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LemonWarlord
08-28-2010, 09:33 PM
I don't know if this was ever proposed, but I think it's a good idea. Like score for attacking, it would accrue over time.

At the moment, I don't see a "huge" purpose to city value right now. The best way to probably finish out in the hall of fame is save a bunch of geos and attack the last days/weeks.

But by assigning a value like score to holding cities, there is a HUGE incentive to attack (for more city value), to defend (to hold cities), to fight a good fight (as opposed to moving towards a war of attrition, where being zeroed is no problem), and to fight more (if you don't fight, you'll be fought, if you don't fight, you won't be able to hold more value to build up city score).

I think this would benefit the community as a whole, and I'm guessing wouldn't be too hard to calculate (process daily, hourly, w/e, with a formula based upon a percentage of city worth to determine added city score).

RagingMongoose
08-29-2010, 07:44 AM
I think this is on the developers list of things to do Lemon. Most people miss score and various threads have asked for it back and suggested ways it can be done.

I miss score, hopefully it's near the top of the list.

Starbuck
08-29-2010, 09:40 AM
I really do miss score and interception, I think we will see a very different game when those 2 features are brought back... Can't wait

thomas85
08-29-2010, 04:45 PM
Score is already there, it's just not visible (yet). Like last round, at the end of this round the player who killed most hit points would be called winner.

LemonWarlord
08-30-2010, 03:43 AM
I'm not talking about our conventional score, but a new score, for city value. The old score was combat, the current "score" is kills, but a new score based upon city value would create long term value to owning cities.

Decooter
08-30-2010, 04:32 AM
I'm not talking about our conventional score, but a new score, for city value. The old score was combat, the current "score" is kills, but a new score based upon city value would create long term value to owning cities.

I support this idea. Lemon you always have good ones.

RagingMongoose
09-01-2010, 11:20 AM
Lemon, I agree. I posted on this exact topic a while back with an idea around the point you make. Haven't given it anymore thought since, but here's what I posted:

I think score should be implemented to include troops killed and value. There could be an hourly cron which adds the number of experience points killed in the last hour, to the total value gained and still held at the end of that hour compared to the last. The total of this calculation would then be added to your score. If the numbers need to be kept managable, the total of this calculation could then be divided by x to give a smaller number.

For example:

In 1 hour, player X takes and holds 4 cities worth 5 million each, killing a total of 100,000 experience points. Total value gained in 1 hour = 20,000,000. So, 20,000,000 + 100,000 = 20,100,000 score points.

In 1 hour, player Y hits and runs 20 cities, holds no value, but kills 1,000,000 experience points. Total value gained in 1 hour = 0. So, 0 + 1,000,000 = 1,000,000 score points.

With this calculation, hit and runners would only be rewarded for the troops they killed as they don't hold value, yet people who attacked and held cities would get a multiplier effect. This means that attacking and holding cities is rewarded more highly than hitting and running cities, which I think is fair. I've never seen a hit and runner wait for 1 hour between attacks so it would make it difficult to abuse on a large scale.

I haven't thought this through completely, it's just a quick post, but to me this seems like a fair overall representation of rewarding player activity.

Peonboss
09-01-2010, 03:53 PM
Do some looking I think I posted a detailed plan long ago.