*sam* Posted Apr 17, 2020, 1:42 pm |
We have been figuring out appropriate numbers for the combat rating on battles in the new camp war system.
NOTE THAT THE FIGURES BELOW MAY CHANGE AS WE FIRM UP THE BALANCING Each game 'turn' will be two weeks. Each camp will be allowed to deploy CR to tiles that they control or that border on tiles that they control. The total CR they will get to deploy is: ((camp fame + strategy points) * 10) Strategy points are gathered from tiles. This total CR has to be spread between all the tiles they wish to attack or defend. However, effective CR will be less than deployed CR for tiles that are more than 1 tile away from the camp's home tile. The effective CR drops for each tile traversed according to a multiplier based on the tile's Travel rating (so roads are easy to attack along, while hills without roads are difficult). The CR multiplier for each tile travelled through is 0.97-((100-Travel)*0.0012) This gives a value of 0.97 for roads with Travel values of 100, down to 0.868 for dunes/hills with Travel values of 15. I'll update the hexmap to perform this calculation on each tile. Mountains (=Travel value 0) have a special rule: you can attack them but can't attack through them to another tile. (Unless you discover mutant elephants). Clarification: if a tile you own gets cut off from your camp, it reverts to neutral. |
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Hogfather Posted Apr 17, 2020, 2:48 pm |
So it makes sense that the CR costs for attacking hexes is based off distance from camps.
Will the squads have to be launched from the camps? |
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*Awefense* Posted Apr 17, 2020, 2:56 pm |
Will there be a maximum amount of tiles that can be attacked per week?
Is there a minimum CR needed to launch an attack or defense? |
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ShawnFireDragon coldmolasses@live.ca Posted Apr 17, 2020, 3:15 pm |
Does the attacking Squad have to continue to occupy the tile to maintain control of it? Is it like Risk and you have to leave a ganger to maintain control of it?
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*sam* Posted Apr 17, 2020, 3:54 pm |
Yes |
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*Synyster Gates* jesse_bliss@yahoo.com Posted Apr 17, 2020, 3:55 pm |
What region should I be searching in order to find mutant elephants? | ||||||||
*sam* Posted Apr 17, 2020, 3:56 pm |
No. (It will be per 2-weeks, but the way, at least to start with).
Hmm. Not sure.. perhaps, but it can be very low e.g. 100. |
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*sam* Posted Apr 17, 2020, 3:59 pm |
There's no need to leave any defense in a tile to retain control. You'll lose it without a combat if someone attacks it, of course. But since others can only attack tiles beside theirs, you'll see it coming. |
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*sam* Posted Apr 17, 2020, 4:00 pm |
They'll be in tile 44,44 |
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*Awefense* Posted Apr 17, 2020, 4:09 pm |
Okay, I meant two weeks, thanks for the correction. But my intended question wasn't answered. I'll reword it. How many tiles can you attack per two week move? |
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*sam* Posted Apr 17, 2020, 4:19 pm |
No maximum number. I've added this clarification above, though: if a tile you own gets cut off from your camp, it reverts to neutral. |
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Grimm Sykes Posted Apr 17, 2020, 4:54 pm |
so we have to assign squads to all the hexes we control and those surrounding them? thast a lot of cars and crews tied up. how would we play the game without those crews? | ||||||||
*Awefense* Posted Apr 17, 2020, 5:06 pm |
How does purchased Fame fit into this?
Only a select few players can afford to even bid on sponsorships. To keep the camp wars as fair as possible, I don't think the purchased Fame should count towards Camp Wars. |
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Tez Posted Apr 17, 2020, 5:10 pm |
How is the hex grab going to work for unoccupied tiles? Do we have to send a squad to attack nothing or NPC's or... | ||||||||
ShawnFireDragon coldmolasses@live.ca Posted Apr 17, 2020, 5:13 pm |
Can a Squad that has occupied a tile remain there, as to protect it?
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Tez Posted Apr 17, 2020, 5:15 pm |
Good GOD man they'll run out of food! |
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*sam* Posted Apr 17, 2020, 5:42 pm |
No. You don't have to assign CR to any hexes you don't want to - e.g. some can't be attacked because there' no opponent beside them. And assigning CR doesn't mean assigning cars/crew. You only assign them if there's a battle. |
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*sam* Posted Apr 17, 2020, 5:43 pm |
All fame will count, for now. There's already checks in place to stop a camp dominating - notably, the distance-based drop-off of CR effectiveness. The goal isn't so much to create an even playing field, as to force a soft-cap to stop a camp becoming untouchable. |
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*sam* Posted Apr 17, 2020, 5:44 pm |
No, just send CR as part of the bi-weekly move. CR doesn't actually equate to specific squads unless there's a combat. Unoccupied tiles are taken without a combat. |
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*sam* Posted Apr 17, 2020, 5:45 pm |
No. You just need to deploy CR there each turn to protect it. This doesn't equate to a specific squad unless there's a combat. |
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*Longo* Posted Apr 17, 2020, 6:13 pm |
So, hypothetically. I own a camp that has 500 CR. At the beginning of the 2 week period, I put 200 Cr on my camp hex to protect it, another 100 on another hex that I own in case it gets attacked, another 100 Cr on another hex that I own, and put 200 CR on a neutral hex to claim it. In my example, someone attacks my camp and the same neutral hex I tried to capture. Nothing happens with the two hexes I guarded with Cr. However there is a camp defense, with my 200 Cr for me to use to defend, plus some bonus for my defense rating bs whatever the attacking camp put as CR, and another battle on the neutral hex with the other camp who also tried to acquire it. My car Cr will be the 200 I placed there, and theirs will be whatever they placed there. Winner of neutral battle hat the hex. Am I doing ok so far? | ||||||||
*sam* Posted Apr 17, 2020, 6:47 pm |
Pretty much yes. If you lose a battle on your camp's own hex, though, you don't lose that hex - you simply get your camp damaged and looted, the same as the 'old' camp war system. You only lose the camp and its tile if all buildings are destroyed.
This bit is important: each hex has a defense rating which will assist the defender. We haven't decided whether that will take the form of CR, or some mismatch in the king-of-the-hill system, or some combination. |
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*Longo* Posted Apr 17, 2020, 7:17 pm |
What happens if 3 different camps attack the same neutral hex? Will we have a first ever 3 opponent battle in the wild? 😃
In reference to Mercs, what we have so far is that they would be 70ish skill, use the gang’s vehicles. Would one actually ganger also need to be with them in each car, 1 per battle? Is there a cost on them yet ? |
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*sam* Posted Apr 17, 2020, 7:27 pm |
Eeek! This scares me. I think we'd have to randomly pick 2 to battle first, and the winner gets attacked by the 3rd (with their original CR intact).
This needs to be defined. Thanks for the reminder. |
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Blaer Posted Apr 20, 2020, 10:32 pm |
I know... i've been quiet...
as you only need to assign people in the event of an actual battle, the need for mercs seems even less... just puttin that out there... also, you have to be wary and put in SOME sort of "minimum" CR to take a tile, otherwise there will be edge players using 1 CR to take a clearly undefended, unoccupied hex... |