#3973 closed enhancement (fixed)
[PATCH] Capturerate threshold
Reported by: | elexis | Owned by: | mimo |
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Priority: | Should Have | Milestone: | Alpha 21 |
Component: | UI & Simulation | Keywords: | simple patch |
Cc: | Patch: |
Description
Currently the capturerate depends linearily on the health-points of buildings. This means ruins will be captured instantaneously and can switch ownership back- and forth quickly.
There should be a threshold with regards to the capture rate. Buildings with less than (for example) 10% health could be treated like having 10% health.
mimo who reported this issue suggests a slightly different formula: cP * (0.1 + 0.9*health/maxhealth)
instead of cP * health/maxhealth
.
Attachments (2)
Change History (6)
comment:1 by , 8 years ago
comment:2 by , 8 years ago
Keywords: | patch review added |
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Milestone: | Backlog → Alpha 21 |
Summary: | Capturerate threshold → [PATCH] Capturerate threshold |
That's a nice idea which will prevent that "capture recapture capture recapture then destroy" thing. And mimo's formula is nice as it doesn't really change the actual multiplier for health building.
hp/maxHP | current multiplier | new multiplier |
to 0 | infinite | 10 |
0.1 | 10 | 5.3 |
0.2 | 5 | 3.6 |
0.3 | 3.3 | 2.7 |
0.4 | 2.5 | 2.2 |
0.5 | 2 | 1.8 |
0.6 | 1.7 | 1.6 |
0.7 | 1.4 | 1.4 |
0.8 | 1.3 | 1.2 |
0.9 | 1.1 | 1.1 |
1 | 1 | 1 |
As it is made a "simple" ticket, better to be precise in the description. As it is the strength of the capturing unit which is modified in Attack.js, it is currently multiplied by maxHealth/health (which becomes very big when health -> 0) and could be changed to maxHealth/(0.1*maxHealth + 0.9*health).