Mad
09-16-2012, 08:44 AM
I want to give a bit of an overview on how I think the infirmary works and why it doesn't work for many. This is just my theory and I could be completely out to lunch.
The known facts
We know two things for sure:
1. Each unit is assigned a consumption or casualty rate. This number reflects how vulnerable the unit is to being destroyed. The lower the number the stronger the unit. For example, Gold units essentially have a "consumption rate" of O, meaning they can't be destroyed.
The "Aircraft carrier" which has a "very low" casualty rate has a consumption rate of .07%. The Stealth Survellance Drone (SSD) which also has a "very low" casualty rating has a consumption rate of 11% and the Amphibious Hovercraft (AH) which as a similar designation has a casualty rate of .14%. Of these three, the Aircraft Carrier is the least vulnerable unit.
On the other extreme the Demolitions man is designated with a "Very High" casualty rate and its number is 4.22%.
2. From discussions on this board, we know the infirmary reduces the consumption rate for each unit. So a level 5 infirmary reduces the consumption rates for each unit by 10% (2% per level). The aircraft carrier goes from .07% casualty rate to .063%. The SSD from .11% to .099%, the AH from .14% to .126% and the Demolitions expert from 4.22% to 3.798%.
How does this work in real game play?
But the real question is how does this work in actual game play? The following is just my theory.
When we attack or defend, based on a number of factors MW determines if we win or lose the fight and as well if we lose units. The critical numbers are of course the difference between the Attacking and Defending scores, the number of skill we have designated for attacking and defending, units that reflect strong against, boosts etc.
Once that has been determined it decides if you will lose units. Depending on how bad you were beaten determines the level of losses. It does this by saying you will lose two units with a casualy rate of say .25% or higher. If it was just a slight loss it could be lose two units 2.00% or higher.
I am not sure at this point if it randomly selects units .25% or higher or if it selects the first two units available above that number. I think it is random because people have reported if they tend to lose more of a specific unit if they have lots of them. Meaning there would be a greater chance they are selected over other units.
Essentially the bigger the loss, the lower the number MW will go to select losses. The lower the number the more units there are to select from. The higher the number the fewer there are to select. Also I think to some extent some of the more valuable units have lower casualty rates, so they become vulnerable.
Why the infirmary only kind of works
However, many complain the infirmary doesn't work. They have not noticed a reduction in losses. If my theory is true there is a logical reason for this.
Lets say you were in a battle and you took a bit of a beating. MW said you will lose two units of .10% casualty rate or higher. You have an infirmary at level 5 with a 10% reduction. The casualty rates for the SSDs are reduced from .11% to .099%. This means they have dropped below the threshold and are no longer available to be chosen for losses.
But the AH only had its Casualty rate reduced from .14% to .11% and it is still above the threshold and two AHs are destroyed.
In this case the Infirmary did not reduce the number of casualties, it just resulted in different units being chosen for losses.
The Pros and Cons of the infirmary
If what I have proposed is in fact true, what is the infirmary good for?
1. It is good for those battles where you are evenly matched (as a defender) or somewhat stronger. If MW says you will lose units say 2.00% or higher, the infirmary could push all your units below that threshold, leaving none to be chosen.
2. The infirmary will not reduce the number of units lost when you are battles where you are out matched resulting in a low cut off for units chosen for loses. It will simply cause other units to be selected.
3. It does help neutralize the boosts. When we go into battle the stats we see for our opponent do not include the boosts. Though we may be stronger we do not have a clear picture of the indiviuals boosted stats. A high level infirmary helps compensate for this and essentially helps neutralize the boost stats of the other player.
4. It can protect important units. I think as well the infirmary helps protect important units such as Aircraft Carriers. If you lose a lot of AC , upgrade your infirmary. A level 10 infirmary lowers the Aircraft carrier's carriers casualty rate from .07% casualty rate to .056%. This may push them below the cut off rate for some of your battles.
