{Plans for siege autobalance}
For people with short attention spans:
Attackers win, timer for the map is set lower
But
Defenders win, timer for the map is set higher
Foreword (skip this if you don't like my words of fore or my bad grammar and misspeling)
Siege autobalance, unlike the player autobalance, is a theoretical system that can theoretically never fail but under THE MOST INSANE CONDITIONS. Like say a castle surrounded by lava with man eating sharks and sailing chimps that throw corrosive shit at your head because they have 4000 proficiency in SUCKING!!! (thats right throwers).
The basic function of this system is to increment (or decrement if thats a word) the timer based on who wins
Should the attackers win a game on a given (castle) map the timer is incremented by a varied amount (see bottom for my ideas on how much)
Should the defenders win a game on a given (castle) map the timer is decremented by a varied amount (see bottom for my ideas on how much)
Once the timer is changed the value of the castle and the up-to-date timer is sent to the website and stored for later use
The standard deviation (increment of decrement per loss) would be based on the attacker to defender wins ratio.
(D:10 A:20 for A win timer goes down by 1.5 for the opposite it goes up by .5)
This is so that it is easier to find the sweet spot and not allow it to go up or down too much due to random wins and losses