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 Setting Rob/Steal Factors 
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Gameop

Joined: Mon Dec 16, 2002 3:00 am
Posts: 241
Location: USA
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I've been trying to make games where reds are no longer at a disadvantage and am wondering about the Rob/Steal Factors. Default is 100% while the range it can be set at is 10 - 850 in increments of 10. What would happen if I either lowered or raised this number? I tried doing a search on it but got no help that way.

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Ahab

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Thu Jan 29, 2004 3:12 pm
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Lieutenant Commander
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Joined: Thu Mar 21, 2002 3:00 am
Posts: 890
Location: USA
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Ahab,
In a nutshell, the lower the percentage, the easier it is for the red to steal/rob. The higher the percentage, the more experience the red needs.

From my site, http://www.tw-cabal.com/formulas.html

Evil Rob/Steal Settings
The Math:
There are two settings that affect how much you can rob or steal. The RobFactor, and the StealFactor. These settings are determined by the Sysop. (Although in MBBS mode, they are fixed.) They are measured as a percentage, i.e. 50%.

Here is the formula you need to use to figure out how much you can rob from a port with minimal chance of a bust.
(3 / %RobFactor) * EXP
Example: (Rob Factor is 50%. Your experience is 10,000.)
3 / .5 = 6, 6 * 10,000 = 60,000
You can rob 60,000 credits.

Here is the formula for stealing holds:
EXP / (30 * %StealFactor)
Example: (StealFactor is 70%. Your experience is 3,500.)
30 * .7 = 21, 3500 / 21 = 166.6 holds. (166 holds, drop fractions!)

For your convince, I have put the default values for a MBBS and a Classic game.
MBBS:
EXP * 6 = Maximum Credits you can rob at once.
EXP / 21 = Maximum holds you can steal at once.

Classic:
EXP * 3 = Maximum Credits you can rob at once.
EXP / 30 = Maximum holds you can steal at once.

Be sure to check the settings the sysop is using in a classic game by pressing * at the Game Menu. (The first menu after you choose which game you want to play.) And remember, even if you follow these settings, your chance of busting is around 1 in 50. You WILL bust!

-Traitor

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Thu Jan 29, 2004 3:21 pm
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Gameop

Joined: Mon Dec 16, 2002 3:00 am
Posts: 241
Location: USA
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Thanks Traitor. That does help.

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Thu Jan 29, 2004 4:53 pm
Profile YIM
Gunnery Sergeant

Joined: Sat Nov 15, 2003 3:00 am
Posts: 26
Location: USA
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Hey Ahab, when are reds at a disadvantage? Red's rule the game right now unless they're not playing correctly. Especially when you have two reds on a corp and a blue to furb.


Thu Jan 29, 2004 6:22 pm
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Ensign

Joined: Sat Jan 19, 2002 3:00 am
Posts: 214
Location: USA
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Reds are at a disadvantage in combat (unless there are edited ships that reds can use which are comparable with the best blue ships).

Reds are at a disadvantage in edited games if planet production is high enough.

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Thu Jan 29, 2004 7:12 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
Posts: 1529
Location: USA
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Reds are at a disadvantage if a blue can play long enough to get a lvl 4 planet. At that point, a blue planet trading will out-cash a red doing sdt.


Thu Jan 29, 2004 8:00 pm
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Ensign

Joined: Sat Jan 19, 2002 3:00 am
Posts: 214
Location: USA
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It really depends how long the blue can keep the level 4. Getting there is one thing, but usually by that time the red will have a lot more resources... so the blue needs to keep and make use of his level 4 for long enough to catch up and surpass the red. But still, point taken, once there are level 4 planets, you're generally much better off being blue.

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Fri Jan 30, 2004 12:54 pm
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Sergeant Major

Joined: Wed Sep 03, 2003 2:00 am
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Location: USA
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quote:Originally posted by Cherokee-TLTT

It really depends how long the blue can keep the level 4. Getting there is one thing, but usually by that time the red will have a lot more resources... so the blue needs to keep and make use of his level 4 for long enough to catch up and surpass the red. But still, point taken, once there are level 4 planets, you're generally much better off being blue.


Unless you're playing against the dastardly Doctor Who and his band of brigands...then it doesn't matter if you're red or blue; you still end up dead. [:P]

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Fri Jan 30, 2004 2:09 pm
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Joined: Sun Feb 25, 2001 3:00 am
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quote:Originally posted by Ahab

I've been trying to make games where reds are no longer at a disadvantage and am wondering about the Rob/Steal Factors. Default is 100% while the range it can be set at is 10 - 850 in increments of 10. What would happen if I either lowered or raised this number? I tried doing a search on it but got no help that way.

Ahab ; after you've read all the info on rob/steal factors, and if
you have Excel ...

you may want to download my Red's Helper from http://geocities.com/videotees/hintstips.html
And play with it a bit to SEE how the settings
change the factors.

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Sat Jan 31, 2004 4:28 am
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