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The battle of BlackCliff and whatever the hell happened...
Lysanya:
--- Quote from: MightyKeb on April 07, 2017, 11:21:51 am ---Ie: The guy who "rushes" infiltration in 3 minutes gets far, far less war effort than the guy who spent 15 minutes trying to beat Search & Destroy on the same difficulty. But if the Infiltration guy somehow takes 15 minutes to complete his match on the same difficulty, then he gets just as much as the Search & Destroy guy, because they took the same amount of time and hence should get the same amount of war effort. Sure, you can potentially stall out Search & Destroy for atleast 30 minutes with a good stack who abuses the objective system to reset timer to get a crap ton of war effort, but in the end you are making just as much war effort as the guy who spent that 30 minutes playing 3 10-minute Defense rounds. No difference. Less incentive to cheese. More incentive to just play however you want. The only thing that messes up this order will be difficulty multipliers, but those are completely justified, and time-based war effort multiplier will still apply to them.
--- End quote ---
You're neglecting coin output in your math. Pilots doing 4-5 infiltration runs in the time one search and destroy is done is making 4-5x more coins. That said, it's nowhere near as bad as the first version Retrieve, which you could run with AI in 90 seconds and coin farm all day.
I agree though, that if you can run Hell Infiltration, it is by far the most efficient farming method, and it's not even close. It is high risk though, so not everyone can cheese it like the old Retrieve method.
MightyKeb:
--- Quote from: Lysanya on April 07, 2017, 02:52:29 pm ---You're neglecting coin output in your math. Pilots doing 4-5 infiltration runs in the time one search and destroy is done is making 4-5x more coins. That said, it's nowhere near as bad as the first version Retrieve, which you could run with AI in 90 seconds and coin farm all day.
--- End quote ---
So scale coins the same way?
Skrimskraw:
I think i have cracked the problem. Ever since leaders and faction message baronies are now a lot more organized. I believe that although the game math scales the balance on needed effort based on faction members; the lower count factions will always have an uppet hand. Why? Because of organizational problems. The more members or employees or soldiers whatever you have. The harder it gets to coordinate. The ingame tools for this are not sufficient enough to coordinate 4k members. Multiply that by the 12 battles barony is in constantly and it becomes impossible to control people. I already pitched highlighting critical ressources on the map, to get confused players in the right battles. But its simply down to the hardness if controlling large groups. A smaller group always gets things done quicker. Maybe leaders should have more power in the faction to help with these problems.
Richard LeMoon:
Without actual leader power, Anglea will always be at a disadvantage. Well, until Arashi come around. Then they will have it worst.
Nikola Brackman:
Mercantile is the side that'll really get screwed when Arashi and Yesha are added. From the looks of the map they're going to divide the Arashi desert along north and south... meaning every single faction in the game will share a border with Mercs.
So Mercantile will be the only faction that can get stomped by a 5v1. Chaledon only having to share borders with two factions (Mercs and Fjord) will have a huge geographical advantage.
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