Popular Post Lord of Puns Posted April 21, 2017 Popular Post Share Posted April 21, 2017 The Radiation Food Reducing Agent was one of the most balancing implementations Alex has ever added to the game. Food is now a much more precious resource in war, but could still use a little boost. My proposal is this: A World Salinity Index Feel as if OWF is too cancerous? well then don't go on it... Well then clearly the next step in action is to introduce a game balancing agent to ward off potential trolls and flame based content is to threaten their access to resources. Solution: we starve them out. (OWF Live Feed) It would act similarly to the radiation index except would source solely from the salt levels on the Open World Forum. I have included a demonstration as to how it would look: Naturally I understand something as complex as this would be difficult to code or even develop a formula for. How do you measure saltiness? And the answer to that my friends is something I found in complex calculus equations. The first step to converting a non mathmatical value into a such is by sorting it into units. I have discovered you can ascertain the basic unit of Saltiness through a series of chemical equations. To find the most basic root of the salt unit is you take the base worth of Kastor, the substance most closely related to salt in this environment. Then I take his value which is about 60,000 grams I assume and then multiply this to the number of moles in one gram of salt which is 0.0171107563861. The unit you end up with is 1.026x103 Kastor over moles of salt. Kastor over moles of salt is the unit I have described as OWF Salinity. Visualized here: Once you utilize this value, you then proceed to use it as a modifier to the number of salty posts over total number of posts on the forums. There you have it, that is the value used to decide the salinity value of orbis used in the food reduction values. 23 Quote 22:26 +Kadin: too far man 22:26 +Kadin: too far 22:26 Lordofpuns[boC]: that's the point of incest Kadin 22:26 Lordofpuns[boC]: to go farther 22:27 Bet: or father Link to comment Share on other sites More sharing options...
Bhuto Posted April 21, 2017 Share Posted April 21, 2017 lmao 10/10 Quote Link to comment Share on other sites More sharing options...
Khorne Posted April 21, 2017 Share Posted April 21, 2017 LMAO This is pure gold Quote "To give anything less than your best is to sacrifice the gift." ~ Prefontaine Pure Gold, ~KT chat: Link to comment Share on other sites More sharing options...
Kid Winchell Posted April 21, 2017 Share Posted April 21, 2017 LMAO This is pure gold Unless my alchemy textbooks are out of date, you'd need lead for that, not salt. 3 Quote Link to comment Share on other sites More sharing options...
Darth Revan Posted April 21, 2017 Share Posted April 21, 2017 11/10 Ayyy lmao Quote Link to comment Share on other sites More sharing options...
Greene Posted April 24, 2017 Share Posted April 24, 2017 10/10 would read again. In all honesty having some sort of additional food reduction beyond war would be pretty awesome. Maybe instead of it being forum saltiness (which is subjective at best), it could be pegged to some in-game factors. 1. % of non-beiged nations, excluding players under the original grace period, but at a minimum cap of 80% (so max reduction would be 20%), and then have this factor be applied on top of your radiation reduction. So if you make 10,000 food per day, and radiation levels have you losing 20% of your food, that means you're only producing 8,000 food. THEN let's say the beige factor is at 90%, that means you're only getting 90% of 8,000 which is 7,200. 2. % of non-aligned nations/5, excluding players under 7 days old (excluding 299 atm). For the record, that's 2005 nations right now (so 4742 total nations) would mean a reduction of 8.456% of generated food. 3. Alliance's top member to bottom member % difference, clamped at minimum of 70% (so max reduction of 30%). This would have alliances with larger score ranges wind up being penalized more than more evenly built alliances. 4. Least common color's total members / Most common color's total members. 5. % of alliance members active in the past 3 days (this would discourage alliances from maintaining more uninterested players) Alternatively, we could go in the opposite direction, if Sheepy wanted to encourage forum activity: 1. +0.001% for every new post on the forums the previous day. That means that if you're making 10,000 food per day and yesterday we had 1000 posts, you'd be making an extra 100 food. Not a staggering amount, but I can't imagine we couldn't become a lot more active. Maybe we could try 0.01% for starters, which would be 1% off every 100 posts. Perhaps have it randomly applied each turn, so let's say there were 500 posts, that's +5% production. First turn might see food receive the boost, but then the second might see uranium or steel, or something that's not necessarily as readily available. Quote Formerly known as Grealind of Resvernas (28 October 2014-29 August 2017) and Greene of Japan (29 August 2017-28 Septmber 2017) 7th Caretaker of Duat, the Deity Thoth Link to comment Share on other sites More sharing options...
Lord of Puns Posted April 29, 2017 Author Share Posted April 29, 2017 10/10 would read again. In all honesty having some sort of additional food reduction beyond war would be pretty awesome. Maybe instead of it being forum saltiness (which is subjective at best), it could be pegged to some in-game factors. 1. % of non-beiged nations, excluding players under the original grace period, but at a minimum cap of 80% (so max reduction would be 20%), and then have this factor be applied on top of your radiation reduction. So if you make 10,000 food per day, and radiation levels have you losing 20% of your food, that means you're only producing 8,000 food. THEN let's say the beige factor is at 90%, that means you're only getting 90% of 8,000 which is 7,200. 2. % of non-aligned nations/5, excluding players under 7 days old (excluding 299 atm). For the record, that's 2005 nations right now (so 4742 total nations) would mean a reduction of 8.456% of generated food. 3. Alliance's top member to bottom member % difference, clamped at minimum of 70% (so max reduction of 30%). This would have alliances with larger score ranges wind up being penalized more than more evenly built alliances. 4. Least common color's total members / Most common color's total members. 5. % of alliance members active in the past 3 days (this would discourage alliances from maintaining more uninterested players) Alternatively, we could go in the opposite direction, if Sheepy wanted to encourage forum activity: 1. +0.001% for every new post on the forums the previous day. That means that if you're making 10,000 food per day and yesterday we had 1000 posts, you'd be making an extra 100 food. Not a staggering amount, but I can't imagine we couldn't become a lot more active. Maybe we could try 0.01% for starters, which would be 1% off every 100 posts. Perhaps have it randomly applied each turn, so let's say there were 500 posts, that's +5% production. First turn might see food receive the boost, but then the second might see uranium or steel, or something that's not necessarily as readily available. After a long reflection and eating two nukes I've decided maybe we put this on the back burner for a while... Quote 22:26 +Kadin: too far man 22:26 +Kadin: too far 22:26 Lordofpuns[boC]: that's the point of incest Kadin 22:26 Lordofpuns[boC]: to go farther 22:27 Bet: or father Link to comment Share on other sites More sharing options...
Livius Clades Posted April 29, 2017 Share Posted April 29, 2017 After a long reflection and eating two nukes I've decided maybe we put this on the back burner for a while... Oh Puns. Quote Fire is nice eh? Link to comment Share on other sites More sharing options...
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