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 Energy Regeneration Change Proposal 
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Joined: Tue Jun 01, 2010 12:30 pm
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no-charge recharge rate = 180 sec/energy
90 charge recharge rate = 90 sec/energy
*at 90 charge it could be changed to 180 sec/2 energy (90 charge is roughly 7 'tiers' of recharge)
Additional charge would be charge divided by 2 subtracted from the 180 up to '120 charge'

no-charge recharge rate = 180 sec/energy
120 charge recharge rate = 60 sec/energy
*at 120 charge it could be changed to 180/3 energy
Additional charge would be charge divided by 3 subtracted from the 180 up to '150 charge'

no-charge = 180 sec/en
150 charge = 30 sec/en
180 charge = 0 sec/en (bad thing entirely)
*at 150 charge it could be changed to 180/4 energy (+ charge at x/4)
*at 180 charge it could be changed to 180/5 energy (+ charge at x/5)

Basically, after getting to 90 charge which essentially cuts regen time in half, the bonus would be increased and would never level out at 0 because it adjusts every 30 charge thereafter (roughly 10 tiers of recharge which is not easy to obtain).

With this change, I'd suggest removing the 'energy cost' of having relays entirely.


Fri Jul 02, 2010 12:16 am
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i bought up this idea here http://galaxylegion.com/forum/viewtopic.php?f=3&t=559&hilit=180%2F2

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well that would suck because wouldn't that mean you get less energy once the timer reset to 3 m? it would make more sense to double it @ the 1.5 m mark. pretty much where Kuren is at. that way he still gets the same energy when the timer resets to 3. so pretty much every time the # of energy has to double. if the charge timer went down to the last few seconds, he would want to keep the timer at 1 second or so do he could get 1 energy a second rather than 2 energy ever 3 minutes.

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Fri Jul 02, 2010 1:31 am
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My rough estimate is that the person with the best of the best right now has around 130 recharge anyway so realistically who/what/when will 180 recharge be an issue? (no time soon, but it still will eventually happen)


Fri Jul 02, 2010 1:39 am
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furlfoot2 wrote:
My rough estimate is that the person with the best of the best right now has around 130 recharge anyway so realistically who/what/when will 180 recharge be an issue? (no time soon, but it still will eventually happen)


the problem is that if the recharge ever reached 180 or anywhere near it players would have unlimited energy. doubling the amount every 90 sec and resetting to 3m for recharge seems the best way to me.
0s = 1 energy every 3 min
90s = 2 energy every 3 min
180s = 4 energy for every 3 min
270s = 8 energy every 3 min
360s = 16 energy every 3 min
etc
etc

each incremental will reduce the charge on the 3 m limit until it reaches the 90s mark where it will wrap.

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Fri Jul 02, 2010 3:20 am
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hunter wrote:
0s = 1 energy every 3 min
90s = 2 energy every 3 min
180s = 4 energy for every 3 min
270s = 8 energy every 3 min
360s = 16 energy every 3 min


3 minutes is too long... 1 minute is better
+0 = 1 energy per 180 s
+90 = 1 energy per 90 s
+120 = 1 energy per 60 s
+180 = 2 energy per 90 s
+210 = 2 energy per 75 s
+240 = 2 energy per 60 s
+243 = 3 energy per 99 s
+360 = 3 energy per 60 s (this is then followed by 4 energy)
Hitting 1 minute -> converts to 2 energy (and timer starts at 100-60 s and loops)

EDIT: seems like +243 (3/99s) is slower than +240(2/60s). Will edit the values.

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Last edited by Barracuda on Fri Jul 02, 2010 3:44 am, edited 1 time in total.



Fri Jul 02, 2010 3:38 am
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Barracuda wrote:
hunter wrote:
0s = 1 energy every 3 min
90s = 2 energy every 3 min
180s = 4 energy for every 3 min
270s = 8 energy every 3 min
360s = 16 energy every 3 min


3 minutes is too long... 1 minute is better
+0 = 1 energy per 180 s
+90 = 1 energy per 90 s
+120 = 1 energy per 60 s
+180 = 2 energy per 90 s
+210 = 2 energy per 75 s
+240 = 2 energy per 60 s
+360 = 3 energy per 60 s (this is then followed by 4 energy)
Hitting 1 minute -> converts to 2 energy (and timer starts at 100-60 s and loops)

I think this is what i proposed earlier idk though, if it isnt plz elaborate.

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Fri Jul 02, 2010 3:43 am
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Cothordin wrote:
I think this is what i proposed earlier idk though, if it isnt plz elaborate.

Yes it was your idea (maybe in another thread also I guess... sorry for failing to credit you)
Need to edit the values... hold on

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Fri Jul 02, 2010 3:45 am
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Barracuda wrote:
Cothordin wrote:
I think this is what i proposed earlier idk though, if it isnt plz elaborate.

Yes it was your idea (maybe in another thread also I guess... sorry for failing to credit you)
Need to edit the values... hold on

np just wondering if it was different and i wasnt catching on.

