Howdy,
again it's best to start another fresh topic where we can discuss the upcoming planned changes as the previous feedback one already has over 50 pages
. We want to further improve the Site combat mechanics to make it more fun and fair to play with the following set of changes.
Automatic Yield Increase & Unlocked Site Defense Upgrades
With this change, you can decide more freely whether and how quickly you want to improve the defense of your sites.
- Yield level increases automatically with every conflict phase you manage to hold the site.
- Upgrading the site now only affects HP and Repair Level, and you can upgrade directly to the highest level without having to wait between upgrades.
Dino Diversity Boost for Site Drain and Repairs
This change rewards a varied team composition in both site attack and defense.
- Boost your team's drain/repair rates by up to 200% by having up to five different dinosaurs in the site's perimeter.
- Example for drain rate:
- 1 dino -> 100 drain (100%)
- 2 different dinos -> 135 drain (135%)
- 3 different dinos -> 165 drain (165%)
- 4 different dinos -> 185 drain (185%)
- 5 different dinos -> 200 drain (200%)
- 6 different dinos -> 200 drain (200%)
- 7 different dinos -> 200 drain (200%)
Drain Speed Based Only on Number of Defending Clan's Sites
This change simplifies how drain speeds are determined. We are no longer calculating a difference in held sites between clans, only the number of sites of the defending clan counts.
- The more sites a clan is holding, the faster attackers can drain them.
- As before, drain speed will change dynamically during conflict when the held sites count of the defending clan changes.
Here is a table on how it will affect the times with the changes on site based drain and the dino diversity boost at different levels. Max attacker boost times are similar on how it is live, while the overall repair power is increased by 100% compared to live on max boost.
View attachment 48120
(5 Attacker = max boost, 5 Defender = max boost, Repair+ means drain is lower than repair rate)
Note:
Let me also drop a little refresher here so it is easy to see how much with a single site is worth depending of the yield and when the DV takeover bonus is applied:
View attachment 48119
Let is know what you think and if something is still unclear how it works etc.
as it was requested to speak about data from page 1 ill attempt to explain why there’s problem with the numbers so let’s go through a few scenarios in all scenarios were gona talk about max lvl sites were talk about clans with 6+ sites due to lower server populations including large servers at that where they either hold all or allow enemies to hold which is not desired
1. 3 attackers attack a site
2. 5 attackers attack a site
3. 5+ attackers attack a site
Situation 1: 3 enemy attackers have attacked a site were be generous and say 1 defender was there keeping a watch so the defending side knows how many enemies there are however normally that’s not the case we can assume that in this scenario attackers which just teleported to the site can kill the lone defender before the travel sickness expires and the rest of that time is spend by the defender calling for help and saying the number or enemies assuming response group was already prepared somewhere on a gate and not hunting and that there won’t be environmental hazards on the road mainly in mm with its veteran bandits we can get an average time of 1 minute for the defence to arrive on the scene even in this scenario the gate has already last around 20% of its health before the confrontation even begun now this is where things diverge a bit
Scenario 1: defence arrived in equal numbers to the enemy and the battle begins defence starts the battle in a disadvantage due to enemies barrage of skills and attacks as the approach the site perimeter (larger ring would not help here as the enemy can sit on the edge anyway) as this is happening the site is still loosing heath but now at slightly slower rate (1 more minute and 30 seconds until its dead according to graphs) there’s two possible approaches now either focusing 1 target or fighting each target individually in first case we can assume at lest 30 seconds survival rate for the target in this scenario and in second between 40 seconds to a 1 minute and 20 seconds based on the build on both sides for one target
Scenario 1A: all defenders despite the disadvantage manage to slay all their targets within roughly 1 minute and 30 seconds without any loses which in reality is not possible gate survived with around 50% of its life remaining
Scenario 1B: defenders won the battle in around 2 minutes with lose of at least one member gate survived with 40% of its life remaining
Scenario 1C: attackers crushed incoming defence attempts within 1 minute and 30 seconds roughly 50% of the sites hp remains now with another minute long time to arrive on scene and try again for defenders thx to walking distance needed and respawn timer 30% of the sites hp remains by the time they arrive on the scene by the time battle is done if successful site is either lost or considered lost with at most 10% remaining health
Scenario 1D: attackers won the battle with one loss in 2 minutes due to slightly lower drain rate roughly 60% of the sites health remains with 1 minute delay before next attempt to stop the attacker is made gate would be down to 45% health before battle begins if defence succeeds gate survives at most with roughly 15% to 20% health at most assuming dead attacker did not reach the gate before battles started or after in which case it would be lost
