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Princess Bubblegum

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Everything posted by Princess Bubblegum

  1. Yes, from my understanding those numbers are then divided by constants to determine casualties. And this might be getting to something I've actually suspected in the past, that casualties may not be determined by combining the power of tanks and soldiers, but by applying the full force of the RNG power twice, once to tanks and once to soldiers. If that is the case, as I've suspected before, then that is a very large detriment to tanks (or more specifically a detriment to using both tanks and soldiers), since every time both tanks and soldiers are used, the player is facing potentially twice the amount of power loss just for the privilege of using tanks. And indeed, one of the consequences of such a formula would be massive casualties for the person going up against a small number of soldiers and a large number of tanks, since tanks do large amounts of damage and take relatively fewer amounts of casualties. The tank power would be applied twice, once to enemy soldiers and once to enemy tanks. The obverse would not be true. Both enemy soldiers and enemy tanks would each do damage only once to tanks instead of twice to tanks when there are 0 soldiers. The enemy would have double the casualty ratio comparatively.
  2. It's a range of 60%, or 40% to 100%: So casualties can swing wildly for both the attacker and the defender with varying ratios between the two from battle to battle. But once again, I still can't say for sure if this may be happening since we don't have access to the complete formula. In the scenario where all soldiers are killed, the excess kills should be transferred over to tanks in some amount. Is it though? I can't answer that. Part of the problem may be that you seem to be approaching this under the assumption that you need soldiers to win the battle. You can initiate a battle with 5000 tanks and 50 soldiers and still come out the victor because soldiers and tanks are both sufficient on their own to win. Tanks are effectively their own soldiers. Only 50 actual soldiers are required to initiate a battle, not 1 soldier per tank.
  3. I'm pretty sure it's the 800 2000 tanks that led to killing 10k soldiers. You lost 33248 power. He lost 22896 power. The battle was approximately 80k power vs 462k power. So 80k killed 22896. He lost around 7% of his strength. You lost 41% of yours. Here is an incomplete formula for battles and casualties: http://politicsandwar.com/forums/index.php?/topic/4806-battle-mechanic/#entry73245 You may be right about excess damage being dealt not transferred over to the other available ground unit once a unit type runs out, though I can't tell from what's been posted.
  4. How about a soft cap on spy ranges instead of a hard one? You could do something like: if (Attacker's NS >= Defender's NS), then: spy odds = ( Defender's NS / Attacker's NS ) * (Normal spy odds) that or increasing cost: if (Attacker's NS >= Defender's NS), then: spy cost = ( Attacker's NS / Defender's NS ) * (Normal spy cost) Or both.
  5. So just doing some math... for a nation such as myself that has 11-12k soldiers and gets around 17k in cash each battle, now I would get 6-12k? That's definitely not more money being looted, unless I'm not understanding the formula correctly. Edit: if the * victory multiplies it by 3 for an immense triumph and makes it 18k-36k, then nevermind.
  6. I don't think so. I mean we are trying to incentivize war. If it's +2-3% to the victor for 15 days and -3-4% for the defeated for the same period of time, that seems reasonable considering the damage a war does. It would also push people to go for ground battles rather than just missiles. The % can obviously be adjusted up or down here to be reasonable. Edit: Actually I think the percent should probably be higher. For instance a nation that has 3 mil daily income would get 1,350,000 w/ a +3% bonus over 15 days. He/she is highly likely to suffer much more than that in damage during a war. Double Edit: Though perhaps too high a percentage would undermine treasures... unless treasures gave an alliance bonus...
  7. An alternative to stealing land/infra would be stealing income. A defeated nation gets -X% income for 15-30 days. The victorious nation gets +X% income for 15-30 days. Obviously this wouldn't be a 1:1 ratio. X% for the defeated might be less in $$$ quantity than X% for the victor. But at least it scales with range. You could also do something like -X% for the defeated and +(0.75)(X%) for the victor.
