Dev base math

General topics, questions, suggestions, bugs, or anything Star Wars Commander related.
Chancellor
Commodore
Posts: 129

Dev base math

Post#1 » Mon Apr 09, 2018 8:57 pm

I hear a lot of fretting about how having fewer players is going to ruin the game, but I'm not so sure users would really be able to tell the difference.

Let's suppose for argument's sake that the average attack leads to 6 hours of protection. And let's suppose the game has 100 players in each faction. The average player will be able to get in at most four attacks on live bases per day, and the rest will have to be dev bases.

Now what if the game gets wildly popular, and there are a hundred trillion players in each faction instead of just a hundred? Well, it's the same story: you have lots more bases to attack, but there are lots more players attacking them. The math still works out the same -- if the average attack leads to 6 hours of protection, then you have about four attacks on live bases per day per player before it goes to dev bases.

It doesn't matter how many players there are. The game can become the world's biggest blockbuster, but if the amount of protection each attack generates doesn't change, the number of dev bases won't change.

One thing that will affect it is inactive players. With 100 players and attacks generating 6 hours of protection, you get about 400 attacks on live bases per day. If 90 of the players only play in squad wars, then the other 10 get to split the 400 attacks -- they each get to make 40 attacks before they go to dev bases.

Now, what if the factions are imbalanced? Suppose one faction, let's call it Faction E, doubles to 200 players, while Faction R only has 100. Faction E still only gets 400 attacks before they get to dev bases, but now it's split across 200 players -- they get two apiece. Faction R now has twice as many people to hit, so they have 800 attacks to split across 100 players, so they get eight apiece. That makes a real difference if the imbalance gets that large, but small imbalances won't be easily noticed. But it isn't the global balance that matters; it's the balance on any one planet -- if everyone from one faction clusters on a single planet, then things will be easy for them on that planet but very hard on all of the others.

Long story short (too late for that, I suppose):

  • The number of players doesn't affect how many dev bases there are; don't lose too much sleep about whether the game is gaining or losing players.
  • Player activity does affect it -- if most players don't play PvP much, then the ones that do have lots of live bases to hit.
  • Faction imbalance doesn't affect it much at small imbalances, but does affect it a lot at large imbalances.
  • A faction clustering on a single planet will make an imbalance much stronger.
If we don't want to be stuck hitting dev bases but don't want to change the way players play, the easiest way for the devs to do that would be to shorten protection times. They currently do that three ways: (1) guard reserve and other tweaks to strengthen defense help decrease the amount of protection from the average attack, (2) bases that aren't active in PvP don't get the full 8/12/16 hours of protection from 1/2/3 star losses, and (3) the new EP style events have tasks every few hours to encourage people to break their protection.


Plagueis
Grand Admiral
Posts: 1380

Re: Dev base math

Post#2 » Tue Apr 10, 2018 12:46 am

Heheh now you’re going down the dark, Plagueis path, lol. I’ve been saying this for over a year and people still whig out over it. “You can’t buff defense!!! Everyone will quit!!! The game is offense-based!!!” they say. You know what? I say buff defenses and there is no need for dev bases anymore, they can be removed and that imp dev base conflict advantage vanishes. People swear they only win 50 or 60% of the time on offense. Uh huh, sure...Buff defenses and it’ll drop down with 25% which isn’t much worse when 50% is literally losing every other attack. (We all know you guys are winning 90% + of your attacks, you can admit it). CNFOs is an issue that’s been complained about for ages and can be fixed very easily, but nOooOoooo...lol.


DarthBratzzznew
Admiral
Posts: 562

Re: Dev base math

Post#3 » Tue Apr 10, 2018 4:24 am

Now, what if the factions are imbalanced? Suppose one faction, let's call it Faction E, doubles to 200 players, while Faction R only has 100. Faction E still only gets 400 attacks before they get to dev bases, but now it's split across 200 players -- they get two apiece. Faction R now has twice as many people to hit, so they have 800 attacks to split across 100 players, so they get eight apiece. That makes a real difference if the imbalance gets that large, but small imbalances won't be easily noticed.

And exactly this is the problem in my opinion.
The proportion of Imp bases vs Reb bases is roughly 55-60% vs 45-40%
Not as bad a two to one, but close.

The ensuing result is best visible in squad wars. Rebels get hit more often, yes. But they loot resources quicker as well, enabling them to upgrade faster. Thuis is best visible in Deka development I think. Outside the top 50 squads where almost every last player has high dekas, the rebels have on average higher dekas than imps, giving them a little edge (besides faster troops) over imps. So ever so slowly but surely the Empire is digging its own grave at least in wars by being the stronger faction in numbers and appeal alike... (treading on very thin ice here...) :D

But it isn't the global balance that matters; it's the balance on any one planet -- if everyone from one faction clusters on a single planet, then things will be easy for them on that planet but very hard on all of the others


As rebels moreover have the propensity or foresight to stick together on one single fortress like planet -formerly ErKit , now Tatooine- where they have the luxury of safety in numbers these proportions are even more relevant. Imps are far more thinly spread over the other 5 planets so get hit harder ...
Proud Officer of Squad_Tedford <Perks L50>, relaxed though very powerful ksod top-100 squad, great war record, sharp donations and longtime players, L9 and up. Worldwide English speaking squad, PM me if interested 8-)


Return to “General Discussions”

Who is online

Users browsing this forum: CommonCrawl [Bot], Google Adsense [Bot] and 34 guests