Scenario 2: defence arrived in greater number then offense (not total unlikely in this situation) and as such gained the upper hand on offense increasing with number of defenders available were assume 6 defenders here time to kill in both ways goes down by half
Scenario 2A: gate survives with roughly 60% health
Scenario 2B: gate survives with roughly 50% health
Scenario 2C is not possible
Scenario 2D: is highly unlikely but gate survives with roughly 50% remaining health as it would take longer to defeat the enemies were assume one attacker survived with one minute delay to arrive on scene again gates hp goes down to around 40% and 35% after attacker is dead if the rest didn’t return
Scenario 3: defence arrived in smaller number than offense based on scenario 1 gate is considered lost in all scenarios surviving with minimal health at most
We can already see in first situation that the numbers are not very impressive but let’s continue on to situation 2
Situation 2: same start as in the situation 1 but battle starts after 25% of the site’s health is lost
Scenario 1: defence arrived in equal numbers to the enemy and the battle begins defence starts the battle in a disadvantage due to enemies barrage of skills and attacks as the approach the site perimeter (larger ring would not help here as the enemy can sit on the edge anyway) as this is happening the site is still losing heath but now at slightly slower rate (1 more minute until its dead according to graphs) there’s two possible approaches now either focusing 1 target or fighting each target individually in first case we can assume at least 20 seconds survival rate for the target in this scenario and in second between 40 seconds to a 1 minute and 20 seconds based on the build on both sides for one target
Scenario 1A: all defenders despite the disadvantage manage to crush the enemies within roughly 2 minutes gate survives with 40% of its health remaining
Scenario 1B: defenders won the battle in around 3 minutes with 2 losses the site survives with at most 20% to 25% health
Scenario 1C: attackers crushed incoming defence attempts within 2 minutes roughly 40% of the sites hp remains now with another minute long time to arrive on scene and try again for defenders thx to walking distance needed and respawn timer 15% of the sites hp remains by the time they arrive on the scene by the time battle is done in all scenarios the site is lost
Scenario 1D: attackers won the battle with two losses in 3 minutes due to slightly lower drain rate roughly 45% of the sites health remains with 1 minute delay before next attempt to stop the attacker is made gate would be down to 25% health before battle begins the gate is considered lost or survives with around 5% health
Scenario 2: defence arrived in greater number then offense (unlikely but possible in this situation) and as such gained the upper hand on offense increasing with number of defenders available were assume 10 defenders here time to kill in both ways goes down by half
Scenario 2A: gate survives with 50% of its health remaining
Scenario 2B: gate survives with 30% to 35% health
Scenario 2C is not possible
Scenario 2D: is highly unlikely but gate survives with roughly 40% remaining health as it would take longer to defeat the enemies were assume two attackers survived with one minute delay to arrive on scene again gates hp goes down to around 30% and 25% after attackers are dead if the rest didn’t return
Scenario 3 defence arrived in smaller number than offense based on scenario 1 gate is lost in all scenarios
Oh boy this is looking really rough but lets continue for the fun of it
Situation 3: has identical start to situation 2
Scenario 1: defence arrived in equal numbers to the enemy (can be extremely unlikely) and the battle begins defence starts the battle in a disadvantage due to enemies barrage of skills and attacks as the approach the site perimeter (larger ring would not help here as the enemy can sit on the edge anyway) as this is happening the site is still losing heath but now at slightly slower rate (1 more minute until its dead according to graphs) there’s two possible approaches now either focusing 1 target or fighting each target individually in first case we can assume at least 15 seconds survival rate for the target in this scenario and in second between 40 seconds to 1 minute and 20 seconds based on the build on both sides for one target
Scenario 1A: if the number is higher then 7 the gate is considered lost before the battle is done (on my server there can be up to 15 at a time) at least 5 defenders would survive here but there would be losses
Scenario 1B: gate is lost in all possible outcomes
Scenario 1C: gate is very lost in this outcome
Scenario 1D: gate is lost in all possible outcomes
Scenario 2: defence arrived in greater number then offense (near impossible) and as such gained the upper hand on offense increasing with number of defenders available, we can’t assume a number here since it can be anything
Scenario 2A: gate might survive with roughly 10% health
Scenario 2B: gate is lost in all possible outcomes
Scenario 2C is not possible to achieve
Scenario 2D: gate is lost in all possible outcomes
Scenario 3: defence arrived in smaller number than offense based on scenario 1 gate is lost in all scenarios
As we can see these numbers are very bad and that’s not even taking into account the chance of enemy coming back for the site in which case in situation 2 and obviously situation 3 the gate is lost in 100% of the scenarios in situation 1 it might survive one wave but loss is certain on second or third wave of an attack these numbers are a disaster I calculated all of them with the usage of the graphs above and we can see why defending is so hard the numbers are not good at all