Galaxy Legion Forum
http://galaxylegion.com/forum/

Same damage, same badges
http://galaxylegion.com/forum/viewtopic.php?f=6&t=24873
Page 1 of 1

Author:  Rarek [ Tue May 15, 2012 4:43 am ]
Post subject:  Same damage, same badges

We all know the 50 Att / 50 Def bases where everyone does 120 damage / hit. But everyone DOESN'T receive the same badges for the same "work". How is it fair that 20th on a lvl 3 base gets 1 badge for 120 damage while 1st gets 3 badges for 120 damage, all because of a RNG?

Same damage, same badges, regardless. Just pop a limit on how many people get it in that case (example, on a lvl 3 base, 20 people get 3 badges for doing 120 dmg each, but the 21st 120 damager gets 0)

Author:  Follyuu [ Tue May 15, 2012 4:45 am ]
Post subject:  Re: Same damage, same badges

I would just set it to first come first served, I doubt we would be given additional badges for already being strong enough to hit a base for max. Although I do agree there should be some set order to how the badges are awarded when all dmg is equal

Author:  kellmaster [ Tue May 15, 2012 7:53 am ]
Post subject:  Re: Same damage, same badges

Follyuu wrote:
I would just set it to first come first served, I doubt we would be given additional badges for already being strong enough to hit a base for max. Although I do agree there should be some set order to how the badges are awarded when all dmg is equal


my legion constantly gets level 3 enemy bases scanned, and it currently seems to be the exact opposite of first come first served. If i am first to hit it i will come 19'th or 20th in damage and only get one badge, however if im late getting a hit in i will come in the top 5 or 10.

we NEED first come first served for weak bases. if everyone does 120 to a base, the first person to hit it comes first in damage metres.

Author:  Dave_smith354 [ Tue May 15, 2012 11:22 am ]
Post subject:  Re: Same damage, same badges

Follyuu wrote:
I would just set it to first come first served, I doubt we would be given additional badges for already being strong enough to hit a base for max. Although I do agree there should be some set order to how the badges are awarded when all dmg is equal


I would agree with either this, or alternating between first come first served and the reverse order (because not everyone can be online constantly). As it stands though, if we're lucky enough to scan a weak level 3 I just take my chances, the biggest problem is keeping them alive long enough to get 20 players on.

Author:  kellmaster [ Wed May 16, 2012 3:56 am ]
Post subject:  Re: Same damage, same badges

Dave_smith354 wrote:
Follyuu wrote:
I would just set it to first come first served, I doubt we would be given additional badges for already being strong enough to hit a base for max. Although I do agree there should be some set order to how the badges are awarded when all dmg is equal


I would agree with either this, or alternating between first come first served and the reverse order (because not everyone can be online constantly). As it stands though, if we're lucky enough to scan a weak level 3 I just take my chances, the biggest problem is keeping them alive long enough to get 20 players on.


We also get that problem a lot, our ruling is now, if you do more than 120 to a 50/50 base you are required to spend any badges you get on exo-clamps.

Author:  Uy23e [ Wed May 16, 2012 7:10 am ]
Post subject:  Re: Same damage, same badges

NO to OP, abusable on so many levels

it SHOULD be first come first serve based on the last attack made by each player.

Author:  Darth Flagitious [ Wed May 16, 2012 3:04 pm ]
Post subject:  Re: Same damage, same badges

Actually, letting the RNG determine who gets how many badges in that situation IS the MOST fair way to do it. The OP mentions the first 20 on a level 3 each get 3 badges. That is 60 badges compared to a "normal" level 3 that gives out up to 35 badges. Obviously that would be abused. Someone else said "first come first served." So the guy that has dinner at the same time as the base battle automatically gets less badges? Or the guy that logs in on his coffee break at work? Since Dan can't program in the coffee break factor, he's gotta go with what is the fairest to everyone... The RNG. Another point I'd like to make about FCFS, you can set base scans for Leaders Only. Do that, the leaders do the scans and automatically get the extra silvers and 100% Raid chance (on level 4+). No... That can't be abused...

Author:  RigorMortis [ Wed May 16, 2012 3:22 pm ]
Post subject:  Re: Same damage, same badges

kellmaster wrote:
Dave_smith354 wrote:
Follyuu wrote:
I would just set it to first come first served, I doubt we would be given additional badges for already being strong enough to hit a base for max. Although I do agree there should be some set order to how the badges are awarded when all dmg is equal


I would agree with either this, or alternating between first come first served and the reverse order (because not everyone can be online constantly). As it stands though, if we're lucky enough to scan a weak level 3 I just take my chances, the biggest problem is keeping them alive long enough to get 20 players on.