Conclusion
Again this is just my theory, and I could be completely out to lunch.
The known facts
We know two things for sure:
1. Each unit is assigned a consumption or casualty rate. This number reflects how vulnerable the unit is to being destroyed. The lower the number the stronger the unit. For example, Gold units essentially have a "consumption rate" of O, meaning they can't be destroyed.
The "Aircraft carrier" which has a "very low" casualty rate has a consumption rate of .07%. The Stealth Survellance Drone (SSD) which also has a "very low" casualty rating has a consumption rate of 11% and the Amphibious Hovercraft (AH) which as a similar designation has a casualty rate of .14%. Of these three, the Aircraft Carrier is the least vulnerable unit.
On the other extreme the Demolitions man is designated with a "Very High" casualty rate and its number is 4.22%.
2. From discussions on this board, we know the infirmary reduces the consumption rate for each unit. So a level 5 infirmary reduces the consumption rates for each unit by 10% (2% per level). The aircraft carrier goes from .07% casualty rate to .063%. The SSD from .11% to .099%, the AH from .14% to .126% and the Demolitions expert from 4.22% to 3.798%.
How does this work in real game play?
But the real question is how does this work in actual game play? The following is just my theory.
When we attack or defend, based on a number of factors MW determines if we win or lose the fight and as well if we lose units. The critical numbers are of course the difference between the Attacking and Defending scores, the number of skill we have designated for attacking and defending, units that reflect strong against, boosts etc.
Once that has been determined it decides if you will lose units. Depending on how bad you were beaten determines the level of losses. It does this by saying you will lose two units with a casualy rate of say .25% or higher. If it was just a slight loss it could be lose two units 2.00% or higher.
I am not sure at this point if it randomly selects units .25% or higher or if it selects the first two units available above that number. I think it is random because people have reported if they tend to lose more of a specific unit if they have lots of them. Meaning there would be a greater chance they are selected over other units.
Essentially the bigger the loss, the lower the number MW will go to select losses. The lower the number the more units there are to select from. The higher the number the fewer there are to select. Also I think to some extent some of the more valuable units have lower casualty rates, so they become vulnerable.
Why the infirmary only kind of works
However, many complain the infirmary doesn't work. They have not noticed a reduction in losses. If my theory is true there is a logical reason for this.
Lets say you were in a battle and you took a bit of a beating. MW said you will lose two units of .10% casualty rate or higher. You have an infirmary at level 5 with a 10% reduction. The casualty rates for the SSDs are reduced from .11% to .099%. This means they have dropped below the threshold and are no longer available to be chosen for losses.
But the AH only had its Casualty rate reduced from .14% to .11% and it is still above the threshold and two AHs are destroyed.
In this case the Infirmary did not reduce the number of casualties, it just resulted in different units being chosen for losses.
The Pros and Cons of the infirmary
If what I have proposed is in fact true, what is the infirmary good for?
1. It is good for those battles where you are evenly matched (as a defender) or somewhat stronger. If MW says you will lose units say 2.00% or higher, the infirmary could push all your units below that threshold, leaving none to be chosen.
2. The infirmary will not reduce the number of units lost when you are battles where you are out matched resulting in a low cut off for units chosen for loses. It will simply cause other units to be selected.
3. It does help neutralize the boosts. When we go into battle the stats we see for our opponent do not include the boosts. Though we may be stronger we do not have a clear picture of the indiviuals boosted stats. A high level infirmary helps compensate for this and essentially helps neutralize the boost stats of the other player.
4. It can protect important units. I think as well the infirmary helps protect important units such as Aircraft Carriers. If you lose a lot of AC , upgrade your infirmary. A level 10 infirmary lowers the Aircraft carrier's carriers casualty rate from .07% casualty rate to .056%. This may push them below the cut off rate for some of your battles.
Conclusion
Again this is just my theory, and I could be completely out to lunch.