Quote:All I'm saying here is that all gold realized should be reasonably obtained.
It is unreasonable to give an unfair advantage to a roaming tank that
kills little to none of the creeps, but still reward it as if it did kill at
least a fraction of them. That is not fair in any way.
The explanation is so complex that there needs to be some simplification
done mainly by adjusting creep bounties. If their rax die, the remaining
creeps go to a higher bounty to compensate, also make those creeps give
more XP. Simple, and remove this noob gold and give more bounty on creeps
so those of us who do stay in a lane can stand a chance against the guy
roaming the map as an air tank that is naturally faster.
Alright after what scron said I think its time for a wall of text.Sorry!
Tanks that roam dont nessesary have an advantage. You will obtain lessor equal xp and gold in the time taken to go to gank someone else in their lane and go back to yours than if you stayed in that lane killing creeps (this is only valid for first 15min of the game where the bounty on tanks is low compared to killing a wave of creeps or two of creeps). A smart player concentrates on farming for the first 15min, then for the next amount of time (how long depends on game) both farming creeps and ganking. By end game no one really cares about creeps as the tank bounty and xp is much higher, but for at least for the first half of the game, creeps and farming them is as important as getting kills.
To explain why the 5min gold also works and isn't rewarding the roaming tank lets look at the following situation which is a rough appoximation of the possible events in the first 10min:
One team concentrates of farming creeps while another concentrates on ganking the opposing team.
The team ganking is kiling less creeps but because the force still gets the kills, will get gold. That gold however will be LESS than if you farmed creeps and got force gold. This is because the force gold given isn't just the total divided by 5, rather it is a bit more complicated. It works as follows:
Code:
ForceGold * 4 / (NPT * 9 + 15)
NPT - number of players in a team
When working with real numbers, it comes down to this:
5 players = 33.33% (6.67% for each player)
4 players = 31.37% (7.84% for each player)
3 players = 28.57% (9.52% for each player)
2 players = 24.24% (12.12% for each player)
1 player = 16.66%
Therefore farming gives you considerrably more gold than waiting for the force gold. So that one is easy to understand.
Now back to te situation. The farming team will take advantage of what I just said above for the early and mid game. The gnaking team though will attempt to gank repeatedly throughout the game. In the beginnign of the game, tank bounty is between 100-250 gold (first 10 min). To gank you would either need to tp (which costs 75 gold to and from). Also while tp'ing lets say you miss 2 waves of creeps you could have killed to gank. Lets approximates the waves to come to a gold total of 150 gold.If you dont tp it may take u longer to get to the enemy tank just driving for flying there. This means for example you will miss 4 creep waves by time you get back(lets say this is 300gold).
So for your gank, one player will get a kill for 250 gold. But it cost you this:
situation 1: Tp to gank
tp in:-75 gold
kill enemy:+200 gold
xp:+ something (i cant even make a guess at these numbers)
lost creep kills while gone:-150 gold
Creeps kills during gank:+100 gold
tp back:-75
total=0
Well this is interesting (i didnt expect a zero btw). It seems that it cost you as much to gank as you got! The advantage, you set a player back a bit on money and xp because he is dead and cant farm.
Situation 2: drive/fly to gank.
kill enemy:+200 gold
xp:+ something
lost creeps:-300
creep kill during gank:+100
total=0
same as before (once again i didnt expect this while making these approximations).
There is one thing we didnt consider here though. When you leave your lane to gank, what happens? A player gets easier farm or free farm if there is no opponent in that lane! How much gold and creep xp is that? How much damage to a tower early game is that?
I dont know but i'd bet its enough to put that player in front enough that it counteracts the fact that the previously ganked player has lost gold and xp while dead.
This means one of the players on the farming team is stronger in terms of xp and gold while another is weaker, while the ganking team has had no large gold increase but rather a xp increase which is equal to or less to what the farming team would have gotten from creeps.
Conclusion:
Ganking early game is bad!
Ganking mid game is as reasonable as farming!
Farming late game is pointless(not really but it doesn't have the same impact as before)!
The 5min gold reflects this in terms of the early and mid game force kills and these kills are reflected by amount of creep faming a team is doing and control points they own!
Summery:
Gold is fine. Creep farming for a substantial part of game is just as important if not more at times than ganking (similar to dota).
Although i didnt estimate the xp, it can be done using this:
Experience
You receive experience (XP) for every unit you kill. BT has it's own XP-system. It works this way: for every kill, you receive 50% of the XP. It doesn't matter which of your units get the kills, where you are or even if you are alive. The other 50% of the XP are equally divided between the allied tanks in an area of 1500 around the killed unit.
You get this much XP for the different unit types:
Player summoned creeps: 6 XP
Marines, Aura Creeps: 12 XP
Commander, Zeppelin, Artillery: 24 XP
Buildings: Bounty / 2
Heroes: Bounty / 2.25
Player summoned creeps are for example:
Dead (Ghost Tank)
Mortar Teams (from any source)
Creeps summoned by a player factory
Creeps summoned by a Troop Command, Siege Pack or Advanced Troop Command
Creeps summoned by the consumable Reinforments and Mortar Teams
Creeps summoned by the Troop Command Center (except Aura Creeps)
Hero Death
Unlike in other AoS maps, you won't lose gold when your hero dies.
The respawn time is calculated as follows:
Code: Select all
10.00 + (Tank worth / 3333)
Also note creep bounty goes up to help balance the ganking vs farming in the game according to this:
Bounty
1. Hero Bounty
The bounty of your tank changes throughout the whole game. The reason is the following calculation:
Code: Select all
(125 + Tank worth / 65) * SquareRoot((Kills+80)/(Deaths+80))
Tank worth considers your tank, items carried by you and every unit you own. Trade items increase this value five times the reward you'd get, when selling them at the trade master.
So bought upgrades, built towers and factories or used Reinforcements and Mortar Team etc won't influence your bounty.
2. Creep Bounty
The bounty you get for killing creeps and buildings increases over time, it's not influenced by upgrades. The bounty increases by 100% in one hour, so you get 200% gold after one houer, 300% after two, and so on.