We also get that problem a lot, our ruling is now, if you do more than 120 to a 50/50 base you are required to spend any badges you get on exo-clamps.


It's not that tough. Locker gets 2 hits (they used their badges to lock it, they deserve top spot), nobody hits after the shields are down. They have to wait until the shields are back to 120 before hitting it.

Some (few) people still ignore it, but generally they won't go below 500 or so hull until it's time for them to die.

Author:  Noirpa [ Wed May 16, 2012 3:36 pm ]
Post subject:  Re: Same damage, same badges

I think the person with the most need for silver badges should be on the top. So if everyone hits for 120 the person with the least silvers total should be in the top 10. So lets say johnnyx has only 50 silvers each and everyone else who has hit the base has a total of more than 50 silver badges (spend or other wise) then johnnyx should have the 1st spot, and then sarah1234 should be number 2 because she only had 54 silver badges; so on and so forth. Instead of it being totally randomized.

Author:  RigorMortis [ Wed May 16, 2012 3:49 pm ]
Post subject:  Re: Same damage, same badges

Noirpa wrote:
I think the person with the most need for silver badges should be on the top. So if everyone hits for 120 the person with the least silvers total should be in the top 10. So lets say johnnyx has only 50 silvers each and everyone else who has hit the base has a total of more than 50 silver badges (spend or other wise) then johnnyx should have the 1st spot, and then sarah1234 should be number 2 because she only had 54 silver badges; so on and so forth. Instead of it being totally randomized.


No. That's remedied simply by spending silver badges. The way it is (random) is fairest, everyone has an equal chance at landing in any spot.

Author:  Noirpa [ Wed May 16, 2012 4:07 pm ]
Post subject:  Re: Same damage, same badges

I did put spent or other wise. If someone has all the mods on their ship, they are spent and if players have bought the exo clamps, Barrier Nexus(s) or just holding slivers in the no-space cargo then it all counts towards how many badges you have total. So Like me who has 300+ silvers total would like to see some of the other players get their mods when it comes to a glass base. But not ruin the glass base for everyone.

Author:  Darth Flagitious [ Wed May 16, 2012 4:22 pm ]
Post subject:  Re: Same damage, same badges

Noirpa wrote:
I did put spent or other wise. If someone has all the mods on their ship, they are spent and if players have bought the exo clamps, Barrier Nexus(s) or just holding slivers in the no-space cargo then it all counts towards how many badges you have total. So Like me who has 300+ silvers total would like to see some of the other players get their mods when it comes to a glass base. But not ruin the glass base for everyone.



Ok, so I have all my silver mods and use up my excess silvers on Barrier Nexus and Exo-clamps. Runs me down to 0 silvers. You mean to tell me that I legitimately deserve to get more silver badges from a base, for the same damage, than the guy that needs 3 more for his first Surge Plexus?

Drugs are bad, son... You should stop using them...

Author:  Uy23e [ Wed May 16, 2012 4:30 pm ]
Post subject:  Re: Same damage, same badges

Darth Flagitious wrote:
Noirpa wrote:
I did put spent or other wise. If someone has all the mods on their ship, they are spent and if players have bought the exo clamps, Barrier Nexus(s) or just holding slivers in the no-space cargo then it all counts towards how many badges you have total. So Like me who has 300+ silvers total would like to see some of the other players get their mods when it comes to a glass base. But not ruin the glass base for everyone.



Ok, so I have all my silver mods and use up my excess silvers on Barrier Nexus and Exo-clamps. Runs me down to 0 silvers. You mean to tell me that I legitimately deserve to get more silver badges from a base, for the same damage, than the guy that needs 3 more for his first Surge Plexus?

Drugs are bad, son... You should stop using them...


You should read more carefully, he's saying TOTAL silver, not CURRENT silver

thou for that method, I do believe it would be best if exo-clamp spent ones does not count against you, it's a "selfless act" so to speak, so it shouldn't possibly hurt you in any way.


Darth Flagitious wrote:
Actually, letting the RNG determine who gets how many badges in that situation IS the MOST fair way to do it. The OP mentions the first 20 on a level 3 each get 3 badges. That is 60 badges compared to a "normal" level 3 that gives out up to 35 badges. Obviously that would be abused. Someone else said "first come first served." So the guy that has dinner at the same time as the base battle automatically gets less badges? Or the guy that logs in on his coffee break at work? Since Dan can't program in the coffee break factor, he's gotta go with what is the fairest to everyone... The RNG. Another point I'd like to make about FCFS, you can set base scans for Leaders Only. Do that, the leaders do the scans and automatically get the extra silvers and 100% Raid chance (on level 4+). No... That can't be abused...


