Thread: Galaxy setups
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Unread 16 Jul 2013, 20:19   #77
Mzyxptlk
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Re: Galaxy setups

Well, that's kind of a problem in a game like PA. In Starcraft (which was one of the main inspirations for PA), if you lose 60% of what your opponent is losing, generally speaking, you're way ahead. In PA, you have multiple opponents. Even if you lose only 30% of what one of your opponents is losing, you're way behind, because there's another opponent who lost nothing.

This is one of the main causes behind the current (though by no means new) climate of PA, wherein going to war almost always hurts you. This round has been one of the few in which wars somewhat paid off, because even if the 2 top alliances lost 20m score each, they would still be ahead of the number 3. And even this round, we see TGV creeping up on us. If Faceless and fANG had been bigger, ND and Ultores would not have been able to fight it out for as long as we did.

To counter this type of NAP culture, you want war to be a profitable affair. A chance to gain a lot of roids or salvage encourages alliances to fight, rather than out-farm, each other.

High salvage encourages war (which we want), but if it's easy to break even, it can't be hard to gain a lot of value either. This opens all kinds of avenues for cheating. It's no coincidence that we see almost no accusations of ship farming at round end any more; it's just not that feasible.

The only real solution to the above problem that I can think of is a hard cap. This makes it impossible to gain much fleet value through salvage. If you implement that, you can do anything you like with salvage rates, it won't cause cheating.

Quite frankly, I haven't played a non-EMP planet since r35 or so, so I don't know exactly how salvage is calculated nowadays. It's possible the salvage cap solution has already been implemented. If so, I see no reason to refrain from raising salvage by 5% or so.
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Last edited by Mzyxptlk; 16 Jul 2013 at 20:29.
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