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Unread 8 Aug 2005, 17:00   #19
Gate
;D!
 
Join Date: Nov 2004
Posts: 1,810
Gate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like himGate is an inspiration to us all and we should try to be more like him
Re: Dynamic salvage - a way to retain players?

Quote:
Originally Posted by Appocomaster
Something like (their_fleet_value/your_fleet_value)*30% salvage, capped at 60% and 10%.
So say if someone with 2x your value hit you and killed some of your fleet, then you got 60% salvage, but if someone landed with only say 1/3 of your value and killed your ships, you'd only get 10% salvage on those ships. You can modify the salvage from attacking ships in the same way.
How does this work with multiple attackers? Would it be easy to implement into the code?

I'm overall more in favour of Arfy's suggestion based around uni average value, that way those who are, say, twice uni average, can still be brought down in alliance wars even if it's by bigger players. Whilst the really small noobs can't be bashed into the ground by noobs of similar size who send their whole fleets and kill everything...

Just IMO
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