Economy Changes. Release Notes, Nov 5, 2023

Nov.05.2023 BY KIX_Klutch

Attention, Commanders.

edit: this is now live!

We are introducing a significant economy change this week alongside the release of the two new T13 Heavy Vehicle units.

Release Notes

  • Spec Ops was once a valuable source to reward dedicated non-spending and spending players in a fair way. However, the situation has changed since then. Now, with autotapping software and macro recording abilities built into new cell phone technology, it is no longer a fair method and no longer a viable event structure to award resources with.
    Players who record macros and walk away from their phone gain the same resources and progression as someone who spends real money and those who play the events manually. This significantly devalues legitimate player investments and time. Kixeye and the Rogue Assault team take this very seriously and is committed to rewarding the time and money investments of active players. Banning macro users is not the long-term answer.
    War Commander Rogue Assault is updating its method on how it offers resources to players to methods that are Fair to every player. Resource acquisition will primarily be from player versus-player resource stealing and skill-based challenge events moving forward.
  • Thorium will be removed from Spec Ops moving forward and replaced with thorium steal that matches metal steal in the war zones.
  • Metal will be removed from Spec Ops & Alliance Store moving forward.
  • Top alliance store tiers introduced with CC13 will be removed since their contents have been replaced elsewhere.
  • Metal economy will undergo a significant change. Total storage decreases for later levels, but the amount of metal held in Metal Factory storage has significantly increased. Increasing the amount stored in Metal Factories will significantly increase the amount of metal available to steal in the war zones. Earlier Command Center levels receive significant increases to their metal harvest rates to handle cost inflation at those levels that was never accompanied by supply increases. This should make stealing metal in the war zones at Command Centers 3 through 11 much more attractive. This is a necessary change since metal has been removed from Special Ops and players must now use their harvesters and the war zones as their primary source of metal.
  • All player investment into their defences and units has increased with these changes. All players gamewide must now pay more attention to their base layouts to successfully defend and hold metal so they can save up to upgrade. They must also use units without power buffs to successfully steal metal from other players. This starts a new chapter in Rogue Assault and is very different than the event system before. Players will need to adapt to survive and we believe Rogue Assault players will rise to the challenge. The end result is a better return on your investments in Rogue Assault and the highest emphasis on skill and strategy this game has ever known.
  • The recent dev team focus on win rates, transition of resources prizes from the stores to harvesters, and removal of alliance store buffs have been all in preparation and to lay a solid foundation for this update. These recent changes were crucial and were made to further place every player on a level playing field because a player’s ability to defend and attack in the war zones now determines their progression more than ever before.
  • New (Nov 6): Oil repair costs were made to be more realistic to real-world fuel costs of each type of unit. They were also updated to match the corresponding Command Center’s Oil Pump production rate gamewide which has significantly lowered incorrectly high unit oil costs for the majority of CC1 – 11.
  • New (Nov 7): Oil Pump storage has been significantly increased for late game CCs. This is to help players save up oil better. Now players can go longer before their Oil Pumps fill up.

Economy Changes

Alliances Store Tiers removed

  • Tier 8  -> removed
  • Tier 7 -> removed
  • Tier 6 -> removed
  • Tier 5 -> removed

Spec Ops Thorium & Metal removed

Special Operations Event

  • CC1 -> CC13: Metal Prize Packs -> removed
  • CC1 -> CC13: Thorium Prize Packs -> removed

 

Metal Economy Changes

The following changes should significantly increase the metal in the war zones.

All players will be able to hold more in their harvesters which leads to more to loot, which means more will progress, which increases player populations at all levels, which leads to more diverse targets to loot.

Early game harvesters have received a massive increase in production rate. This will further give more targets in the war zones and quick match to loot.

Metal Steal rates increased

  • Metal Steal from Metal Factories: 40% -> 50%
  • Metal Steal from Metal Storages: 10% -> 10% (no change)

Metal storage increased

Metal Storage Building

  • Level 1: 10,000 -> 15,789
  • Level 2: 20,000 -> 39,474
  • Level 3: 40,000 -> 131,579
  • Level 4: 80,000 -> 217,920
  • Level 5: 170,000 -> 247,368
  • Level 6: 345,000 -> 506,487
  • Level 7: 695,000 -> 2,100,564
  • Level 8: 1,395,000 -> 4,278,276
  • Level 9: 2,795,000 -> 15,288,782
  • Level 10: 6,714,000 -> 29,009,098
  • Level 11: 12,000,000 -> 61,933,805
  • Level 12: 35,000,000 -> 85,646,984
  • Level 13: 158,000,000 -> 122,265,000
  • Level 14: 237,000,000 -> 133,280,000
  • Level 15: 355,500,000 -> 214,090,714
  • Level 16: 888,750,000 -> 264,930,750
  • Level 17: 910,968,750 -> 321,557,040

