Joppsta wrote:
I would rather enjoy a more explained raiding system because so far as i can tell 9/10 times the system currently makes no sense... perhaps a probe to tell you how much crew someone has to give some justification to losing versus someone?
It makes sense. Basically if your total crewmen is same as defender's total crewmen then it would be 50% chance.. Re-roll for crit..
There is no known equation but I would roughly guess (based on common sense) that equation would be something like this:
Attacker crewmen vs Defender crewman.
To raid offensively. It would be:
% chance = (Attacker crewmen * Attacker modifier) /(Attacker crewmen*Attacker modifer + defender crewmen * Defender modifier) * 100
So for example. If attacker crewmen has total 4k while defender crewmen has total 6k and both are not raiders then % chance would be..
% = 4000/(4000+6000) * 100 = 40% chance to raid..
So, if attacker is a raider (30%) while defender is not.. Then % increases..
4000*1.3/(4000*1.3+6000) * 100 = 52% chance to raid. A nice 12% boost..
Of course, if defender is also a raider.. then chance goes back to 40% just like both aren't raiders..
I would assume that 5% and 95% is hard cap based on the pattern of other equations to ensure that a rank 1 player could raid rank 1k player 5% of time.. If there is no hardcap then rank 1 player is out of luck 99.9% of time.. That's why Dan might come up with different non-linear equation to be more balanced across all rank range. My equation is just linear, simple one..
My proposal to make each crewman type to mean something other than a flat 1:1:1:1 ratio. Right now 4000 is just 4k combined crewmen regardless of its type..
New equation under my proposed system would be:
% = ("Attacker's" 2*Tactical Officers+ 1.5*Helmsman + 1.0 Engineer + 1.0 Scientist)*modifier/[("Attacker's" 2*Tactical Officers+ 1.5*Helmsman + 1.0 Engineer + 1.0 Scientist) +("Defender's" 1.5*Tactical Officers + 2.0*Helmsman + 1.0 Engineer + 1.0 Scientist)* modifier] * 100