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Fri Jul 02, 2010 3:57 am
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New proposed system (when jumping energy, 10 seconds is shaved off.. )
Draft1
+0 = 1 energy per 180 s
+90 = 1 energy per 90 s (180-90)
+120 = 1 energy per 60 s
+180 = 2 energy per 80 s {[ (180*2) -180 ] /2-10}
+210 = 2 energy per 65 s [(360-210)/2-10]
+240 = 2 energy per 50 s [(360-240)/2-10]
+243 = 3 energy per 79 s {[180*3 - 243 ] /3}-10]
+360 = 4 energy per 80 s {[(180*4- 360) /4]-10}
+480 = 6 energy per 90 s {[180*6 - 480) /6]-10}
Still need adjusting.. please wait for my draft 2 :)

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Fri Jul 02, 2010 4:07 am
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Still need work
Image
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When jumping from 2 -> 3, 3 -> 4, 4 -> 5, the recharge rates are off (shown by an increase in a jump the ratio of seconds/energy) (300/400/600)

By using this system, the current '1 energy per time' players are NOT affected. It only comes into play when the player starts getting '2 energy at a time'

Text in pics may not make sense (my type of typing :()
STILL NEED WORK!

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Fri Jul 02, 2010 7:08 am
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Based on the immense cost for getting '180' charge, I'd feel VERY slighted to only get 2 regen every 90 seconds or even 2 regen every 30 seconds. I think my original scaling proposal 'uses' the current system just modifies how it works after reaching the high thresholds (7 tiers = 90 so it isn't easily obtained so I call this threshold 1 for my case), and my proposal would never allow for a regen rate of better than x per 90 seconds since the 3 minute mechanism would hold in place but instead be replaced by better regeneration base.


Fri Jul 02, 2010 8:24 am
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Barracuda wrote:
Still need work

When jumping from 2 -> 3, 3 -> 4, 4 -> 5, the recharge rates are off (shown by an increase in a jump the ratio of seconds/energy) (300/400/600)

By using this system, the current '1 energy per time' players are NOT affected. It only comes into play when the player starts getting '2 energy at a time'

Text in pics may not make sense (my type of typing :()
STILL NEED WORK!


Nice work but.. It is little more complicated and require more than 1 formula. That plot sure looks very much similiar to my MUCH smoother logarithm or 1/x formula and my formula only requires ONE single equation.. I like simplier method doing similiar approach.. Yours is more "bumpy" ride and mine is just a smooth sliding.. :) Both approaches come to same energy regeneration but different ways..

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Fri Jul 02, 2010 2:08 pm
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Nocifer Deathblade wrote:
Nice work but.. It is little more complicated and require more than 1 formula. That plot sure looks very much similiar to my MUCH smoother logarithm or 1/x formula and my formula only requires ONE single equation.. I like simplier method doing similiar approach.. Yours is more "bumpy" ride and mine is just a smooth sliding.. Both approaches come to same energy regeneration but different ways..


Well, yours is 1 energy recharge rate and it does affect current players too much. That is the problem with your suggestion in my opinion. (unless i misunderstood your idea) Would be best to implement a system close to yours but not 1 energy and doesn't affect anyone now. That was my objective, but seems like it 'failed' by some account :(

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Fri Jul 02, 2010 2:12 pm
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Barracuda wrote:
Nocifer Deathblade wrote:
Nice work but.. It is little more complicated and require more than 1 formula. That plot sure looks very much similiar to my MUCH smoother logarithm or 1/x formula and my formula only requires ONE single equation.. I like simplier method doing similiar approach.. Yours is more "bumpy" ride and mine is just a smooth sliding.. Both approaches come to same energy regeneration but different ways..


Well, yours is 1 energy recharge rate and it does affect current players too much. That is the problem with your suggestion in my opinion. (unless i misunderstood your idea) Would be best to implement a system close to yours but not 1 energy and doesn't affect anyone now. That was my objective, but seems like it 'failed' by some account :(


Heh. It's no different really. 1 energy recharge vs 10 energy recharge comes down to same thing..

For example, using my "1" energy recharge every 10 seconds (.1 energy/sec) and you use your approach using 10 energy recharge every 100 seconds (.1 energy/sec).. Tell me which approach is faster? Both are the same..

The energy/sec fraction works on both of our approaches.. Heck, down the road, your energy recharge would be upped to 20 energy recharge every 100 seconds (.2 energy/sec) Likewise, my 1 energy recharge improves from 10 seconds to 5 seconds (.2 energy/sec).. Same thing.. I think I'll enjoy getting 1 energy faster on 10 seconds rather than getting lump sum of 10 energy every 100 seconds. ;)

To me, 1 energy recharge using one single formula to do the same work is more simplier and less complicated and confusing..

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Last edited by Nocifer Deathblade on Mon Jul 05, 2010 2:17 pm, edited 1 time in total.



Fri Jul 02, 2010 2:49 pm
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Hey, Hey Hey,

No one said there would be Math involved!

Just sayin'


Fri Jul 02, 2010 3:07 pm
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