Nations Forum
Weapon's War Formula 12 replies
Player 1: 350 wins/320 losses, 189.90 end of round tech.
Player 2: 320 wins/350 losses, 189.90 end of round tech.
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Total military lost during round and total cash value:
Player 1
35000 guerilla = $1,750,000
27000 tanks = $5,400,000
4000 ships = $4,000,000
16000 planes = $8,000,000
5000 subs = $10,000,000
TOTAL - $29,150,000
Player 2
45000 guerrilla = $2,250,000
30000 tanks = $6,000,000
10000 ships = $10,000,000
20000 planes = $10,000,000
5000 subs = $10,000,000
TOTAL - $38,250,000
Here's how to do it.
S = [T + (W - L)] + [(D / 10,000) * 0.2]
T = Tech, W = Wins, L = Losses, D = Damage caused to the other player in dollar value
I'll use Weapon's numbers to show it.
Player 1: 189.90 + (350 - 320) = 219.90 (Score1)
Player 2: 189.90 + (320 - 350) = 159.90 (Score1)
$38,250,000 / 10,000 = 3825 * 0.2 = 765 (Score2)
$29,150,000 / 10,000 = 2915 * 0.2 = 583 (Score2)
Player 1: 219.90 + 765 = 984.90
Player 2: 159.90 + 583 = 742.90
Player 1 wins in this scenario, having higher tech, more wins and causing more damage.
Player 2: 320 wins/350 losses, 189.90 end of round tech.
--
Total military lost during round and total cash value:
Player 1
35000 guerilla = $1,750,000
27000 tanks = $5,400,000
4000 ships = $4,000,000
16000 planes = $8,000,000
5000 subs = $10,000,000
TOTAL - $29,150,000
Player 2
45000 guerrilla = $2,250,000
30000 tanks = $6,000,000
10000 ships = $10,000,000
20000 planes = $10,000,000
5000 subs = $10,000,000
TOTAL - $38,250,000
Here's how to do it.
S = [T + (W - L)] + [(D / 10,000) * 0.2]
T = Tech, W = Wins, L = Losses, D = Damage caused to the other player in dollar value
I'll use Weapon's numbers to show it.
Player 1: 189.90 + (350 - 320) = 219.90 (Score1)
Player 2: 189.90 + (320 - 350) = 159.90 (Score1)
$38,250,000 / 10,000 = 3825 * 0.2 = 765 (Score2)
$29,150,000 / 10,000 = 2915 * 0.2 = 583 (Score2)
Player 1: 219.90 + 765 = 984.90
Player 2: 159.90 + 583 = 742.90
Player 1 wins in this scenario, having higher tech, more wins and causing more damage.
So.. it would actually work? :P
You had the right idea going, I just took your idea and tweaked it a bit. So we get co-credit..
I don't follow... what is the point?
Someone with no tech and no military to speak of could just attack someone weak hundreds of times and win. But I'll assume this is incorrect because I know nothing about average damage done during a round, etc.:)
Or is this just a way to break a tie if two people have the same tech?
Or is this just a way to break a tie if two people have the same tech?
S = [ T + (W - L) ] + [ (D / 10,000) * 0.2 ]
T = Tech, W = Wins, L = Losses, D = Damage caused to the other player in dollar value
This formula is a new way to calculate rankings in a more war-based fashion. It would even work outside of the confines of a one-on-one war, but is especially useful in that scenario.
T = Tech, W = Wins, L = Losses, D = Damage caused to the other player in dollar value
This formula is a new way to calculate rankings in a more war-based fashion. It would even work outside of the confines of a one-on-one war, but is especially useful in that scenario.
What's a reasonable amount of turns to do per day? 125? So 125*30 = 3750
Cheapest attack is like 4 turns so 937.5. Let's say 920 so that's 70 turns to get military to attack a multi or inactive account 920 times.
Let's say 49000 damage done, since cash steal has diminishing returns so you can't take all the money.
S = [ 3.00 + (920 - 0) ] + [ (49000 / 10,000) * 0.2 ]
S = 923.98
Now what if that person attacked a new nation every time and did a lot of damage (thousands I assume) each time? That's probably over 1k score.
Cheapest attack is like 4 turns so 937.5. Let's say 920 so that's 70 turns to get military to attack a multi or inactive account 920 times.
Let's say 49000 damage done, since cash steal has diminishing returns so you can't take all the money.
S = [ 3.00 + (920 - 0) ] + [ (49000 / 10,000) * 0.2 ]
S = 923.98
Now what if that person attacked a new nation every time and did a lot of damage (thousands I assume) each time? That's probably over 1k score.
For one, the score is based on MILITARY damage, and for two, of course it's going to need policing. Any good idea does.
[Added at 08/13/2007 02:24:37 by ShadyKnight]
What I mean by military damage in reference to your post is that a multi would still have to build up an army to BE destroyed in the first place. And as for policing, I'd do it gladly. I think that if this was implemented it would promote war a lot more.
your formula works...so other then that just POST the things everyone outside of the 2 warring parties can do
such as buying, supplying, but NO ATTACKS or ESPIONAGE
such as buying, supplying, but NO ATTACKS or ESPIONAGE
Would love if the game had rankings and hall of fame (and shame)on most attack wins,losses,land taken and lost in a round.This could be the best thing ever to happen to this game.
good Idea
fix the battle system before you do all that hall of fame thing.
a player with 250 military, 100 off, and def can break through a person with 300+ military, 250+ off and def is messed up.
a player with 250 military, 100 off, and def can break through a person with 300+ military, 250+ off and def is messed up.