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 Raid Crew System Modification Suggestion. 
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Joined: Mon May 03, 2010 5:48 am
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For offense raid... I suggest to make tactical officers to have multiplier bonus of 2 and Helmsmen at 1.5 while scientists and engineers stay at 1.0 because they fight like peasants would do.

For defensive raid. I suggest to make helmsmen to have multiplier bonus of 2.0 and officers at 1.5 while all others are at 1.0..

I find it funny that 1 tactical officer fights against 1 scientist at 50% chance under current system. Yet, scientist has more 50% advantage at raid than officers would due because of 1 rank point = 3 scientists vs 1 RP = 2 officers.. With 2.0 multiplier for officers then they will have advantage over scientists when it comes to offensive raid..

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Tue Jan 04, 2011 8:12 pm
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Joined: Tue Nov 02, 2010 12:32 am
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Nocifer Deathblade wrote:
For offense raid... I suggest to make tactical officers to have multiplier bonus of 2 and Helmsmen at 1.5 while scientists and engineers stay at 1.0 because they fight like peasants would do.

For defensive raid. I suggest to make helmsmen to have multiplier bonus of 2.0 and officers at 1.5 while all others are at 1.0..

I find it funny that 1 tactical officer fights against 1 scientist at 50% chance under current system. Yet, scientist has more 50% advantage at raid than officers would due because of 1 rank point = 3 scientists vs 1 RP = 2 officers.. With 2.0 multiplier for officers then they will have advantage over scientists when it comes to offensive raid..


Yeah, but the scientists are balanced because they're the worst way to get research, so almost nobody would get them anyway O_o


Tue Jan 04, 2011 8:29 pm
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Joined: Tue May 18, 2010 5:12 pm
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FerrusManus wrote:
Nocifer Deathblade wrote:
For offense raid... I suggest to make tactical officers to have multiplier bonus of 2 and Helmsmen at 1.5 while scientists and engineers stay at 1.0 because they fight like peasants would do.

For defensive raid. I suggest to make helmsmen to have multiplier bonus of 2.0 and officers at 1.5 while all others are at 1.0..

I find it funny that 1 tactical officer fights against 1 scientist at 50% chance under current system. Yet, scientist has more 50% advantage at raid than officers would due because of 1 rank point = 3 scientists vs 1 RP = 2 officers.. With 2.0 multiplier for officers then they will have advantage over scientists when it comes to offensive raid..


Yeah, but the scientists are balanced because they're the worst way to get research, so almost nobody would get them anyway O_o



i got almost 1k scientists.. they kick butt! (mostly mine, but they still kick!)

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Tue Jan 04, 2011 8:31 pm
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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?


Tue Jan 04, 2011 9:49 pm
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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

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Tue Jan 04, 2011 10:22 pm
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Perhaps just getting rid of scientists and engineers altogether would solve the majority of issues here though? Although to be honest, modifying how crew works would be a cheap blow to those who took advantage of the previous system.


Tue Jan 04, 2011 10:58 pm
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Joppsta wrote:
Perhaps just getting rid of scientists and engineers altogether would solve the majority of issues here though? Although to be honest, modifying how crew works would be a cheap blow to those who took advantage of the previous system.


Removing scientists/engineers out of raid equation? That can work as well. :) But remember.. Scientists+Engineers do fight too. Look at Star Trek.... Spock does fight. ;) Scotty does fight. :)

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Wed Jan 05, 2011 5:20 am
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Nocifer Deathblade wrote:
Joppsta wrote:
Perhaps just getting rid of scientists and engineers altogether would solve the majority of issues here though? Although to be honest, modifying how crew works would be a cheap blow to those who took advantage of the previous system.


Removing scientists/engineers out of raid equation? That can work as well. :) But remember.. Scientists+Engineers do fight too. Look at Star Trek.... Spock does fight. ;) Scotty does fight. :)

With what, their pocket protectors and mechanical pencils?


Wed Jan 05, 2011 5:35 am
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true i have seen many tactical officers die but Spock , Scott, data, leforg, seven, tom they are all a live how do we factor that into the game? :ugeek:

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Wed Jan 05, 2011 5:54 am
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SoulPlay2 wrote:
true i have seen many tactical officers die but Spock , Scott, data, leforg, seven, tom they are all a live how do we factor that into the game? :ugeek:


Lol! So true.. Damn red uniforms as expendables..

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