You can take out other people's resources by attacks without losses, the amount of which does not exceed 100% of the monthly output. When this limit is exceeded, losses are included, depending on the difference in the points of the attacker and the victim, multiples of the difference in points divided by 1.5. For example, a player with 1,000,000 points robs a player with 100,000 points. Losses will amount to 60%. For example, a player with 200,000 points robs a player with 100,000 points. Losses will amount to 33%.
There is a proposal to revise this formula because:
When the player is in
1,000,000 points robs a player in
200,000 points the difference between the attacker in development and pumping is higher than the victim's player by
800,000 points (accordingly, the development of such a player is more monthly than that of the victim)
hence we have an imbalance of what
a strong player can take out more resources from the weak than the weak from the strong...
Now the situation is the opposite, when the player in
200,000 points robs a player in
1,900,000 points, even taking into account the difference in development, experience, defense, and fleet - it is quite problematic to find such a victim, but even if the player found it,
he will be subject to fines for monthly production (which he may have and none)
I suggest:
Senate to consider a situation involving weak players
in the direction of increasing the robbery limit of stronger players, given the negative difference in the development of the empire... Then a weak player can develop faster, and a strong player will receive a bunch of mosquitoes as a gift that will drink blood with a sub at the first successful opportunity.
For example, a player with 1,000,000 points robs a player with 100,000 points. Losses will be 60% (1,000,000 - 100,000 = 900,000 / 1.5 =
600000 / ??? = 60%)
on the contrary For example, a player with 100,000 points robs a player with 1,000,000 points. Losses will be -60% (100,000 - 1,000,000 = -900,000 / 1.5 = -
600000 / ??? = -60%)