StillRadioactive, on 01 January 2015 - 02:41 PM, said:
12 attackers to 0 defenders = 4 territories (26%) ghosted per hour
24 attackers to 0 defenders = 6 territories (39%) ghosted per hour
36 attackers to 0 defenders = 6 territories (39%) ghosted per hour
48 attackers to 0 defenders = 6 territories (39%) ghosted per hour
60+ attackers to 0 defenders = 6 territories (39%) ghosted per hour
12 attackers to 12 defenders = 0 territories (0%) ghosted per hour
24 attackers to 12 defenders = 4 territories (26%) ghosted per hour
36 attackers to 12 defenders = 6 territories (39%) ghosted per hour
48 attackers to 12 defenders = 6 territories (39%) ghosted per hour
60+ attackers to 12 defenders = 6 territories (39%) ghosted per hour
12 attackers to 24 defenders = -4 territories (-26%) ghosted per hour
24 attackers to 24 defenders = 0 territories (0%) ghosted per hour
36 attackers to 24 defenders = 4 territories (26%) ghosted per hour
48 attackers to 24 defenders = 4 territories (26%) ghosted per hour
60+ attackers to 24 defenders = 4 territories (26%) ghosted per hour
12 attackers to 36 defenders = -6 territories (-39%) ghosted per hour
24 attackers to 36 defenders = -4 territories (-26%) ghosted per hour
36 attackers to 36 defenders = 0 territories (0%) ghosted per hour
48 attackers to 36 defenders = 0 territories (0%) ghosted per hour
60+ attackers to 36 defenders = 0 territories (0%) ghosted per hour
Holidays not withstanding, even tiny little Liao has been able to put up at least 72 players during the hours leading up to the ceasefire, thus providing them the ability to lock both their planets out of ghost drop range.
Ghost drops only exist to prevent factions from simply not defending in order to prevent losing territory. Defend your planets and it's not a problem.
Gee, another math fail.
Up to 15 matches per world are allowed to be going on at the same time.
Only one match is made at a time.
There is a slightly difference in how things go when attacking someone else's world and when defending your world, we shall focus on the simpler " Attacking enemy held planet".
60+ attackers/ 36 defenders. We will assume they are all premade 12 mans.
That 60+ is going be 8 teams of 12 for our example.
1st match queues up: 12 attackers are matched against 12 defenders with no to little prequeue wait time. Game launches them into game. 2 minutes have passed.
2nd match: Attacker team is pulled from prequeue, it is quickly matched with the D12, game launches them, 2 minutes more have passed.
total time 4 minutes.
3rd match is launched, same as above two
Total time 6 minutes, now all defenders are in game, but Attackers still has 5 -12's in preQ
4th Match, Attacking 12 in Queue, will search for D12 for 10 minutes before launching, no D found, launches.
16 minutes have passed, the first match should have been in timed combat for about 10 to 12 minutes tops at this point, unlikely to have finished.
We have a Ghost drop win!.
5th match, as above, so now it has been 28 minutes since first group was Queued, about 24 minutes on their drop clock, they should be done and the 12A has a 12D we now are essentially at step1 match one timeline for ghost drops.
So, ghost drops will occur when A outnumbers D at 4 to 3 12's or 48/36 at a rate of about 2 an hour.
What happens when you have 4 defending 12 mans and more than 5 attacking 12 mans?
1st match queues up: 12 attackers are matched against 12 defenders with no to little prequeue wait time. Game launches them into game. 2 minutes have passed.
2nd match: Attacker team is pulled from prequeue, it is quickly matched with the D12, game launches them, 2 minutes more have passed.
total time 4 minutes.
3rd match is launched, same as above two
4th match is launched, same as above two
Total time 8 minutes, now all defenders are in game, but Attackers still has more -12's in preQ
5th Match, Attacking 12 in Queue, will search for D12 for 10 minutes before launching, no D found, launches.
We have a Ghost drop win!. Ghost drop win rate= appox 2 per hour.
18 minutes have passed, the first match should have been in timed combat for about 12 to 14 minutes tops at this point, unlikely to have finished.
More attacking 12's then defenders 5 -12 mans?
Same as above but add one more live drop, time now? 20 minutes since first queue up, 1st match at 16 to 19 minute drop
mark.
At this point it becomes more common for one of the first three teams to have finished or finish before the 10 minute waiting timer . But not always, just as there will be times when drops are done much faster.
Conclusion, the point at which Ghost drops are unlikely to occur is when there are 60+ defenders in queue, However, they may still occur at up to 84A/72 defenders, after 72 they can not occur.
The rate of ghost drops per hour just under 2 at 72/60.
Edited by Abivard, 01 January 2015 - 06:27 PM.