - ie when they login and see it on their Main page. This should eliminate some of the pre-warning via clan admin news, which was not its purpose
2b) Spy DR will kick in a bit sooner, but will build more slowly. One of these sets we'll find a good balance =/
2c) Minimum chance of success for spying will be *slightly* raised
-- BUILDING COSTS --
3) Building costs are being tweaked back somewhat, as they were perhaps over-nerfed
Building costs will change from:
3*(max(1,land-1500)^1.05)+1500
to:
3*(max(1,land-750)^1.03)+1500
-- RESTARTS --
4) We're modifying restarting so that you keep some percentage of techs; we'll start with 20% and see where it goes from there.
That's the plan for now; As always, leave comments, thoughts and concerns here :) And bugs & suggestions on the B&S Board
These sets will go into servers as they reset, starting with this Alliance round. Note the FFA exception in point 1.a.
Regards,
-qzjul & the EE Dev Team
-----------------------
NB:
I softened the military damage multiplier to cube root and reduced the fast-DR time-length to 45 seconds after more extended testing in alphaffa.
Finally did the signature thing.