New round update for SO Main:
The new fleet power formula features less fleet power / ship and and more advanced algorithms like this:
Original:
fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*500;Changed to:
fleet_power = (fleetCost*0.85 + attack*accuracy + defence*2 + hitpoints*0.5)/200 + absorb*200;Then, a lower attack penalty is introduced like this:
// low attack, -33% max penalty to Fleet Power
attackPenalty = 0.33 - (attack*accuracy)/fleetCost;
attackPenalty minimum = 0;
attackPenalty maximum = 0.33; // 33%
// low Hitpoints, -75% max penalty to Fleet Power
hitpointsPenalty = 0.75 - hitpoints/fleetCost;
The penalties cause the ship to have lower power, depending on it's attack points / hitpoints.
This means that an expensive ship with only absorb / shields can not function as a power ship anymore.
And boarding pods with no attack power can have a decent chance in battle.
Details:
- Defense gets more points in / power point
- Hitpoints gets more points in / power point, favoring ships with higher HP values
- General power of ships decreases to half what it was, making rounds last a bit longer
- Fleet cost counts a bit more towards power
I've tested it and overall I think it's an interesting change. Should make for a fun round
Godspeed!