And who are you gonna cry to when you are not on "at the right time" for elites? The more active bunch getting more stuff will only benefit the game as a whole by encouraging activity. Unless the base scan is on a VERY strict schedule(which is hardly true for all except the top most legions), everyone have pretty much equal oppertunity.
and the "leaders get more" theory is just irrlevant. The scanner should get more regardless of whatever anyway. We always let scanner do extra damage if possible to give him the top spot on the weak bases. If you want to contribute red for extra silvers, ask ur leader to open scan to officer and become officer tempoarily to do scans.
If ur leader is so selfish etc such that they wont accept the request, you probably should look for a different legion.
So rly, the "leaders get more" theory, while possibly true, is irrlevant to the topic.

Author:  Darth Flagitious [ Wed May 16, 2012 5:10 pm ]
Post subject:  Re: Same damage, same badges

Uy23e wrote:
Darth Flagitious wrote:
Noirpa wrote:
I did put spent or other wise. If someone has all the mods on their ship, they are spent and if players have bought the exo clamps, Barrier Nexus(s) or just holding slivers in the no-space cargo then it all counts towards how many badges you have total. So Like me who has 300+ silvers total would like to see some of the other players get their mods when it comes to a glass base. But not ruin the glass base for everyone.



Ok, so I have all my silver mods and use up my excess silvers on Barrier Nexus and Exo-clamps. Runs me down to 0 silvers. You mean to tell me that I legitimately deserve to get more silver badges from a base, for the same damage, than the guy that needs 3 more for his first Surge Plexus?

Drugs are bad, son... You should stop using them...


You should read more carefully, he's saying TOTAL silver, not CURRENT silver

thou for that method, I do believe it would be best if exo-clamp spent ones does not count against you, it's a "selfless act" so to speak, so it shouldn't possibly hurt you in any way.


Darth Flagitious wrote:
Actually, letting the RNG determine who gets how many badges in that situation IS the MOST fair way to do it. The OP mentions the first 20 on a level 3 each get 3 badges. That is 60 badges compared to a "normal" level 3 that gives out up to 35 badges. Obviously that would be abused. Someone else said "first come first served." So the guy that has dinner at the same time as the base battle automatically gets less badges? Or the guy that logs in on his coffee break at work? Since Dan can't program in the coffee break factor, he's gotta go with what is the fairest to everyone... The RNG. Another point I'd like to make about FCFS, you can set base scans for Leaders Only. Do that, the leaders do the scans and automatically get the extra silvers and 100% Raid chance (on level 4+). No... That can't be abused...


And who are you gonna cry to when you are not on "at the right time" for elites? The more active bunch getting more stuff will only benefit the game as a whole by encouraging activity. Unless the base scan is on a VERY strict schedule(which is hardly true for all except the top most legions), everyone have pretty much equal oppertunity.
and the "leaders get more" theory is just irrlevant. The scanner should get more regardless of whatever anyway. We always let scanner do extra damage if possible to give him the top spot on the weak bases. If you want to contribute red for extra silvers, ask ur leader to open scan to officer and become officer tempoarily to do scans.
If ur leader is so selfish etc such that they wont accept the request, you probably should look for a different legion.
So rly, the "leaders get more" theory, while possibly true, is irrlevant to the topic.


First point... Without trying to be rude, I DID read the suggestion. But I also know a little bit about how the game works. The game does not track spent badges. That's a known fact. Therefore there is no way of calculating TOTAL silvers and everything would have to be based on CURRENT counts.

Second point... I don't condone or encourage the example I made about the scan rules. I'm just pointing out the very relevant exploitability of it.

Third point... How your legion handles base locking is up to you. However, being the scanner should not automatically give you claims to extra silvers. Spending reds is for the legion's benefit, not your own. Many times I have been sitting with very minimal energy but a lot of red badges. I would volunteer to do the scan knowing I'm not going to be able to do much damage. This saves the red badges for those that do have the energy for the battle who might be short on energy the next time around and can do the same. That's called being a team player.

Keep in mind that this whole suggestion would have to apply to ALL base battles, not just the special case of abandoned bases. Therefore, also keep in mind that the damage you do every shot is determined by the RNG.