Metal Factory metal storage

  • Level 1: 4,044 -> 65,789
  • Level 2: 6,672 -> 131,578
  • Level 3: 9,276 -> 175,438
  • Level 4: 15,156 -> 231,829
  • Level 5: 23,340 -> 350,877
  • Level 6: 25,536 -> 538,815
  • Level 7: 28,656 -> 1,400,375
  • Level 8: 34,344 -> 2,561,842
  • Level 9: 41,532 -> 4,523,308
  • Level 10: 72,780 -> 8,058,082
  • Level 11: 99,996 -> 15,639,849
  • Level 12: 499,992 -> 19,661,842
  • Level 13: 960,000 -> 32,175,000
  • Level 14: 8,652,384 -> 40,800,000
  • Level 15: 9,107,784 -> 49,178,571
  • Level 16: 12,143,712 -> 54,067,500
  • Level 17: 12,782,856 -> 59,109,750

Metal Factory Metal Storage – Total Storage

Considers all Factory’s built

  • Level 1: 8,088 -> 131,579
  • Level 2: 13,344 -> 263,158
  • Level 3: 27,828 -> 526,316
  • Level 4: 45,468 -> 695,489
  • Level 5: 70,020 -> 1,052,632
  • Level 6: 102,144 -> 2,155,263
  • Level 7: 114,624 -> 5,601,504
  • Level 8: 137,376 -> 10,247,368
  • Level 9: 166,128 -> 18,093,233
  • Level 10: 291,120 -> 32,232,331
  • Level 11: 399,984 -> 62,559,398
  • Level 12: 1,999,968 -> 78,647,368
  • Level 13: 3,840,000 -> 128,700,000
  • Level 14: 34,609,536 -> 163,200,000
  • Level 15: 36,431,136 -> 196,714,286
  • Level 16: 48,574,848 -> 216,270,000
  • Level 17: 51,131,424 -> 236,439,000

Metal Factory rates increased

Metal Factory hourly harvest rates

  • Level 1: 337 -> 13,157
  • Level 2: 556 -> 26,315
  • Level 3: 773 -> 35,087
  • Level 4: 1,263 -> 46,365
  • Level 5: 1,945 -> 70,175
  • Level 6: 2,128 -> 85,526
  • Level 7: 2,388 -> 140,037
  • Level 8: 2,862 -> 166,353
  • Level 9: 3,461 -> 240,601
  • Level 10: 6,065 -> 306,390
  • Level 11: 8,333 -> 458,646
  • Level 12: 41,666 -> 550,751
  • Level 13: 80,000 -> 750,000
  • Level 14: 721,032 -> 857,142
  • Level 15: 758,982 -> 964,285
  • Level 16: 1,011,976 -> 1,012,500
  • Level 17: 1,065,238 -> 1,063,125

Metal Factory Collection Duration

Factories now hold this amount of harvest time before becoming full

  • Level 1: 12h -> 5h
  • Level 2: 12h -> 5h
  • Level 3: 12h -> 5h
  • Level 4: 12h -> 5h
  • Level 5: 12h -> 5h
  • Level 6: 12h -> 6h 15m
  • Level 7: 12h -> 10h
  • Level 8: 12h -> 15h 23m
  • Level 9: 12h -> 18h 45m
  • Level 10: 12h -> 1d 2h 18m
  • Level 11: 12h -> 1d 10h 5m
  • Level 12: 12h -> 1d 11h 42m
  • Level 13: 12h -> 1d 18h 51m
  • Level 14: 12h -> 1d 23h 37m
  • Level 15: 12h -> 2d 3h 1m
  • Level 16: 12h -> 2d 5h 34m
  • Level 17: 12h -> 2d 7h 33m

Thorium Steal added for all players and matches metal steal rates

Previously, thorium could only be stolen if a player was in an alliance, the alliance had unlocked the enemy tech tree node, and that alliance general or major general had marked an opponent alliances as an enemy. Only then could players steal thorium from other players and only if the other player was in an enemy alliance. This made thorium very unattainable for the majority of players and they relied heavily on events like Spec Ops to gain thorium.

Afterwards, Thorium Steal was made available to all players in an alliance who had unlocked the newly, very inexpensive, and no pre-requisite Thorium Steal tech tree node. With this, players in an alliance could steal thorium from any player. This made thorium steal much more accessible for almost all players and decreased the need for thorium from events like Spec Ops. Spec Ops thorium, however, was left unadjusted.

Now, players will not need to be in an alliance. Thorium steal will behave just like metal steal (outside of the alliance tech tree buffs). With this massive increase in thorium accessibility, thorium in events has been removed to prevent an oversupply and to mitigate players using autotapping software.

  • Thorium Steal from Thorium Harvester: 0% -> 50%
  • Thorium Steal from Thorium Vault: 0% -> 10%

Oil Repair costs reduced

With primary resource acquisition moving towards the war zones, the oil economy needed to be looked at so that players have enough oil to farm resources. By creating a framework anchored to real-life fuel consumption costs, we found massive areas to improve throughout all Command Centers which has lowered unit oil repair costs throughout the game and have introduced a new strategic element where using a fixed-wing aircraft significantly impacts your oil repair cost – as it would in real life if you paid for the fuel consumption of calling a fixed-wing air strike.

