Prize Tactics

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Disclaimer

The information contained on this page is a composite of both officially released information and information gleaned from hundreds of battle results on all Plarium games. Understand that Plarium will not release the full algorithm. Nor are we likely to figure out the algorithm 100%. Part of the fun of playing these is simply that we don't know all the details. That said, Prizes are not a game requirement. You do not have to play them and you can easily lose your entire army even if you think you've done everything right. They are not for the faint of heart, but the rewards can be quite substantial if you keep at it.

Prizes:Tips and FAQ

Defensive Prizes

Defensive Prizes are the easiest to do since you can find out exactly what troops are in them, simply send 1 unit and you will get a full report. I can now decide what units I should be sending to the Prize.

Offensive Prizes

Offensive Prizes work differently to Defensive Prizes, you can’t simply send in 1 unit and see what is defending; you have to send in a small force and then try and calculate it depending on what you kill. Please note, it has to be large enough to kill something, you want to be able to see the kill spread in the report.

How to determine your rewards?

Prizes work on a loss to rewards basis, the more units (resources) you lose the better the rewards you get out of them. And depending on what units you lose, this will determine what units you will get back for your reward. If you are looking to get a defence unit reward, then you want to lose units that cost a lot of GOLD. If you're looking to get a return of offensive troops then you want to lose units that cost a lot of LUMBER and not a lot of GOLD.

I did not get a reward. Why?

If you don't get a reward after winning a Prize, your chances of winning on the next one is increased. In other words if you keep attacking Prizes, you will eventually see a reward.

Are the rewards the same for the defensive Prizes?

The rewards are exactly like the offensive Prizes. Same algorithm. It doesn't even look at what unit-type your attacking with when calculating the rewards, just the combined resource value (Rum, Gold, Lumber) of the units lost during the attack. However, seeing as how defensive units are generally less expensive per unit, you'll probably need more of them to get the same value - so take that into account.

For example:

1 Submarine = 1500 Lumber + 3700 Gold + 2300 Rum = Total Value: 7500

1 Ship Of The Line = 9500 Lumber + 5700 Gold+ 3800 Rum = Total Value: 19,000

So you'd need to lose about 2.5 Submarines to get the same reward calculation input earned from losing 1 Ship Of The Line - this will mean that for the NUMBER of units, the payout will seem smaller, but if you look at home much you're spending on these units overall - it's the same.

I stuck with the Defensive/Offensive Prizes. What can I do?

First of all, the mechanics try to make you have the same number of attacking and defensive Prizes total (out of 24 possible), so the type of any next Prize will be the type with the least number of active Prizes. Then, it checks if you have the max possible level of this type... if you don't, then it adds one as a Quest Prize. If you do, it will add a non-Quest Prize with some random level.

EXAMPLE: This user is stuck with only a Defensive Prize Mission to select, and doesn't have the defensive forces to expend. He wants to get the option of hitting an Offensive Mission.

USER QUESTION:

"I just want to make sure I get this right, to get my 'choice' of missions. I need 12 of each to show up to get the choice? so, being on a Defensive only Prize now, I should go to 13 Defensive, 11 Offensive then finish the Defensive 'Prize'. This will make me 12 and 12, giving the choice?"

Answer 1: You have 12 attacking and 12 defensive and the highest level is only defensive if you kill that, it will give you another highest level defensive Prize. If you kill offensive, it will add you another highest level (mission) offensive Prize. So - yes keep knocking down offensive NON-Quest ones and you'll get the option to go after a Quest offensive one. Do that, and you should start getting more offensive Prizes ones. That should tip it back.

Answer 2 (short): Don't go after the defensive one. Knock out a low-level offensive site and you should have the option pop up next to the existing defensive Prize one. If you want to get offensive missions, keep hitting offensive. If you want defensive, keep hitting defensive. If you want to switch, hit low level sites of the category you want.

Investment

Prizes is 90% investment and 10% gamble. If you follow the strategies on this page, you have a solid chance of seeing a return on your investment but it should be noted that there are no guarantees. Proceed at your own risk. The investment currency is the value of your troop losses. Every troop of yours that dies attacking a Prize is translated into a value and added to your loss pool. As best we can tell your base possible reward value is equal to your loss pool. When you win you get troops and/or resources equal to your loss pool with a couple of caveats.

• First caveat is that each level is capped on how much it can pay out and what kinds of troops it will give.

• Second caveat is that Quest Prizes do not pay out full loss value

• What doesn't get paid out seems to stay in the loss pool for the next payout.


What NOT to do. Don't keep whacking away at the low level Prizes. It will take progressively more Prizes between payouts AND your payouts can include worthless tier 1 units which is not what you want. Don't hit high and then progressively hit lower. You are just asking to lose value due to level caps.


When does payout occur? The theory is that there is a chance for payout on every Prize you win. The chance scales based on:

A. the level of the Prize in relation to your Quest Prize. B. your current loss pool. i.e. don't expect a payout if your Quest is level 50, you just got a payout and you hit a level 20. If however you have hit two Prizes close to your Quest Prize in level, then you are likely to hit a payout on the next Prize you hit regardless of what level it is (so don't hit a low one). Mind you, that's just a theory based on what we've seen, we could be off some.

