Multiplayer Battles
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.