Editing PlanetWars influence
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Influence is primarily affected by the results of major battles between Commanders. Additionally, controlled planets send reinforcements through the wormhole network to project a small amount of influence onto neighboring planets. | Influence is primarily affected by the results of major battles between Commanders. Additionally, controlled planets send reinforcements through the wormhole network to project a small amount of influence onto neighboring planets. | ||
− | + | http://licho.eu/alba/PlanetWarsManual/pw_influence.png | |
== How do Influence Points work? == | == How do Influence Points work? == | ||
− | + | Influence Points determine planet control: | |
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* A faction gains control of a planet when it controls over 50% of the IP on the planet. | * A faction gains control of a planet when it controls over 50% of the IP on the planet. | ||
* If the IP of the controlling faction drops below 10% the planet is abandoned. | * If the IP of the controlling faction drops below 10% the planet is abandoned. | ||
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− | The base IP gain | + | A faction may gain Influence Points by attacking a planet. The base IP gain is 35 modified as follows: |
* +1 for each dropship on the planet. | * +1 for each dropship on the planet. | ||
* -10 if the planet has an active Garrison. | * -10 if the planet has an active Garrison. | ||
− | * -20 if the planet has an active Planetary Defense Grid | + | * -20 if the planet has an active Planetary Defense Grid |
The final IP gained depends on the outcome of the battle and the state of the winning side's Commander Center. | The final IP gained depends on the outcome of the battle and the state of the winning side's Commander Center. | ||
− | * 100% IP gain | + | * 100% IP gain if the attacker wins and their Command Center survives. |
* 50% IP gain if the attacker wins but loses their Command Center. | * 50% IP gain if the attacker wins but loses their Command Center. | ||
* 20% IP gain if the defender wins but loses their Command Center. | * 20% IP gain if the defender wins but loses their Command Center. | ||
* 0% IP gain if the defender wins and their Command Center survives. | * 0% IP gain if the defender wins and their Command Center survives. | ||
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+ | The maximum IPs possible on a planet is 100. If the IP awarded to the attacker pushes the total over the limit, the IPs of the other faction is reduced to bring the total to 100. | ||
== Decay == | == Decay == | ||
− | Armies of opposing factions do not like to coexist and so when left alone will slowly annihilate each other. | + | Armies of opposing factions do not like to coexist and so when left alone will slowly annihilate each other. While more than one faction has IP on a planet every faction loses 1 IP there per turn. |
== Wormholes == | == Wormholes == | ||
− | Wormholes allow neighboring planets to help each other out (by helping them stay on or convert to the 'correct' side). Every turn, wormholes convert a small amount of neutral IP on their own and neighboring planets to the IP the faction that owns the wormhole. They cannot raise the faction's IP past 50 on a planet not owned by that faction, and thus cannot be used to capture planets. Wormholes have no effect on planets with no neutral IP. | + | Wormholes allow neighboring planets to help each other out (by helping them stay on or convert to the 'correct' side). Every turn, wormholes convert a small amount of neutral IP on their own and neighboring planets to the IP the faction that owns the wormhole. They cannot raise the faction's IP past 50 on a planet not owned by that faction, and thus cannot be used to capture planets. Wormholes have no effect on planets with no neutral IP. |
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− | {{Navbox | + | {{Navbox manual}} |
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