  8. you'll shoot your eye out, kid
  9. This should be moved to tech support. I'm sure sheepy will reverse the damage.
  10. The way you have it set up with being able to buy an ad for 1 credit or 1 mil allows people to circumvent the 6 credit/mo limit by letting people with surplus credits offer to make ads for people in exchange for cash. A person can offer to make an ad for $900k on the market. Someone pays that nation $900k and a credit is used to put up the ad. This also works currently with flags or pips. If you keep adding cosmetic bonuses in this manner, more opportunities will arise and will further undermine the effort you made to limit credit redemption/sales.
  11. Introducing a new (free to play!) Player vs. Player casino game: LOVE LETTER See the game in action: https://www.youtube.com/watch?v=640UAS_8gj8 In this game of elimination, 2-4 players act as suitors trying to deliver love letters to the Princess of the realm. To do this, the players will use their allies within the royal court to make sure their letter reaches the Princess, and only their letter. If the deck runs out of cards and there is more than one player remaining, the player with the highest value card (the ally closest to the Princess) will successfully deliver a letter for the round. The first person to deliver two letters to the Princess wins her heart! Card Count: 5 Guards 2 Priests 2 Barons 2 Handmaids 2 Princes 1 King 1 Countess 1 Princess Commands: !lvstart <wager> !lvjoin Subcommands: !lvguard <cardtype> <playername> >>> Command for playing the Guard !lvpriest <playername> >>> Command for playing the Priest !lvbaron <playername> >>> Command for playing the Baron !lvhandmaid >>> Command for playing the Handmaid !lvprince <playername> >>> Command for playing the Prince !lvking <playername> >>> Command for playing the King !lvcountess >>> Command for playing the Countess Come on over to #casino and give Love Letter a try today!
  12. Yes, that is the difference. 100% of tanks can be lost in a single battle when operating at 50% efficiency... as opposed to losing 50% of one's tanks in a single battle at 100% efficiency. Using more tanks is also using more resources, but that is not very significant in the grand scheme.
  13. All tanks participate but are only worth half their normal combat value so that all defending tanks could potentially be destroyed in a single battle. You couldn't accomplish the same sort of thing when fighting only half a person's planes. That's not to say one way is better than the other, but it does add some opportunity for thinking strategically.
  14. Introducing a new (free to play!) Player vs. Player casino game: ZOMBIE DICE See the game in action: https://youtu.be/NMtlQxJeWvc?t=10m23s In zombie dice, each player acts as a zombie in a race to eat 13 brains. Each player takes turns rolling three dice at a time. They can roll as many times as they want until they end their turn or until they have accumulated 3 shotgun hits. If 3 or more hits are accumulated during the turn, the player scores zero brains for the turn and the turn is over. If a player rolls a "runner," that die is re-rolled next roll. There are 16 normal dice and one special 12-sided die, the school bus die: Green Dice Quantity: 6 Brains: 3 Runners: 2 Shotgun: 1 Yellow Dice Quantity: 4 Brains: 2 Runners: 2 Shotgun: 2 Red Dice Quantity: 3 Brains: 1 Runners: 2 Shotgun: 3 Hunk Die Quantity: 1 Double Brains: 2 Runners: 2 Shotgun: 1 Double Shotgun: 1 Hottie Die Quantity: 1 Brains: 1 Runners: 3 Shotgun: 2 Santa Die Quantity: 1 Brains: 1 Double Brains: 1 Armor: 1 Energy Drink: 1 Shotgun: 1 Runners: 1 About the Santa Die: Armor will give you -1 shotgun hit. Energy Drink will let you catch a runner. Accumulates if no runners. School Bus Die: Quantity: 1 Stop: 1 Yield: 1 Dead End: 1 Run Over: 1 1 brain: 2 1 brain, 1 gun: 1 2 brains: 1 2 brains, 1 gun: 1 3 brains: 1 1 gun: 1 2 guns: 1 About the school bus: During a player's turn, the player may choose to get on the school bus which will replace one of the 6-sided dice with the school bus die. While on the bus, any runner cannot be re-rolled. Stop: Will end the player's turn Yield: Will turn shotguns for the roll into runners Dead End: Will turn runners for the roll into brains Run Over: Will cause the player to lose a brain for the round Commands: !zdstart <wager> >>> Will begin a game of Zombie Dice !zdjoin >>> Will join a game in the signups phase !zdroll >>> Will initiate a roll !zdonbus >>> Will set your roll to include the 12-sided bus die !zdoffbus >>> Will return to rolling 3 normal dice !zdend >>> Will end the player's turn Come on over to #casino and give Zombie Dice a try today!