Author:  RigorMortis [ Wed May 16, 2012 5:17 pm ]
Post subject:  Re: Same damage, same badges

Darth Flagitious wrote:
First point... Without trying to be rude, I DID read the suggestion. But I also know a little bit about how the game works. The game does not track spent badges. That's a known fact. Therefore there is no way of calculating TOTAL silvers and everything would have to be based on CURRENT counts.

Second point... I don't condone or encourage the example I made about the scan rules. I'm just pointing out the very relevant exploitability of it.

Third point... How your legion handles base locking is up to you. However, being the scanner should not automatically give you claims to extra silvers. Spending reds is for the legion's benefit, not your own. Many times I have been sitting with very minimal energy but a lot of red badges. I would volunteer to do the scan knowing I'm not going to be able to do much damage. This saves the red badges for those that do have the energy for the battle who might be short on energy the next time around and can do the same. That's called being a team player.

Keep in mind that this whole suggestion would have to apply to ALL base battles, not just the special case of abandoned bases. Therefore, also keep in mind that the damage you do every shot is determined by the RNG.


In particular, the third point:
Depends on the bases you're locking. Generally we lock soft level 3s/4s so as to help our members get the silver modules easily, and while it's for the legion's overall benefit, we feel that in these cases since the locker is spending his badges, he may as well get more badges from the base he scanned.

Obviously, on not-so-abandoned bases, this probably wouldn't work out quite so easily.

Author:  Uy23e [ Wed May 16, 2012 5:26 pm ]
Post subject:  Re: Same damage, same badges

while it might be possible to salvage spent badges from log info, we can leave that aside until it can be confirmed.


The suggestion, as far as I can see, is only regarding damage ties on bases, which rarely occurs in anything except abondoned bases. So while it's possible for RNG on dmg to play a part, it's of insigificant value.

If FCFS is implemented for tie badges, it is also a choice on the scanner to do the dmg right away for more badges or if he wish to serve the legion instead, to do dmg at a later time. It does not explicitly makes the scanner get more badge right away.

And in the case of the weak bases, one can always request to leader to be allowed to extra dmg if he is in desperate need of badges to ensure a better spot.

So I believe with proper management, FCFS is the fairest method, because it provide an equal oppertunity enviroment for the "greed" roll of the dice while encouraging activity.

I won't mind some kind of a round robin system if you want a true "fair for all", but I dislike badge by RNG because it could and probably will(given the large player population) end up *beeping* someone and give them low badges every single time. While we can explain it away calmly with statistics, some ppl will rage at it and that's not good for the cumminty.

Author:  Darth Flagitious [ Wed May 16, 2012 5:46 pm ]
Post subject:  Re: Same damage, same badges

Changing a system that works for 99.99% of situations for the benefit of that .01% and at the same time adding potential exploits is ludicrous.

Author:  Bluecifer [ Wed May 16, 2012 5:47 pm ]
Post subject:  Re: Same damage, same badges

I think people should stop whining. You''l get your badges eventually.

Author:  kellmaster [ Wed May 16, 2012 11:15 pm ]
Post subject:  Re: Same damage, same badges

ok most of you dont seem to get it, it is currently the OPPOSITE of FCFS on 50/50 bases atm. so if everyone does 120, the first 9-10 to hit it will get 1 badge. which is just stupid. i do NOT think that equal badges for all is ok. nor do i think that "only leaders can target bases exploit herp derp" is a legitimate argument. I don't even think "punishing players for not being as active" is legitimate. They already miss out on elites, they get disabled, etc etc. Obviously being highly active is an advantage.
My point, is it is punishing people for being first on a weak base.
First come first served will give players good reason to try and be on every 8 hours for the new base lock, thus increasing traffic to the site, which is a good thing for Dan. OR if for whatever reason that is not acceptable then shuffle the players that all have 120 damage so it is completely random who gets top spot and who gets shoved to last.

Bluecifer wrote:
I think people should stop whining. You''l get your badges eventually.


thats true, i have all of the modules apart from the new badge unlocked one. I'm simply trying to balance an odd game mechanic for everyone.

Author:  Dave_smith354 [ Thu May 17, 2012 4:53 pm ]
Post subject:  Re: Same damage, same badges

kellmaster wrote:
ok most of you dont seem to get it, it is currently the OPPOSITE of FCFS on 50/50 bases atm. so if everyone does 120, the first 9-10 to hit it will get 1 badge. which is just stupid.


That's not actually true, it really is random.

kellmaster wrote:
Bluecifer wrote:
I think people should stop whining. You''l get your badges eventually.


thats true, i have all of the modules apart from the new badge unlocked one. I'm simply trying to balance an odd game mechanic for everyone.


I agree with Bluecifer here.

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/