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 Change the percentages for base raids 
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Joined: Sun Oct 17, 2010 2:42 pm
Posts: 267
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Hello,

I dont make many posts, but this one is annoying me a lot lately.

I have been participating in base raids more actively lately now my ship doesnt get 3-4 shot and always strive for at least the 10-20 range (not special I know, but we raid with Unknown, Galactic Paladins too so spots are hard to earn) and always get at least 3 badges

The issue comes with the base raiding, I always have at least a 58% chance to raid, and I have failed my last raids, even one in the 70% range, which is borderline ridiculous, some of my legion comrades also state they hve had a 98% failure.

These bases are a huge drain on resources, and most of the time the reward is the tri-phase. The base raid percentages are way off. I understand 98% CAN fail, but ive heard the same story from multiple people - can it be changed that if youre in the badge brackets you get a %age boost to the raid - or to at least reflect the number stated, people shouldnt be repeatedly failing base raids when EVERY chance is well in the 50+ region.

There are plenty ideas flowing around, extra crates, top damage able to pick drops etc... I dont know which is the best but its very frustrating to see raids failing constantly when I have done a decent amount of damage to the base to earn a 3 badge reward amongst others.

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Sat Oct 22, 2011 2:32 pm
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Joined: Tue Jun 21, 2011 6:32 pm
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Rather than a base raid chance, I'd prefer a "stratified" base crate, auto-shipped to everyone at time of disable (because you're sometimes asleep when the "raid lock" expires, even if you're #1 on damage). For example:
Say there's 40 badge slots.
1-10 get a "master crate" - contains 2 base artifacts, one of which MUST be uncommon or better.
11-20 get a "Ultra crate" - contains 2 artifacts, or any rarity.
21-30 get a "Special crate" - contains 1 artifact, of any rarity.
30> get a "standard crate" - contains 1 common or uncommon artifact.

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Sat Oct 22, 2011 2:43 pm
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I like that idea

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Sat Oct 22, 2011 2:52 pm
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Joined: Sun Jan 16, 2011 5:31 pm
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Location: basildon uk
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if you put that amount of work in you should get rewarded for it...i missed a raid on 84% the other day...miffed doesn't quite cover it

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Sat Oct 22, 2011 3:25 pm
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Joined: Wed Nov 10, 2010 2:44 am
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this is only slightly different from the 90% planet invasion failure threads...

just because you failed 1 at 90-ish% doesn't mean you will succeed the next one automatically

ooh.. there's idea #1... add a cumulative +X% to chance each time you fail, making the next one even more possible... then eventually you'll really succeed and people won't have a reason to fuss anymore (or multiply by a low 1.0?x multiplier for each failure in your current invasion or raid failure streak)


...and then there's idea #2... in the message that says we failed, give us the random number that made us fail... might quiet a few people... (i ran across a game recently that does this at least on item rewards, and even tells you the random number ranges that gives different rarity loots so you can see how far you were from the rare stuff... and even gives opportunity for boosting your chance at the rare stuff based on certain goals like damage, time, # hits, etc...)

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Sat Oct 22, 2011 3:47 pm
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Joined: Thu May 26, 2011 4:45 am
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What if the percentages were kept basically the same, except every time you'd 'fail' you'd get a crate that had like two hours' worth of minerals inside, or a couple standard artifacts from the normal artifact pool?

This way you'd always at least get *something*. I'm sure Dan keeps the drops of the good stuff low because he wants to stagger them out - if it's raining artifacts, we'll get them all, get bored, and stop killing bases.

A solution like this would work with both considerations: if you fight a base, no matter what, you raid and get *something.* The chances of the good stuff stay exactly the same, and still favor high damagers.

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Sat Oct 22, 2011 4:02 pm
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maybe 4 hrs of artifact points... or the heavy hitters will still complain
(they still might complain though)

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Sat Oct 22, 2011 4:06 pm
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Joined: Fri Sep 16, 2011 12:04 am
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Lone.Lycan wrote:
this is only slightly different from the 90% planet invasion failure threads...

just because you failed 1 at 90-ish% doesn't mean you will succeed the next one automatically

ooh.. there's idea #1... add a cumulative +X% to chance each time you fail, making the next one even more possible... then eventually you'll really succeed and people won't have a reason to fuss anymore (or multiply by a low 1.0?x multiplier for each failure in your current invasion or raid failure streak)


...and then there's idea #2... in the message that says we failed, give us the random number that made us fail... might quiet a few people... (i ran across a game recently that does this at least on item rewards, and even tells you the random number ranges that gives different rarity loots so you can see how far you were from the rare stuff... and even gives opportunity for boosting your chance at the rare stuff based on certain goals like damage, time, # hits, etc...)


I like #1... but best if kept separate for each lvl of base. Cause ppl will complain if they fail on 5s or even 6s only to have the + realized in 4s
Another way of doing it is to have a "bar" building for each lvl of base you are qualified to raid. Instead of % chance, the bar grows by that many %. And when it is 100%, you get a box guaranteed. If the displayed chances are real, this would not make a difference in the long run (Law of Large Number) but would make ppl more happy because they are saved from super-unlucky (Murphy's law)

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Sat Oct 22, 2011 6:39 pm
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Joined: Thu Mar 24, 2011 11:59 pm
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"You found the cargo bay, but it had already been mostly emptied. You gain one BPO Storage container (base production output). Grants the daily output (with loyalty bonus @ 0)
of the base you disabled


Sat Oct 22, 2011 7:12 pm
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Joined: Sun Jan 16, 2011 5:31 pm
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Location: basildon uk
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Lone.Lycan wrote:
this is only slightly different from the 90% planet invasion failure threads...


when was the last time you refilled your energy bar to zero out a planet?
a planet is the gift that keeps giving too...a base crate is a one shot deal. two totally different things tbh.
if i'm putting in 2kplus nrg and several repairs to try for a crate...i want the damn crate lol.
now...what's in the crate is where the rng can have its fun (imho of course)

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Sat Oct 22, 2011 7:24 pm
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