  15. I've gone ahead and made all games (except for the slot machines) free to play. The minimum wager/pot for all games is now 0, so anyone can play for free if the wager/pot is set to 0 at the start of a game.
  16. You win some, you lose some You also doubled your money before going broke, lel
  17. Introducing a new (free to play!) Player vs. Player casino game: GET BIT! See the game in action: https://youtu.be/NMtlQxJeWvc?t=19m26s For 4-6 players. In Get Bit! a group of swimmers are being chased by a voracious shark. The player last in line and closest to the shark loses a limb each turn. Each swimmer has 4 limbs. If a swimmer loses all 4 limbs, they are completely devoured. Each swimmer/player starts with a hand of cards, valued 1-7 (six player games), 1-6 (five player games), or 1-5 (four player games). During each turn, each player chooses a card from their hand. If any player chooses the same card as another player, those players do not move. All other players will move to the front of the line in order, starting first with a player who played card 1, and last to a player who played card 7 (or 5/6 depending on player count). The higher the card value played, the further towards the front of the line, and away from the shark, the swimmer/player will get. Once a player is down to 1 card or if the player gets bitten, the player's hand is refilled to the starting set of cards. Note: cards are listed with a "c" in front of the card value. This is for coding purposes. c1 = 1 c2 = 2 etc Command List: !gbstart <wager> >>> Will begin a new game of Get Bit! The minimum wager at this time is 0 casino credits, meaning it is free to play. !gbjoin >>> Will join a game in the signups phase. /msg CasinoBot !gbplay c1 >>> (Example) This is the command to submit a card to play. Come on over to #casino and give Get Bit! a try today!
  18. Introducing a new Player vs. Player casino game: SEVEN CARD STUD The old-time favorite poker variant comes to #casino! Minimum pot limit: 100 Blind: 1/25 of the pot limit Command List: !svstart <pot limit> >>> Will begin a new game of Seven Card Stud. The minimum pot limit at this time is 100 casino credits. !svjoin >>> Will join a game in the signups phase. !svbet <quantity> >>> Will make a bet during the betting phase. !svcheck >>> Will pass the turn onto the next player if no bet has been made and the player does not wish to make a bet. !svcall >>> Will match the current bet. !svraise <quantity> >>> Will match the current bet and raise it another <quantity> !svallin >>> Will make the bet the game's pot limit. !svfold >>> Will let the player fold and quit the game. !tsvhand >>> Will resend your hole cards to you> join a game that is in the signups phase.
  19. Sure. But having that be the top alliance who would probably never help the initiators of wars (warmongers) over the defenders would with time cause fewer overall wars due to the incentives and power balance and such.
  20. Orbis needs wars. Any warmongering alliance gets a +1 in my book. Edit: From my perspective, GPA wasn't a threat because they could turn out to be warmongers, but because they could use their weight to prevent wars from happening by being the deciding factor (that presumably would punish the initiators of wars).
  21. If you limit the market buying/selling you limit people being able to acquire credits for cosmetic bonuses, too. If credit creation was hard capped, a player could still buy more credits on the market for the rest of the month. Edit: and if you want all those cosmetic bonuses, you can spread them out over two months, instead of one. That or buy credits on the market if you're impatient. It's unlikely that pattern of credit usage would be a regular thing every month for one player.
