Results 1 to 5 of 5

Thread: New version of boost, Hyperdrive

  1. #1
    Senior Member TheTreeMan's Avatar
    Join Date
    Feb 2014
    Location
    The secret grove of the tree men
    Posts
    262

    New version of boost, Hyperdrive

    Hyperdrive would be like a boost for collectors and mines, except it is free. The downside is that sometimes the building will have a meltdown and stop gathering resources. I'm thinking there should be a 5% chance of a meltdown every hour, so it would have a chance of working through the night (could be 7.5%). The player will have to "repair" the building to get it starting again. It will not cost anything or take any time and the building will have the same amount of resources in it as it had when it broke down. And there would be a one day cooldown after a meltdown so it won't be used over and over. Instead of green swirly stuff it would be red (or it could look like a rage spell). Just to clear some things up, it would work for gold mines, elixir collectors, and de mines, but not spell factories and barracks. It would cost no gems. It could be called overdrive.
    Last edited by TheTreeMan; May 21st, 2014 at 12:23 AM.
    Clash Royale and Boom Beach IGN: Mr. Funderful
    Clash Royale|Arena 5|Level 6|Clan FishyCrackers
    Favorite Card Barbarians|Cards Found 30

  2. #2
    Forum Veteran sirhybrid's Avatar
    Join Date
    Feb 2014
    Location
    Not addicted, apparently :mad:
    Posts
    1,890
    I think it should either be worth half the amount of gems of a regular boost and have a 5% chance of meltdown or have a 50% chance of a meltdown with no gems.


    I'm using the old rolleyes emoji. I'm happy they added more but... I will always roll my eyes using the emoji that is now called "smirk"
    Supercell is not SC! Supercell is SEE!
    If you want to join the campaign, put that quote in YOUR sig! click here for details

  3. #3
    He who has not yet claimed his title dahimi's Avatar
    Join Date
    Sep 2012
    Location
    Hello Kitty Adventure Island
    Posts
    10,807
    I don't really see the point. Either it will mathematically work out in your favor or it won't. If it doesn't, people would be silly to use it. If it did, people would be silly not to use it. I'd much rather if given a favorable result, that SC simply increase collector output across the board instead.

    Assuming a 5% failure chance per hour, and a boost time of 24 hours (matches the existing one) you have a 71% chance of having a meltdown.

    So now the question is how does the meltdown mechanic work?

    Does the meltdown last for the remainder of the boost? If so you hit the 50% probability of a meltdown point around the 13th hour. Meaning on average you'll get 13 hours out of the thing. Double output for 13 hours with 11 of 0 output gives you a slight advantage. 26 hours worth of production every 24.

  4. #4
    Senior Member TheTreeMan's Avatar
    Join Date
    Feb 2014
    Location
    The secret grove of the tree men
    Posts
    262
    Quote Originally Posted by sirhybrid View Post
    I think it should either be worth half the amount of gems of a regular boost and have a 5% chance of meltdown or have a 50% chance of a meltdown with no gems.
    A 50% chance of meltdown per hour would actually detract from the general gain of anyone using it, even more so for students. I was considering having it be half gems for 5% meltdown chance, but I decided that I would just keep it simple.
    Clash Royale and Boom Beach IGN: Mr. Funderful
    Clash Royale|Arena 5|Level 6|Clan FishyCrackers
    Favorite Card Barbarians|Cards Found 30

  5. #5
    Senior Member TheTreeMan's Avatar
    Join Date
    Feb 2014
    Location
    The secret grove of the tree men
    Posts
    262
    Quote Originally Posted by dahimi View Post
    I don't really see the point. Either it will mathematically work out in your favor or it won't. If it doesn't, people would be silly to use it. If it did, people would be silly not to use it. I'd much rather if given a favorable result, that SC simply increase collector output across the board instead.

    Assuming a 5% failure chance per hour, and a boost time of 24 hours (matches the existing one) you have a 71% chance of having a meltdown.

    So now the question is how does the meltdown mechanic work?

    Does the meltdown last for the remainder of the boost? If so you hit the 50% probability of a meltdown point around the 13th hour. Meaning on average you'll get 13 hours out of the thing. Double output for 13 hours with 11 of 0 output gives you a slight advantage. 26 hours worth of production every 24.
    The chance of it is what prevents it from decreasing sc's income by too much. The meltdown would last until the player clicks repair (I will have to add this) and repairs the building. After being repaired the 24 hour cooldown begins.
    Clash Royale and Boom Beach IGN: Mr. Funderful
    Clash Royale|Arena 5|Level 6|Clan FishyCrackers
    Favorite Card Barbarians|Cards Found 30

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •