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: To give some examples of various object combat values: Buildings (typically):
: 10
: Turrets (not upgraded): 12
: Turrets (upgraded): 14
: Cobra: 14
: Scorpion/Grizzly: 20
: Hornet/Hawk: 10
: Scarab: 120
: Typically, an object's 'bounty' is the same (or near) as their combat value
: (bounty is what builds veterancy). Eg, the hunter's CV is 4, but its
: bounty is 5. Chieftain's CV is 30, bounty is 60. Scarab's values are both
: 120.
: Consider the tank's CV of 20 to the Hornet's 10. If you take out a tank,
: that's +10 'killed' for you and -10 'lost' for the enemy. So building an
: entire army of tanks is not only extremely freaking stupid war wise (air
: beats vehicle), the Hornets have a lower combat value than your tanks.
: Meaning they have less to lose. Hornets are cheaper, train faster (IIRC),
: don't raise enemy veterancy levels faster, and don't hurt your Combat
: Efficiency rating.
So in effect, the Combat Efficiency is kill/death ratio weighted by both number and cost of units killed/lost. Makes sense.
I've read that your base score is calculated by the Cost in Supplies of each defeated unit divided by 25. So destroying a $100 Supply Pad will give you 4 points. And killing a $3000 Scarab will give you 120 points. Is that true?
But this makes me wonder how Combat Efficiency ties into the Bonus Multiplier at the end? If the Combat Efficiency is normalized to 0-5, how do we wind up with a max multiplier of 8.4x? I know the 0.4x is a winning bonus (0.2x bonus for losing), but that still leaves 3.0x of the multiplier unexplained. Any ideas?