  22. Introducing a new Player vs. Player casino game: BORDER CHECKPOINT This game is debugged and working. You will assume the role of a border inspector whose been assigned to keep contraband out of your Glorious Motherland while your fellow players attempt to get those goods past you! But seeing as the pay of a border inspector isn't all that great, perhaps your fellow players can offer you a little something to help get their goods across the border unmolested? Or will you inspect them for contraband and be the hero of the Motherland? The choice is yours! Gameplay: Each player starts with a default score of 20. The role of Border Inspector is assigned to a random player. All other players receive a hand of six cards. Those six cards have the possibility of containing up to 8 different goods. There are three legal goods (Apples, BreadProducts, and Chickens) and 5 contraband goods (Drugs, Explosives, Firearms, GoldBullion, and HumanCargo). Each good is listed in card format by the first letter of the name. Each has a value for getting past the inspector and a penalty value. There are 158 total cards distributed as follows: value penalty quantity in deck A Apples 2 2 50 B BreadProducts 3 2 40 C Chickens 4 2 25 D Drugs 6 4 18 E Explosives 7 4 14 F Firearms 8 4 10 G GoldBullion 9 5 6 H HumanCargo 10 5 2 158 total The first stage consists of all players other than the Border Inspector selecting up to five cards to submit for inspection. They can be any cards so long as they are in your hand. Once cards have been selected, the players claim what legal good they are transporting. For example, if 4 cards were selected by a player: A A D D, the player would claim they are transporting apples. Publicly, this claim would appear as a claim of 4 apples. Once players have made their claims, it is inspection time. The players have an opportunity to negotiate with the Border inspector and offer bribes to him/her. The Border Inspector can attempt extort these bribes out of these players, or if no bribes are forthcoming that are worth it, may choose to inspect the goods instead. If the Border Inspector takes the bribe, the goods are not inspected and are scored at full value and the points are awarded to the player who submitted them. If the Border Inspector chooses to inspect a player's goods, two possibilities arise: 1) The goods match the claim. In this event the Border Inspector pays the penalty value of all the goods to the player. 2) The goods don't match the claim. In this event the player pays the penalty value of the undeclared goods to the Border Inspector. The goods that were declared, however, do get scored and those points will go to the player. Each player will have the opportunity to be the Border Inspector once. Once everyone has been the inspector, the game ends and the final score is calculated. If a player is bankrupt at the end of a round (has less than 0 in score), they are hauled off to a work gulag to pay their debts and removed from the game. The pot winnings are distributed 80% to the winner and 16% to the runner up. If there are multiple players with the top score, 96% of the pot is divided among the winners. If there are multiple runners up, The winner gets 80% of the pot and 16% of the pot is distributed among the runners up. Command list: !bcstart <wager> >>> Will begin a new game of Border Checkpoint. <wager> is the amount each player contributes to the pot. !bcjoin >>> Will join a game in the signups phase /msg CasinoBot !bcplay A A A D D >>> (Example) This is the command to select what cards you will try to get past the Inspector (Up to 5 cards, letters A-H). !bcclaim A >>> Will publicly claim what kind of goods you say you are bringing across the border. Can only claim legal goods (A-C) !bcinsp <playernick> >>> Will mark the player to be inspected !bcnoinsp <playernick> >>> Will cancel inspection on the player !bchand >>> Will resend your hand to you !bcbribe <quantity> >>> Will offer a bribe to the Inspector. Will be deducted from the player's score and added to the Inspector's score if the Inspector does not inspect the player's goods. This game is modeled after the card game Sheriff of Nottingham:
  23. Probably not since it's not redirecting anywhere off-site, though some programs allow you to block an image url from loading by right clicking on the image and selecting that option.
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