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Joe, September 2011, edited | |
There's a thing I dislike about current fame and that is that the gains are not necessarily related to the damage done. (for some thievery ops as well as for attacks, this is the case, but many magical operations famegains are based simply on amounts of succesful casting). This encourages fameraping on relatively easy targets because tribes won't care too much whether they are being poisoned, giving away their fame happily in order to be able to run little def and make more money. What I would like to create is a system where famegains are solely dependant on the amount of damage done. There are some drawbacks to this, for instance the ability to create 'famefarms' much like moneyfarms currently. But there also are great advantages: if we notice any power (t/m/a) gaining fame more easily it would mean that this power is able to deal more damage, which would be unbalanced. Note that to implement such a change, it might be possible that the effects of fame needs to be rebalanced or possibly even revised. Here, I am trying to make a first rough sketch of any damage that can be done in the game and adding a fame value to it that seems intuitively to be in proportion. F = fame gained. Resources Money stolen (raid)- money/10000 = F Food poisoned- food/6667 = F. Logs destroyed (not possible atm)- wood/588 = F. Citz killed- Citz/2000 = F Buildings Homes destroyed- Home*3 = F Farms destroyed- Farm*1.875 = F Walls/Weaps destroyed- W/W*1 = F Mines/Yards/Labs destroyed- M/Y/L * 1 = F Acads/Guilds/Hideouts destroyed- A/G/H * 2 = F CH/GH destroyed- CH/GH * 2 = F Barracks/Markets destroyed- B/M * 1 = F Units Sollies killed- Soldier/100 = F Offspecs killed- Rawoff/100 = F Defspecs killed- Rawdef/100 = F Elites killed- (Rawoff+Rawdef)/100 = F Thieves killed- Thieves/25 = F (note that in battle, both sides lose and gain fame... this means a small boost for immortals too) Others Acres taken- acres*2 = F Spells voided- no famegain Mp/Tp burnt- mp/tp / 2 = F Tribe killed- no famegain Spell negated (ES/Heal/etc.)- no famegain | |
CecilvonBismarck, September 2011 | |
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i dont mind it, and thats coming from someone whos done lots of standard fameraping
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Joe, September 2011 | |
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As Toaster pointed out to me in IRC, this idea is ofc. easily susceptible to creating famefarms (with 100% homes to arson or 100% farms to poison etc..)
But the idea was to combine it with another idea to bring the size penalties on t/m operations from personal sizebased to alliance sizebased. This means that your tribe, whatever size it has, will suffer penalties against any tribes in alliances significantly smaller than yours (<75%?) in magic, thievery and destructive attacks (=raze/BC/HnR). Also, your tribe, whatever size it has, will have no penalties against any tribe at whatever size within an alliance within your range (say 80-200%). |
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CecilvonBismarck, September 2011 | |
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make it hard size penalties, no gain below 75%, and standard gain 80%-200%
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thedritpwnskkkk, September 2011 | |
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Another little tweak: F*(targets fame/5000)= actual fame gained
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Joe, September 2011 | |
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Interesting idea :p
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rEdL|nE, September 2011 | |
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not really :P
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Halcyon, September 2011 | |
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i've never gotten over why fame should be strictly size/damage based. why is a 20k tribe taking out 10% of a 20k tribe's homes receiving 10x more fame than a 2k tribe opping a 2k tribe?
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Joe, September 2011 | |
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The question should be not why this is the case, but rather why we would like it to be so. My answer to that is that I want bigger targets to yield more fame to make them also BETTER targets. Small targets can, after all, do little back generally, while targeting the bigger guys for bigger gains might also be generating bigger risks.
This you could also use as a reason why targeting bigger tribes should yield more fame. |
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Joe, September 2011 | |
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Quote i've never gotten over why fame should be strictly size/damage based. why is a 20k tribe taking out 10% of a 20k tribe's homes receiving 10x more fame than a 2k tribe opping a 2k tribe? To give a very blunt answer: for the same reason why we want bigger targets also to give more acres when being grabbed. |
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Halcyon, September 2011, edited | |
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i gave myself the same answer to that question too.. but somewhere something doens't quite make me entirely comfortable. for e.g. with acres, you are consistently growing at 8~15% per grab, while fame gain increases exponentially. this raises issues especially when the fame bonuses are considered.
not saying there's inherently anything wrong with it, i just haven't been able to entirely justify why this is the case edit: i've confused myself now. ignore above rant i'll think about it once i get some sleep/sobers up |
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Joe, September 2011 | |
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Edited original suggestion a bit. Would still like feedback, if not about the holistic idea then even about the numbers (i.e. burning homes give too much fame compared to killing defspecs because of x/y/z)
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Pollito, September 2011 | |
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a/b/c
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