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[quote]The current energy/overdrive system bothers me. It means players will have to manually share energy structures when allies are Estalling and that overdrive is active even when excessing metal while low on energy. [/quote]Do you mean it still bothers you? Manually sharing energy has always been useful because the tax system was very inconsistent. Overdrive has always been active when excessing metal on low energy. The equation is unchanged for 1v1 and the difference for teamgames is:
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[quote]The current energy/overdrive system bothers me. It means players will have to manually share energy structures when allies are Estalling and that overdrive is active even when excessing metal while low on energy. [/quote]Do you mean it still bothers you? Manually sharing energy has always been useful because the tax system was very inconsistent. Overdrive has always been active when excessing metal on low energy. The equation is unchanged for 1v1 and the difference for teamgames is:
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* Removal of tax system.
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* Removal of tax system.
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* Energy contribution is based on entire team stats, not just individual players.
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* Energy contribution is based on entire team stats, not just individual players.
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\n
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\n
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The old energy system had each player calculte
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The old energy system had each player calculte
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(Energy Income - Energy Expense)*(Energy Stored)/(Energy Capacity)
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(Energy Income - Energy Expense)*(Energy Stored)/(Energy Capacity)
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with values based on on their own economy. This amount of energy would be shared for tax and overdrive purposes. Some amount of energy would be given to stalling people and the rest would go to overdrive.
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with values based on on their own economy. This amount of energy would be shared for tax and overdrive purposes. Some amount of energy would be given to stalling people and the rest would go to overdrive.
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\n
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\n
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I prefer the current system because the energy for overdrive in teams is now exactly the same as in the 1v1 case. Sharing between allies is achieved by the fact that a stalling player will have empty storage as well as reduce the total spare energy of the team.
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I prefer the current system because the energy for overdrive in teams is now exactly the same as in the 1v1 case. Sharing between allies is achieved by the fact that a stalling player will have empty storage as well as reduce the total spare energy of the team.
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\n
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\n
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Here is an example. Every has 500 energy capacity.
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Here is an example. Every has 500 energy capacity.
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* Player 1 with 550 energy, 200 income and 50 expense.
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* Player 1 with 550 energy, 200 income and 50 expense.
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*
Player
2
with
400
energy,
150
income
and
100
expense.
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*
Player
2
with
350
energy,
150
income
and
100
expense.
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*
Player
3
with
0
energy,
50
income
and
100
expense.
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*
Player
3
with
0
energy,
50
income
and
100
expense.
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\n
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\n
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The energy system lets players store a seconds worth of spending for smoothness purposes. That is why Player 1 can have 550 energy.
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The energy system lets players store a seconds worth of spending for smoothness purposes. That is why Player 1 can have 550 energy.
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\n
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\n
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The
energy
storage
of
the
team
has
a
fullness
proportion
of
(
500
+
400
+
0)
/1500
=
0.
6.
The
team
has
(
200
+
150
+
50)
-
(
50
+
100
+
100)
=
150
spare
energy.
This
means
that
150*0.
6
=
90
will
be
spent
on
overdrive.
The
team
has
(
200
-
50)
+
(
150
-
100)
=
200
spare
energy
coming
from
players
with
positive
spare
energy.
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18 |
The
energy
storage
of
the
team
has
a
fullness
proportion
of
(
550
+
350
+
00)
/1500
=
0.
6.
The
team
has
(
200
+
150
+
50)
-
(
50
+
100
+
100)
=
150
spare
energy.
This
means
that
150*0.
6
=
90
will
be
spent
on
overdrive.
The
team
has
(
200
-
50)
+
(
150
-
100)
=
200
spare
energy
coming
from
players
with
positive
spare
energy.
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\n
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\n
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* Player 1 is contributing (200 - 50)/200 = 0.75 of the spare energy so pays 0.75*90 = 67.5 energy towards overdrive.
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* Player 1 is contributing (200 - 50)/200 = 0.75 of the spare energy so pays 0.75*90 = 67.5 energy towards overdrive.
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* Player 2 is contributing (150 - 100)/200 = 0.25 of the spare energy so pays 0.25*90 = 22.5 energy towards overdrive.
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* Player 2 is contributing (150 - 100)/200 = 0.25 of the spare energy so pays 0.25*90 = 22.5 energy towards overdrive.
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* Player 3 is contributing (50 - 100) < 0 spare energy so contributes nothing towards overdrive.
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* Player 3 is contributing (50 - 100) < 0 spare energy so contributes nothing towards overdrive.
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\n
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\n
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Now the energy is redistributed if anyone is excessing or if some of the 90 energy sent to overdrive was not used (due to a bad grid).
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Now the energy is redistributed if anyone is excessing or if some of the 90 energy sent to overdrive was not used (due to a bad grid).
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\n
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\n
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* Player 1 now has (200 - (50 + 67.5)) = 82.5 spare energy and ((500 + 50) - 550) = 0 spare storage so contributes 87.5 energy to their allies.
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* Player 1 now has (200 - (50 + 67.5)) = 82.5 spare energy and ((500 + 50) - 550) = 0 spare storage so contributes 87.5 energy to their allies.
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*
Player
2
has
(
150
-
(
100
+
22.
5)
)
=
27.
5
spare
energy
and
(
500
+
100)
-
400)
=
200
spare
storage.
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*
Player
2
has
(
150
-
(
100
+
22.
5)
)
=
27.
5
spare
energy
and
(
500
+
100)
-
350)
=
250
spare
storage.
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*
Player
3
has
(
50
-
100)
<
0spare
energy
and
(
500
+
100)
-
50)
=
550
spare
storage.
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*
Player
3
has
(
50
-
100)
<
0spare
energy
and
(
500
+
100)
-
0)
=
600
spare
storage.
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\n
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\n
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So
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So
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*
Player
2
gets
87.
5*200/(
550
+
200)
=
23.
3
extra
energy
income.
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31 |
*
Player
2
gets
87.
5*250/(
600
+
250)
=
25.
7
extra
energy
income.
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*
Player
3
gets
87.
5*550/(
550
+
200)
=
64.
1
extra
energy
income.
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32 |
*
Player
3
gets
87.
5*600/(
600
+
250)
=
61.
7
extra
energy
income.
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33 |
\n
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