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CR: Some important numbers
*sam*
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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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 2:42 pm Last edited Apr 17, 2020, 5:45 pm by *sam*
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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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vet wv paintball

Posted Apr 17, 2020, 3:48 pm
*Awefense*
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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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vet wv pvp4 marshal gwextrav

Posted Apr 17, 2020, 3:56 pm
ShawnFireDragon
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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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vet wv race1 semiprocombat e2g gwextrav gateautumn sssc raceL1 deathrceL1 combatL1 pvp4 pvp3 paintladder pvp10,1,0

Posted Apr 17, 2020, 4:15 pm
*sam*
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Hogfather said:

Will the squads have to be launched from the camps?


Yes
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 4:54 pm
*Synyster Gates*
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What region should I be searching in order to find mutant elephants?
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vet wv deathrceL1 santa2 paintladder marshal ped1

Posted Apr 17, 2020, 4:55 pm
*sam*
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*Awefense* said:
Will there be a maximum amount of tiles that can be attacked per week?


No. (It will be per 2-weeks, but the way, at least to start with).

Quote:

Is there a minimum CR needed to launch an attack or defense?


Hmm. Not sure.. perhaps, but it can be very low e.g. 100.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 4:56 pm
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ShawnFireDragon said:
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?


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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 4:59 pm
*sam*
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*Synyster Gates* said:
What region should I be searching in order to find mutant elephants?


They'll be in tile 44,44
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 5:00 pm
*Awefense*
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*sam* said:
*Awefense* said:
Will there be a maximum amount of tiles that can be attacked per week?


No. (It will be per 2-weeks, but the way, at least to start with).

Quote:

Is there a minimum CR needed to launch an attack or defense?


Hmm. Not sure.. perhaps, but it can be very low e.g. 100.


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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vet wv pvp4 marshal gwextrav

Posted Apr 17, 2020, 5:09 pm
*sam*
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*Awefense* said:
*sam* said:
*Awefense* said:
Will there be a maximum amount of tiles that can be attacked per week?


No. (It will be per 2-weeks, but the way, at least to start with).

Quote:

Is there a minimum CR needed to launch an attack or defense?


Hmm. Not sure.. perhaps, but it can be very low e.g. 100.


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?


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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 5:19 pm Last edited Apr 17, 2020, 5:46 pm by *sam*
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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?
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vet wv pvp5 pvp4

Posted Apr 17, 2020, 5:54 pm
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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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vet wv pvp4 marshal gwextrav

Posted Apr 17, 2020, 6:06 pm
Tez
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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...
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vet wv combat1 pvp3 pvp51,4,0

Posted Apr 17, 2020, 6:10 pm
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Can a Squad that has occupied a tile remain there, as to protect it?
:thinking:
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Posted Apr 17, 2020, 6:13 pm
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ShawnFireDragon said:
Can a Squad that has occupied a tile remain there, as to protect it?
:thinking:


Good GOD man they'll run out of food!
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vet wv combat1 pvp3 pvp51,4,0

Posted Apr 17, 2020, 6:15 pm
*sam*
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Grimm Sykes said:
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?


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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 6:42 pm
*sam*
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*Awefense* said:
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.


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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 6:43 pm Last edited Apr 17, 2020, 6:47 pm by *sam*
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Tez said:
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...


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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Posted Apr 17, 2020, 6:44 pm Last edited Apr 17, 2020, 6:48 pm by *sam*
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ShawnFireDragon said:
Can a Squad that has occupied a tile remain there, as to protect it?
:thinking:


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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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 17, 2020, 6:45 pm
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