New Unit Type Oil Repair Ratios

Unit oil repair costs now match relative fuel consumption costs in real life for these vehicle classes. These fuel costs are approximations of real life costs and are not to be taken literally. For example, tanks use approximately $50 worth of fuel per hour which costs more than an armored light vehicle which costs $20 per hour but a tank costs much less than a heli gunship at $600 per hour which costs much less than the jet fuel required for a strike fixed wing at $4000 per hour.

This cost relationship was used for the rest of the game and matched to the relative Oil Pump rate at each Command Center. This has significantly lowered oil repair costs in certain areas of the game where they were previously set too high given the Oil Pump rate.

Approximate Fuel Consumption per hour in Real Life

Relative Cost

Oil Repair for each Unit

Inf $4.17 0.01 21
Mech Inf $12 0.02 62
LV $20 0.03 103
HV $50 0.08 257
Heli $600 1.00 3086
FW $4,000 6.67 20572

The impact of this change means

  1. that oil repair costs now more accurately measure the realistic cost of using each of these vehicles
  2. your choice of using a fixed-wing aircraft will significantly affect your oil repair cost usage, so choose your unit usage wisely if you’re aiming to minimize your fuel consumption.
  3. oil repair costs are now consistent throughout the entire game which much of the game now receiving significantly lower oil costs.

Unit Examples,

CC13 Oil Repair Examples

  • Derecho (Heli): 8100 -> 3086
  • Sandstorm (Heli): 3850 -> 3086
  • Atropa (Fixed Wing): 8500 -> 20572
  • Hemlock (Infantry): 4250 -> 103
  • Hedera (Mech Infantry): 5000 -> 21
  • Thanatos (HV): 8950 -> 257
  • Erebus (HV): 10,350 -> 257
  • Moloch (LV): 8300 -> 103
  • Basilisk (LV): 7200 -> 103
  • Mayon (Heli): 12,500 -> 3086

Platoon Examples,

Example 1: T13 Platoon Fully Destroyed Using Fixed Wing

T13 Platoon Destroyed Units Oil Cost
Inf 0 0
Mech Inf 0 0
LV 0 0
HV 8 2057
Heli 3 9257
FW 6 123433
Total Oil Cost 134,748

Example 2: T13 Platoon Fully Destroyed Not Using Fixed Wing

T13 Platoon Destroyed Units Oil Cost
Inf 0 0
Mech Inf 0 0
LV 0 0
HV 8 2057
Heli 3 9257
FW 0 0
Total Oil Cost 11,315

 

Across all Command Center Levels

CC Inf Mech Inf LV HV Heli FW
1 3 9 15 38 461 3075
2 4 10 17 43 519 3463
3 4 12 19 49 585 3900
4 5 13 22 55 659 4392
5 6 17 28 70 835 5570
6 7 19 31 78 941 6272
7 7 21 35 88 1059 7063
8 8 24 40 99 1193 7954
9 9 27 45 112 1344 8957
10 11 30 50 126 1513 10087
11 12 34 57 142 1704 11359
12 – Early 13 39 64 160 1919 12792
12 – Mid 15 44 72 180 2161 14405
12 – Late 17 49 81 203 2433 16222
13 – Early 19 55 91 228 2740 18268
13 – Late 21 62 103 257 3086 20572

 

Oil Pump Storage increased

Pump Storage

  • Level 1: 1,872 -> 780
  • Level 2: 2,496 -> 1,040
  • Level 3: 3,000 -> 1,250
  • Level 4: 3,504 -> 1,460
  • Level 5: 3,996 -> 1,665
  • Level 6: 4,500 -> 2,363
  • Level 7: 6,744 -> 5,620
  • Level 8: 9,000 -> 11,550
  • Level 9: 11,244 -> 17,616
  • Level 10: 29,016 -> 31,797
  • Level 11: 49,008 -> 69,632
  • Level 12: 73,512 -> 109,349
  • Level 13: 405,720 -> 725,225
  • Level 14: 627,072 -> 1,243,693
  • Level 15: 777,024 -> 1,651,176
  • Level 16: 815,880 -> 1,815,333

Collection Duration

  • Level 1: 12h -> 5h
  • Level 2: 12h -> 5h
  • Level 3: 12h -> 5h
  • Level 4: 12h -> 5h
  • Level 5: 12h -> 5h
  • Level 6: 12h -> 6h 15m
  • Level 7: 12h -> 10h
  • Level 8: 12h -> 15h 23m
  • Level 9: 12h -> 18h 45m
  • Level 10: 24h -> 1d 2h 18m
  • Level 11: 24h -> 1d 10h 5m
  • Level 12: 24h -> 1d 11h 42m
  • Level 13: 24h -> 1d 18h 51m
  • Level 14: 24h -> 1d 23h 37m
  • Level 15: 24h -> 2d 3h 1m
  • Level 16: 24h -> 2d 5h 34m

 

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