DeletedUser
First of all I'm not going to get into the whole "cash battles are unfair/should be illegal type of discussion here, this is a thread for those interested in organizing their own cash battle. All I'm going to write about is how to organize a cash battle that has more benefits than the "regular type".
Second, I am not aware that a post like this exists in the forum, and am not aware if this has been done on any other server (probably has), and I did not see this way of organizing anywhere, and thought of it by myself (I am sure someone must have thought of it before me, but I don't know this for a fact), and not having read this somewhere. And since I play on world 12, I'm posting this here.
Here's the way I have been organizing cash battles lately:
There are several variants of the idea using 3,4, and even 7 teams, and radical variants using as many as 22 or 43 teams, but personally I prefer the 4 team variant. (2 team variant being the usual way of organizing- 42 attackers vs 42 defenders). The higher the number of teams, means the lower the number of participants required, but also the higher the amount of cash that must be brought by each attacker.
note: 5 team variant is not possible because 42 is not dividable by 4, meaning two teams would have 1 more participant than the other two!
This example uses a small fort (42 defenders) and a 4 team organization. Altogether 56 participants needed.
56 participants are divided into 4 teams (A,B,C, and D), 14 participants in each group (14x4=56)
One group attacks, and 3 groups defend (so 14 attackers vs 42 defenders)
1st battle: team A attacks, teams B,C, and D defend
2nd battle: team B attacks, teams A,C, and D defend
3rd battle: team C attacks, teams A,B, and D defend
4th battle: team D attacks, teams A,B, and C defend
the amount every attacker should bring varies (depends what item you are after), but in order to have the best chance to find the 3rd key (which is in great demand right now), the optimum amount PER ATTACKER would be 11k-12k. (remeber that each attacker gets 3 defenses for this amount of cash! so it turns out to be and investment of around 4k per defense)
This has a number of advantages to the normal (2 team) variant of organizing cash battles:
- more defenses per person in a less amount of battles (in order to get this amount of defenses per person using the normal (2 team) variant, there would have to be 6 battles, this variant only 4 are needed)
- less participants needed (in some cases it is hard to find 84 participants (the number required for a 2 team cash battle), this variant only requires 56 participants.
- more versatile for players (some players would like to participate but don't have the required cash yet. These players, if they are sure that they will have the required cash in a certain time frame, can be set into the later attacking groups). Also, it is not uncommon that some participants fail to show up. Finding people to fill their spots is much easier, and the participants are more inclined to show for the attack, as they have additional defenses ahead.
note: participants that fill others spots (in the second or third battle) can be billed for the amount of defenses they will attend (in this case 4k per defense), and having this cash show up at an attack is better than no cash at all, which would be the case at a normal (2 team) cash battle.
- much better chance of a full defense (a full defense is necessary to ensure that no "outside" players can join in the search for items, and that no-one feels robbed by such players)
note: outside players in this context are players who sign in to defense, without agreeing to the terms of the organizer, intentionally or not.
note: players that join the attack, and are not a part of any team, are no real threat to the defenders, and pose but a minor problem.
This system does have it's advantages, but the problem of cheaters is far from resolved. This is because the organizer of any cash battles has no sure way of distinguishing those attackers who have brought cash to the fort, from those who haven't.
Although there have been several attempts to rectify this, none seem adequate enough for all to agree upon, or they are so user unfriendly that they are more of a problem than a solution.
Until we find a solution to this problem, we are stuck with screen-shooting and uploading evidence of our innocence, or relying on internet-friendship and trust, neither of which is much help in the search for cheaters.
I had posted an idea for implementing something simple that could remedy this to a great extent. However some people don't agree it's a good idea.
If you'd like to take a look, here's the link:
http://forum.the-west.net/showthread.php?t=30537&page=30
The other variants of this idea include the following details for, again, a small fort:
3 team variant: 61 participants (21 in a team), each attacker brings aprox.8k
7 team variant: 49 participants (7 in a team), each attacker brings aprox. 22k
and so on..
Second, I am not aware that a post like this exists in the forum, and am not aware if this has been done on any other server (probably has), and I did not see this way of organizing anywhere, and thought of it by myself (I am sure someone must have thought of it before me, but I don't know this for a fact), and not having read this somewhere. And since I play on world 12, I'm posting this here.
Here's the way I have been organizing cash battles lately:
There are several variants of the idea using 3,4, and even 7 teams, and radical variants using as many as 22 or 43 teams, but personally I prefer the 4 team variant. (2 team variant being the usual way of organizing- 42 attackers vs 42 defenders). The higher the number of teams, means the lower the number of participants required, but also the higher the amount of cash that must be brought by each attacker.
note: 5 team variant is not possible because 42 is not dividable by 4, meaning two teams would have 1 more participant than the other two!
This example uses a small fort (42 defenders) and a 4 team organization. Altogether 56 participants needed.
56 participants are divided into 4 teams (A,B,C, and D), 14 participants in each group (14x4=56)
One group attacks, and 3 groups defend (so 14 attackers vs 42 defenders)
1st battle: team A attacks, teams B,C, and D defend
2nd battle: team B attacks, teams A,C, and D defend
3rd battle: team C attacks, teams A,B, and D defend
4th battle: team D attacks, teams A,B, and C defend
the amount every attacker should bring varies (depends what item you are after), but in order to have the best chance to find the 3rd key (which is in great demand right now), the optimum amount PER ATTACKER would be 11k-12k. (remeber that each attacker gets 3 defenses for this amount of cash! so it turns out to be and investment of around 4k per defense)
This has a number of advantages to the normal (2 team) variant of organizing cash battles:
- more defenses per person in a less amount of battles (in order to get this amount of defenses per person using the normal (2 team) variant, there would have to be 6 battles, this variant only 4 are needed)
- less participants needed (in some cases it is hard to find 84 participants (the number required for a 2 team cash battle), this variant only requires 56 participants.
- more versatile for players (some players would like to participate but don't have the required cash yet. These players, if they are sure that they will have the required cash in a certain time frame, can be set into the later attacking groups). Also, it is not uncommon that some participants fail to show up. Finding people to fill their spots is much easier, and the participants are more inclined to show for the attack, as they have additional defenses ahead.
note: participants that fill others spots (in the second or third battle) can be billed for the amount of defenses they will attend (in this case 4k per defense), and having this cash show up at an attack is better than no cash at all, which would be the case at a normal (2 team) cash battle.
- much better chance of a full defense (a full defense is necessary to ensure that no "outside" players can join in the search for items, and that no-one feels robbed by such players)
note: outside players in this context are players who sign in to defense, without agreeing to the terms of the organizer, intentionally or not.
note: players that join the attack, and are not a part of any team, are no real threat to the defenders, and pose but a minor problem.
This system does have it's advantages, but the problem of cheaters is far from resolved. This is because the organizer of any cash battles has no sure way of distinguishing those attackers who have brought cash to the fort, from those who haven't.
Although there have been several attempts to rectify this, none seem adequate enough for all to agree upon, or they are so user unfriendly that they are more of a problem than a solution.
Until we find a solution to this problem, we are stuck with screen-shooting and uploading evidence of our innocence, or relying on internet-friendship and trust, neither of which is much help in the search for cheaters.
I had posted an idea for implementing something simple that could remedy this to a great extent. However some people don't agree it's a good idea.
If you'd like to take a look, here's the link:
http://forum.the-west.net/showthread.php?t=30537&page=30
The other variants of this idea include the following details for, again, a small fort:
3 team variant: 61 participants (21 in a team), each attacker brings aprox.8k
7 team variant: 49 participants (7 in a team), each attacker brings aprox. 22k
and so on..