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  1. #1
    Join Date
    Dec 2008
    Location
    spain
    Posts
    1,365

    Default New Assault !!!!

    -Albanian translation Click Here
    -Portuguese translation Click Here
    -Italian translation Click Here
    -Romanian translation Click Here



    Hi boys and girls ,

    One of the biggest if not the biggest change the game has seen in the past years is the change to assault.

    Here is a preview on how it will be and the changes that it will bring to the game :
    Base Idea This idea is not new, actually most browser games use it
    I want to make it a little bit different from other games in order to keep The Crims slightly more dynamic than any other browser game of this type.

    So in order to perform the assault you will still have to roam the raves in search of a victim.
    What we will do is remove the speed factor once people meet in rave. In doing so we will REMOVE MACROS and BOTS, we will reduce the amount of issues appearing due to the pusher system.
    Even though you will not be able to run away anymore from a fight , this time you will harm your attacker or even win vs him no matter the difference in Assault Power if he is low HP


    With this it seems people are going to die more but it really isn't the case. Most attacks happen in the first days of the game and especially in the first day when people do not have the money to buy more than 1 rave.
    In order to balance the fact that you can't run anymore from a fight we did increase the number of raves you can own to 5.

    The numbers that you see here are not final.

    CHANGES


    Hp bar

    HP bar ranges and situations


    All professions start with 50 HP bar , Hitman with 110
    VIp pack will give as such

    VIP 1 : Extra 15 HP
    VIP 2: Extra 30 hp
    Vip 3 Extra 50 Hp

    Players will receive 5 Hp points / level for a total of 60.

    Scenario 1 : Hitman vip 3 pack total HP points at lvl 13 = 220 points
    Scenario 2 : Pimp vip 3 pack total hp points at lvl 13 = 160 points

    The HP bar will influence what you can do and cannot do in the game.
    It will go down during a fight or If you overdose.
    The hp points will generate 1 HP per real minute
    For each 100 tickets used players will lose 25 HP points. The minimum HP needed in order to rob is 10



    Add HP bar under the stamina bar;
    When you die from OD or an assault ( HP bar is at 0) if you use an item to get out of hospital or you pay your credits that will result in an increase of 10 HP points and you being out of hospital
    Allow players to own 5 raves or whorehouses
    Bring back the friends system - if you have someone in your friends list, you can’t fight;
    Bring back the red relation system
    Create a new item in the Black Market that will increase HP for players called blood transfusion and will regenerate the HP from 0 to 100

    suggestion:

    Non-VIP: 15 credits
    VIP 1: 10 credits
    VIP 2: 10 credits
    VIP 3: 5 credits




    Assault changes


    The winner is determined by both AP and HP. The winner gains the losers’ stats just like what we have now, but both players lose HP. Here is a battle simulator


    The winner is always the player with more AP, unless they reach 0 HP, in which case they lose and are killed. This will only happen if their HP value is much lower than the other player’s.


    AP weight controls how hard the stronger player gets hit. A higher value means he loses less HP, and a lower value means he loses more. Let’s get down to the calculation:


    Take ‘max hits’ as 50 and AP weight as 2. This means that, at 100 HP, a player will only die if their opponent has twice or more AP than them, as currently happens in the game. Less HP makes it easier for you to die; more HP makes it harder.

    THE SCENARIOS HERE ARE NOT WHAT WE HAVE ON BETA ... ON BETA THE NUMBER OF HITS IS 5. Like always these numbers will probably change.

    Take the player with less AP as weakerPlayer and the one with more AP as strongerPlayer:


    strongerPlayerHpPerHit = [strongerPlayer AP] / weight
    weakerPlayerHpPerHit = [strongerPlayer AP] / [weakerPlayer AP]


    A fight has a max of 50 ‘hits’. If the losing player still has HP after enduring 50 hits, they are wounded; if a player reaches 0 HP in the fight, they are killed.


    strongerPlayerMaxHits = [strongerPlayer HP] / [strongerPlayerHpPerHit]
    weakerPlayerMaxHits = [weakerPlayer HP] / [weakerPlayerHpPerHit]


    The smaller number represents the amount of ‘hits’ the fight consists of, which determines how much HP each player loses. The previously mentioned amount of 50 should be the “ceiling” here:


    battleMaxHits = min(weakerPlayerMaxHits, strongerPlayerMaxHits, 50)


    Example assault scenarios follow:

    Scenario 1

    Player 1 has 100% HP and 25.000 AP.
    Player 2 has 50% HP and 62.500 AP.

    strongerPlayerHPperHit = 0.5;
    weakerPlayerHPperHit = 62500 / 25000 = 2.5;

    strongerPlayerMaxHits = 50 / 0.5 = 100;
    weakerPlayerMaxHits = 100 / 2.5 = 40;

    Player 2 wins and endures 40 hits x 0.5 HP each, so he loses 20 HP in the fight.
    Player 1 loses with 40 hits x 2.5 HP each and is killed.


    --------------------------------------------------------------

    Scenario 2

    Player 1 has 100% HP and 100.000 AP.
    Player 2 has 40% HP and 150.000 AP.

    strongerPlayerHPperHit = 0,5;
    weakerPlayerHPperHit = (150000 / 90000) = 1,5;

    strongerPlayerMaxHits = 40 / 0.5 = 80;
    weakerPlayerMaxHits = 100 / 1.5 = 66;
    battleMaxHits = 50;

    Player 2 wins and endures 50 hits x 0.5 HP each, so he loses 25 HP in the fight.
    Player 1 loses, enduring 50 hits x 1.5 HP each, so he loses 75 HP and is wounded, not killed.


    --------------------------------------------------------------

    Scenario 3

    Player 1 has 100% HP and 1.000 AP.
    Player 2 has 50% HP and 50.000 AP.

    strongerPlayerHPperHit = 0.5;
    weakerPlayerHPperHit = (50000 / 1000) = 50;

    strongerPlayerMaxHits = 50 / 0.5 = 100;
    weakerPlayerMaxHits = 100 / 50 = 2;

    Player 2 wins and endures 2 hits x 0.5 HP each, so he loses 1 HP in the fight.
    Player 1 loses with 2 hits x 50 HP each and is killed.


    --------------------------------------------------------------

    Scenario 4

    Player 1 has 100% HP and 100.000 AP.
    Player 2 has 100% HP and 62.500 AP.

    strongerPlayerHPperHit = 0.5;
    weakerPlayerHPperHit = (100000 / 62500) = 1.6;

    strongerPlayerMaxHits = 100 / 0.5 = 200;
    weakerPlayerMaxHits = 100 / 1.6 = 62.5;
    battleMaxHits = 50;

    Player 1 wins, enduring 50 hits x 0.5 HP each, losing 25 HP in the fight.
    Player 2 loses, enduring 50 hits x 1.6 HP each, losing 80 HP and being wounded.


    --------------------------------------------------------------

    Scenario 5

    Double amount of AP will always result in loss of 100 HP. 100 HP is the default HP. As HP increases you need more than 2x HP to kill someone.

    Player 1 has 100 HP and 25000 AP.
    Player 2 has 100 HP and 5000 AP.

    strongerPlayerHPperHit = 1 * 10;
    weakerPlayerHPperHit = (500000 / 50000) = 10 * 10;
    Max 5 hits.

    strongerPlayerHpLoss = 5 * 10 = 50
    Last edited by ShadowsPT; 02-04-2021 at 03:27 PM.

 

 

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