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mazooka Game profile

Member
454

May 22nd 2010, 4:07:38

please redo spy formula. it's counterproductive to produce spies. failed spy-ops occur to frequently when having a superior spal. all my dead spies agree =(

seriously, why should a country with 3 spal defend against 3-4 spy ops versus 10+ spal.

Pangaea

Administrator
Game Development
822

May 22nd 2010, 5:23:21

we're looking at redoing this a little bit... we had some changed planned that got half put in, or just discussed, but never finished...

look for an announcement soon :)
-=Dave=-
Earth Empires Staff
pangaea [at] earthempires [dot] com

Boxcar - Earth Empires' Clan & Alliance Hosting
http://www.boxcarhosting.com

raheel Game profile

New Member
13

May 22nd 2010, 10:22:07

I can't re-iterate this enough - spies have been weakened too much in this game. Totally kills the point of building (very expensively I might add) up a large SPAL (10+ for netters, 50+ for warriors)...

Spies need to be strengthened like 10x or something...it's too hard to get ops now (too much random factor)

Detmer Game profile

Member
4245

May 22nd 2010, 13:36:47

Agreed

Marshal Game profile

Member
32,589

May 22nd 2010, 16:45:05

i agree totally.

spend 10 turns to get op and lose 200k spies to see that tgt has 10ish spal when spier has 40-60 spal.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

mazooka Game profile

Member
454

May 23rd 2010, 21:17:06

yea, thanks Dave. please do change how spies work now. it's such an issue with me now that i'm no longer playing =p

the spy failling + 15 spy operations limit in tourney makes me pissed. even raising spal just makes me lose more more spies. i call shenaningans on the spy formula.

BobbyATA Game profile

Member
2367

May 23rd 2010, 22:08:59

agree w/ this, but it sound slike everyone does...=)

qzjul Game profile

Administrator
Game Development
10,263

May 23rd 2010, 22:37:27

we have been looking at how to fix spies for a while; the formula is kindof complicated atm; it was intended to behave kindof like earth, but apparently we got it off by a little... we hopefully will have a decent solution sometime in the near future
Finally did the signature thing.

BobbyATA Game profile

Member
2367

May 23rd 2010, 22:58:07

I blame Slagpit...=)

qzjul Game profile

Administrator
Game Development
10,263

May 23rd 2010, 23:45:41

and martian! :)
Finally did the signature thing.

raheel Game profile

New Member
13

May 24th 2010, 4:57:42

haha - just whatever you do, don't marginally increase them (i.e. improving the rough equivalent of + 10%...their strength is off by way more than that...and I say this as a netter (I don't care much for war as you all know))

Slagpit Game profile

Administrator
Game Development
4622

May 24th 2010, 5:57:57

You must have really crappy lucky mazooka.

Martian and I did design the formula and there are parameters that we can adjust, but we're still trying to figure out the best way to alleviate the frustration and still keep the act of spying roughly balanced.

I think that next set we'll be slightly increasing the daily number of ops in tourney if that helps.

Detmer Game profile

Member
4245

May 24th 2010, 17:52:47

Here are some numbers I think could work very successfully. You are welcome to incorporate them or ignore them as you like.




Spy success if log(your_SPAL,1.5)+1.5*sqrt(-2*ln(rand(0,1)))*cos(2*pi*rand(0,1)) > log(opponent_SPAL*1.014^(spy_ops_against_opponent_over_24hrs),1.5)

Where log(X,y) is the log base y of X and rand(0,1) is a randomly generated number between 0 and 1 from a uniform distribution.



Spy losses = .0015*your_spies*MAX(0,log(opponent_SPAL,1.5))



Spy damages I would recommend dividing the current damages by maybe 5-7 and then multiplying by log(SPAL,1.5)



Spy upkeep = .0016 food/turn, $.8/turn

This should allow you to carry more spies, have a fair level of spies do real damage and have failure be less random and have failure result in fewer losses. I think the spy production rate from indies is fine. (and I suppose philosophically what all of these numbers are based on)

qzjul Game profile

Administrator
Game Development
10,263

May 24th 2010, 21:01:40

w00t for constructive ideas... i'll let slagpit digest this one
Finally did the signature thing.

Detmer Game profile

Member
4245

May 24th 2010, 21:07:35

I would like to say I think it is preferable to have spy offense based on total number of spies and spy defense based on a combination of spies/acre and spies/population. That might be needlessly complicated and would require various weighting that to balance properly would more or less reduce to SPAL anyways. (at least in the limited formulations I have bothered with so far). If anyone has any thoughts on this idea I am more than happy to hear ideas on how to incorporate them differently.

Pangaea

Administrator
Game Development
822

May 24th 2010, 21:27:23

the success formulas has some merit I think... we'd need to start benchmarking it and testing it to see how it works :p

but on the surface, it definitely looks like a good idea :p
-=Dave=-
Earth Empires Staff
pangaea [at] earthempires [dot] com

Boxcar - Earth Empires' Clan & Alliance Hosting
http://www.boxcarhosting.com

Detmer Game profile

Member
4245

May 24th 2010, 21:38:08

The formulas would certainly require testing. One of the values I was wavering on the most was the coefficient of 1.5 in front of sqrt(-2*ln... That will clearly control how much spread there is to random success and failure. I have *no idea* what the current spy formula is for success/failure but this one will allow superior SPALs to be effective while still having chances of failure over some manner of lower SPAL ranges

silverbeet Game profile

Member
96

May 25th 2010, 20:44:05

Given up on ops a long time ago. Demotechers don't have room for spy ops.

I still think all forms (yes, especially the harmful ones) should be allowable out of war. They sink the user far more than you know it. You can only do 50 a day anyway. And if you're good enough you only need to make a couple even in war.

Clans would specialise more with better clan tactics/strats too. It's just a waste to see all those types of ops unuseable.

mazooka Game profile

Member
454

May 27th 2010, 0:34:51

Originally posted by Slagpit:
You must have really crappy lucky mazooka.

Martian and I did design the formula and there are parameters that we can adjust, but we're still trying to figure out the best way to alleviate the frustration and still keep the act of spying roughly balanced.

I think that next set we'll be slightly increasing the daily number of ops in tourney if that helps.


you're telling me nothing. i know i have bad luck =p

it doesn't make sense to me that having an overwhelming number of spies,spal and tech doesn't have a better chance of success. it's so hard to get and keep a massive spal, especially when you fail so many ops.

why the high variable factor anyway? it's like having 10k turrets bounce 100k jets. it doesn't make sense to me,coupled with the fact that there is a tech for spies, a gov bonus for spies and spy alliances to have more failed ops than successful ops.

if i knew math and stuff i'd suggest formula like detmer =p

Marshal Game profile

Member
32,589

May 27th 2010, 17:27:09

yea spal drops to half quite quickly if gets alot failed ops.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....