Esim - 夾克第六抱-起義場正確的打反範例
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jacket1216


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夾克第六抱-起義場正確的打反範例 (Military)
Posted 8 years ago by
jacket1216    
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在之前寫的這篇報紙 ,告訴大家盡量不要打反。

在那篇報紙,有告訴大家錯的打反範例。

剛好最近看到有一場不錯的起義戰,來告訴大家正確的打反時機

以下我們就以韓國領土South Chungcheong的起義戰 作為範例。

為什麼會挑這場起義當作範例?


這場戰鬥的第1第7第9第11 ,不是有人因為打反,導致我們輸了。

其實他們打反是對的,這個和之前那篇報紙中,所提到的錯的打反時機的戰場

兩個戰場SiberiaSouth Chungcheong 的差異,一個是鍊地,一個是廢地。

在開始分析之前,我們先來探討一場起義戰的花費。


起義的花費


我們先不考慮打贏一場起義,國人要花費多少物資。

光開一場起義(任何一塊非本國的領土),就要花費20G,如下圖所示。



若假設我國與其他國家處於交戰狀態,那麼我們就要開一塊韓國的廢地,來阻止敵人開Jeolla(韓國的鍊地)。

假設戰鬥持續一個星期,我們來計算一個星期持續開廢地起義,所需要的經費。

打贏8回合,我們就贏了,一回合是2個小時。

所以一場起義最少會維持16個小時。

一個禮拜總共有168小時,所以168除以16為10.5,代表要開11場起義。

11場起義所需要的花費是220G(一場20G)。

這就代表國庫為了要維持廢地起義,一個禮拜就要燒220G。



為什麼在鍊地打反是錯的?


鍊地起義只要打輸了,那我們在對方領土的戰場,都會有-20%的斷地懲罰,如下圖所示。



如果我用50個額度可以打1000萬,少20%就是少200萬!

若該場有10個人在打,每個人都少200萬,那就是那回合少2000萬的輸出,足以影響該回合的勝負!!

所以在鍊地的起義,最好是在第8局,就把戰場結束掉。

時間拖得越久,會延伸更多問題(深夜沒人顧場、敵人找到更多打手等等)。


為什麼在廢地打反是對的?


一場廢地起義最少有16個小時,如果打反1回合,就會再延長2小時。

以本篇舉的這個戰場,打反4回合,就是多了8小時。

也就是這廢地起義維持了24小時。

如果用戰爭持續了一個禮拜,那我們只要花140G,比剛剛計算的少80G。

除此之外,打反的時間點也很正確。

在第7回合時,比數是6:1,對方還差我們5回合。

在第9回合時,比數是7:2,對方還差我們5回合。

在第11回合時,比數是7:3,對方還差我們4回合。

這些打反時機的共通點,就是雙方的比數的差距非常大。

打反讓他們贏,對戰局的影響也不大,又能拖延時間。

小結論1:在廢地打反是可以允許的。

小結論2:廢地打反最好是雙方的差距較大時。

這就是宗痛為何叫我們要打反,就是希望能節省國庫的Gold。




幫國庫省錢所帶來的效益


國庫就是大戰發生時,會發放免費的物資給我們用。

如果以剛剛那個例子來看,80G可以換707把Q5槍(1把0.113g)。

五把Q5槍可以打得傷害是10萬的話,那707把就可以有3535萬的傷害。

一場大戰中,這個傷害可以決定一回合的勝負。

希望這篇報紙,可以讓大家知道正確的打反時機。

若對本文有任何建議,也請各位可以提出來,大家一起討論。

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夾克第四抱-壓秒和堆牆的分析 (8 years ago)

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夾克第七抱-讓夾克告訴你,甚麼是內戰 (8 years ago)

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