Post by Drath on Feb 23, 2016 1:06:52 GMT -8
Noticed Carrier/Assault Carrier spawned ryders now give more Intel and CP compared to beta 10. In fact it looks suspiciously more like the old MoA version lol.
Data and mechanics (AFAIK):
Ok so my question is whether there is a need to go back to MoA values. In the past, players had a deterrent on farming carrier spawns as the longer you took, the less CP overall you would get at the end. In exchange for a few extra credits, this presented a suitable tradeoff.
Now in Lib Day we get CP as we go along, so said deterrent is no longer present, and since regular Carriers don't do any damage and only spawn stuff, you can park Phoenix nearby and let her chew on spawns for about 150+ extra Intel per Carrier. If you get a scenario with lots of Carriers, say 4 Carriers, it would be in your interest to muck around as long possible to get 600+ extra Intel (fairly significant) with absolutely no risk to CP and no risk to repairs.
Not a huge issue of course in terms of overall Intel gain as you'll rack up around
P/S - In case it wasn't clear, I prefer the beta 10 version of spawn Intel/CP handling but as mentioned above it isn't that big of an issue (and yes I do appreciate the devs being nice,probably too nice)
Data and mechanics (AFAIK):
beta 12.4a:
1st spawn - Bomber: 37CP (essentially 60 Intel)
2nd spawn - Bomber: 28CP (45 Intel)
3rd spawn - Bomber: 18CP (30 Intel)
4th spawn - 2 mooks: 6+6CP (10+10 Intel)
beta 10
1st spawn - Bomber: 9CP (?Intel, must be very little... 15?)
2nd spawn - Bomber: 0CP (0 Intel)
Intel value is essentially the same value as credits and can be obtained from the wiki. CP conversion is given by (credits * 5)/(turns + diff + 2)
On SW, diff = 4, turns set to 2 when spawn first appears.
Subsequent spawns have credit value reduced by 20% for each turn that passes for said carrier. so the 5th spawn will give 0CP and 0 Intel.
1st spawn - Bomber: 37CP (essentially 60 Intel)
2nd spawn - Bomber: 28CP (45 Intel)
3rd spawn - Bomber: 18CP (30 Intel)
4th spawn - 2 mooks: 6+6CP (10+10 Intel)
beta 10
1st spawn - Bomber: 9CP (?Intel, must be very little... 15?)
2nd spawn - Bomber: 0CP (0 Intel)
Intel value is essentially the same value as credits and can be obtained from the wiki. CP conversion is given by (credits * 5)/(turns + diff + 2)
On SW, diff = 4, turns set to 2 when spawn first appears.
Subsequent spawns have credit value reduced by 20% for each turn that passes for said carrier. so the 5th spawn will give 0CP and 0 Intel.
Ok so my question is whether there is a need to go back to MoA values. In the past, players had a deterrent on farming carrier spawns as the longer you took, the less CP overall you would get at the end. In exchange for a few extra credits, this presented a suitable tradeoff.
Now in Lib Day we get CP as we go along, so said deterrent is no longer present, and since regular Carriers don't do any damage and only spawn stuff, you can park Phoenix nearby and let her chew on spawns for about 150+ extra Intel per Carrier. If you get a scenario with lots of Carriers, say 4 Carriers, it would be in your interest to muck around as long possible to get 600+ extra Intel (fairly significant) with absolutely no risk to CP and no risk to repairs.
Not a huge issue of course in terms of overall Intel gain as you'll rack up around
38.4k after 5 battles
But I don't like encouraging exploitative tactics. It's the principle not the money P/S - In case it wasn't clear, I prefer the beta 10 version of spawn Intel/CP handling but as mentioned above it isn't that big of an issue (and yes I do appreciate the devs being nice,