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Unread 29 Sep 2010, 13:09   #15
Appocomaster
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Join Date: Oct 2003
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Appocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus wouldAppocomaster spreads love and joy to the forum in the same way Jesus would
Re: Alliance Points Breakdown

tbh, that's a fairly legit concern.

I'm wondering about something more like:

base_points * function (target_alliance_value)

or
base_points * function (average_top_10_alliance_value/target_alliance_value)

where the function is capped at 2 and takes the value of the alliance you're hitting. I'd maybe use the average top 10 alliance value purely because this means that you get a ratio rather than a score, so it's more consistent over the round rather than being drastically weighted towards the end of the round (as roids already are).

This would mean that the #1 alliance and the #3 alliance would get the same score for stealing 100 roids from the #2 alliance.

The other option is to lessen or alter the ratio between the two alliances so that it has less of an effect. For example, take a square root of the ratio, or only give a bonus if the alliance is bigger than yours (set it at a minimum of 1 and a maximum of 2)
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Last edited by Appocomaster; 29 Sep 2010 at 13:17.
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