Strategies

Strategy One: Stick to Quests

Do only the Quest Prizes on one side. This is how many power players do it. They hit each Quest in sequence sticking to either offense or defense. This is a guaranteed payout each time. The payout never amounts to much and you can actually lose troop strength during the run. However you will be able to progress fairly quickly doing this and you will rack up massive experience and scrolls quick.

Strategy Two: Switching Sides

This involves attacking Quest Prizes on one side till you see a reward. You then hit the highest non-Quest Position on the other side in an attempt to get a bigger reward. If it succeeds you follow the same pattern by hitting Quest Prizes on the side you just got paid on before switching back again. If you fail to receive a payout as expected, then you go back and hit another Quest Prize followed by another non-Quest Prize. So far there have been no reports of a second payout attempt failing to payout.

Strategy Three: Counting Beans

Taking things a step further, you can via multiple methods calculate your reward value and your current loss pool. You then aim to generate a loss pool that equals your last reward pool + interest and plan so that when you reach the target number you win a designated payout Prize. These methods have seen significant success. Unfortunately they are far more complicated than the first two strategies and usually involve the use of spreadsheet calculators which we can not host on this wiki. However, if you ask other Captains you meet on the forums, they will likely be able to point you in the right direction as the methods are quite popular.

Payout

1. Players can observe and study their battle history to try and infer and understand how the system works. With this, players are able to deduce the intricacies of the system and carry out battles in a way that will reap the most rewards in the most efficient way possible. There are already groups dedicated to this in which players share their tips, advice and their calculations. First of all, please visit 'our Forum https://www.facebook.com/groups/360423037352377/

2. The way the reward system works for these missions is based on a cumulative credit system. The reward calculations are factor in the amount of troops lost, based on their absolute cost in resources, then run that total through a partially-randomized payout algorithm. This is why players sometimes receive no rewards for Prizes battles. However, this is also the reason why the longer you wait for a reward payout, the larger it will be when averaged over time.

3. Prizes of higher levels will NOT give players small rewards in shorter intervals, but will reward players with large payouts after longer intervals.

4. Sending larger forces to Prizes is a simple way of accelerating your next payout, whereas sending smaller squads in an attempt to defeat all of Spanish forces at a targeted Prize will take a much longer period of time to complete.

5. Global Missions are another way to take advantage of these mechanics. Here you can attack or defend Prizes, but with the bonus of receiving extra rewards, such as Rubies, units and Idols, in addition to the reward credit earned towards your eventual payout.

6. It’s also worth remembering that attacking Prizes is an entirely optional part of the game. If you prefer only to fight against players (PvP missions), you may do so without losing out. Players also receive Quests from Anne Bonnie, as well as PvP quests every Friday. These alternatives allow you to earn troops and Idols without needing to use the Prizes feature.

Tips from our brave Captains

!!! If you would like to share your experience, please contact Anne Bonnie and she will add your tips to this article. Let's do it together!

Captain Henry Maisey: Tips.Part 1

So the basics..you get Defensive Prizes and Offensive Prizes...let us look at a 'Defensive Prize first. Go send one Bonnie to any of them you see in your Lighthouse, but not the highest level Prize…Let’s leave that one alone for now. Done? Well you can now see every bit of defence they have there and plan your attack accordingly.

So what shall we send to defend it? Before we decide let us look at the game mechanics….

Really simple but a complete mystery at the same time… Mission Prize details are never given by our Pirate Queen, Anne Bonnie...She leaves it up to us to try and unravel it. But imagine you have a ‘secret bank’ every time you lose a unit it is striped down to the build cost in wood, gold and rum….This sum is added to the bank…once the bank is full you get a reward…simple?

So back to this prize we will defend...what to send… what do you think about sending a nice bunch of Duellists? Hang on a sec..how much will that add to the bank? How much gold/wood/rum did you pay to build them? None? Nothing added to the bank so a complete waste of time. How about sending some Grenadiers with that wonderful War Elephant we bought? Each Grenadier will certainly add 1760 to the bank…but the War Elephant..did you build that with gold? No..did’t think so…better leave it at home. Why not send 100 Bonnies and see what happens. The Bonnies arrived and got killed...but they did wipe out half the attacking troops...so if we send another 100 Bonnies we kill the Prize..but let’s not…send 90 and leave it mortally wounded. Why? You may ask. Well let us wait and build the bank some more, kill the Prize during a Global Quest so we get all those extra goodies…Rubies, Idols and Brethren troops.

Why are we not killing our highest Prize you ask…the answer is the higher your mission Prize…the bigger the reward…but the bigger the bank…and the more troops you will need to kill off between rewards. Missions are a small part of this great game…don’t let it become your game…do not use your rewards to hit more Prizes but build low end units to wear down missions over time and enjoy the reward you get every few weeks/ months.