Multiplayer Battles

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Multiplayer Battles is the main form of gameplay in Rogue Assault. Multiplayer Battles is more commonly known as Quickmatch (Matchmaking) or War Zone attacks. Players attack other players for a variety of reasons, the main ones are to gain resources or Infamy.

Attacking System

Matchmaking

Matchmaking is where players are matched up against opponent players of a similar power level. Players can gain or lose resources and infamy through these attacks.

Elo

Matchmaking matches players against players of a similar power level. Rogue Assault has a dual elo system to match players against each other. It has an offensive elo and defensive elo score for each player. Players are matched against opponents with a defensive elo that matches their own offensive elo score. When you lose an attack, your offensive elo score decreases and the opponent's defensive elo score increases. When you win an attack, your offensive elo score increases and the opponent's defensive elo score decreases.

The matchmaking elo system only exists in Matchmaking. War Zone attacks do not affect a player's offensive or defensive elo.

Offensive Elo

Your offensive elo increases when you win in matchmaking. It decreases when you lose an attack in matchmaking. Your offensive elo is not affected when others attack you in matchmaking.

Defensive Elo

Your defensive elo increases when attackers lose an attack against your headquarters in matchmaking. Your defensive elo decreases when attackers win against your headquarters in matchmaking.

Your defensive elo also increases by 2 points when someone skips your base in matchmaking.

Victory and Defeat

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War Zone Attacks

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Loot Stealing System

Looting in Rogue Assault steals resources from the opponent when you win an attack. Loot comes from a combination of the opponents harvester and storage, more from the harvester and less from the storage. Looting from the War Zones is more lucrative than matchmaking. Below is a summary of looting in Rogue Assault:

Percent Available to be Stolen
World Map Matchmaking
Harvesters 50% 20%
Storages 10% 4%

Loot from Storages

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Loot from Harvesters

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Loot Penalty

To stop players with higher levels from going after those with lower levels, there’s a rule called the “loot penalty.” This rule decreases the loot you can get from attacking players who are at a lower level than you. This loot penalty comes into play after they figure out how much loot you’d normally get.

The loot penalty is determined by considering the difference in the power level of the attacker and defender’s Player Level, and is shown in the table below:

Power Level Percentage of Loot Available
Same level or Higher 100%
1 power level below 80%
2 power levels below 50%
3 power levels below 25%
4 power levels below 5%
5 power levels below 1%
6 or more power levels below 0%

Power level ranges are assigned by the strength and availability of units at that player level, and is shown in the table below:

Power Level Ranges

(Player Levels)

CC
1 - 14 CC1- CC3
15 - 24 CC4
25 - 34 CC5
35 - 44 CC6
45 - 54 CC7
55 - 59 CC8
60 - 64 CC9
65 - 69 CC10
70 - 74 CC11
75 - 84 CC12
85 - 89 CC12
90 - 99 CC13
100 - 109 CC13
110 - 111 CC13
112 - 113 CC13
114 - 115 CC13

Loot in Matchmaking versus War Zones

Players steal 2.5x more loot in the war zones making the war zones the most lucrative place to steal resources. The steal rates ratio between harvesters and storage is the same as matchmaking, just 2.5x more.