Forum - Space Odyssey MMORPG - a massive free online space game
October 04, 2025, 09:50:56 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New game Astro Galaxy launched by ET Virtual Worlds, http://www.astro-galaxy.com
 
   Home   Help Search Members Login Register  
Pages: 1 2 [3] 4 5 ... 7
  Send this topic  |  Print  
Author Topic: Exploration feedback  (Read 38951 times)
Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #30 on: January 31, 2008, 03:41:09 AM »

Ok, this is jacked up pretty bad.

Intelligence Officer: This event fleet power is 1% of our total fleet power.
Danger level: Harmless

Estimated enemy fleet power: 547.146.791
Report to moderator   Logged



Spayed
First Sergeant
*

Reputation: +87/-136
Offline Offline

Posts: 1977

hey hey hey :D


View Profile
« Reply #31 on: January 31, 2008, 03:41:34 AM »

Intelligence Officer: This event fleet power is 1% of our total fleet power.
Danger level: Harmless

Estimated enemy fleet power: 196.422.854

i just found them 30 secs ago and its useless not even worth looking for them
Report to moderator   Logged

Kyle!! (#8446) - main
Spayed (#7) - main
Spayed (#75) - wars
Spayed (#94) - pve
SirEmi
Administrator
First Sergeant
*

Reputation: +192/-122
Offline Offline

Posts: 1655



View Profile WWW
« Reply #32 on: January 31, 2008, 03:46:57 AM »

There is a difference in fleet power spawned if the alien is an Alpha, Terminator etc. A Transporter for example is the weakest and will have about 1-4%, while a Terminator would have from 18%-35%
Report to moderator   Logged

Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #33 on: January 31, 2008, 03:48:13 AM »

18%-35% of what?
Report to moderator   Logged



Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #34 on: January 31, 2008, 03:50:35 AM »

Ok, still jacked up. My total FP is 50+bill without powerships.


Commander, this appears to be an Alien Constructor #1...
Our scientists inform us that this particular spawn is very dangerous.
They possess a very large amount of technology that we could salvage...
They also seem to be transporting valuable resources.

Intelligence Officer: This event fleet power is 1% of our total fleet power.
Danger level: Harmless

Estimated enemy fleet power: 889.113.536


Commander, this appears to be an Alien Hauler #1...
Our scientists inform us that this particular spawn is pretty dangerous.
They possess a large amount of technology that we could salvage...
They also seem to be transporting valuable resources.

Intelligence Officer: This event fleet power is 1% of our total fleet power.
Danger level: Harmless

Estimated enemy fleet power: 547.146.791

Report to moderator   Logged



FTP
First Sergeant
*

Reputation: +122/-53
Offline Offline

Posts: 1872



View Profile
« Reply #35 on: January 31, 2008, 03:53:14 AM »

1-4% or 18-35%    means atleast half of the aliens pays out less then if I extended my mothership. Surely that gap wasnt this high yesterday.
Report to moderator   Logged


SirEmi
Administrator
First Sergeant
*

Reputation: +192/-122
Offline Offline

Posts: 1655



View Profile WWW
« Reply #36 on: January 31, 2008, 03:54:16 AM »

18%-35% of what?

18% - 35% of the finders totAlienFleetPowerWithPShipModifier = (totActiveFindersFleetPower * (totActiveFindersFleetCost / totActiveFindersFleetPower / 100) ) )  laugh  sniper
Report to moderator   Logged

Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #37 on: January 31, 2008, 03:57:11 AM »

So, 18%-35% of total fleet power with powerships? I am confused, and becoming impatient.  21

What is the pship modifier?
« Last Edit: January 31, 2008, 03:59:26 AM by Midnight44 » Report to moderator   Logged



FTP
First Sergeant
*

Reputation: +122/-53
Offline Offline

Posts: 1872



View Profile
« Reply #38 on: January 31, 2008, 04:00:21 AM »

totAlienFleetPowerWithPShipModifier = (totActiveFindersFleetPower * (totActiveFindersFleetCost / totActiveFindersFleetPower / 100) ) )  laugh  sniper

FFP * FFC
FFP /100

Thats is Cost/100

That formula is mathematically incorrect, and makes no sense, means all the power you face is based on the cost of your ships.


A correct formula would be    totAlienFleetPowerWithPShipModifier = (totActiveFindersFleetCost/61)
« Last Edit: January 31, 2008, 04:39:23 AM by FTP » Report to moderator   Logged


Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #39 on: January 31, 2008, 04:05:23 AM »

Ok FTP's formula looks better to me. I still think it should be the way it was. If nobody can hit what was originally thrown at us, then they need to find a different game. Making an update and then taking it back is about as dumb as doing a recall on ham sandwiches.  laugh
« Last Edit: January 31, 2008, 04:08:31 AM by Midnight44 » Report to moderator   Logged



FTP
First Sergeant
*

Reputation: +122/-53
Offline Offline

Posts: 1872



View Profile
« Reply #40 on: January 31, 2008, 04:08:59 AM »

And a 1% for a transport would be really useless, make transports 5% as minimum and a 35% (maybe up to 40%) for terminators sounds good.
Report to moderator   Logged


Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #41 on: January 31, 2008, 04:10:30 AM »

Switch IT BACK!!! Just because some players are more adaptable than others does not mean that you should leave this MASSIVE gap between everyone in power. Nightshadow has 170 trillion credits (I hope you don't mind me saying so NS). How do suppose we are all gonna catch him with these little 5mill aliens? You have to change it back.
« Last Edit: January 31, 2008, 04:18:48 AM by Midnight44 » Report to moderator   Logged



Spayed
First Sergeant
*

Reputation: +87/-136
Offline Offline

Posts: 1977

hey hey hey :D


View Profile
« Reply #42 on: January 31, 2008, 04:12:38 AM »

just move it back 2 the way it was b4 u started screwin around with it, it was good that way they were worth doing but not ever profitable, it also works out because u need 2 b able 2 find them first 2 do them which makes it so that the profit should b larger
Report to moderator   Logged

Kyle!! (#8446) - main
Spayed (#7) - main
Spayed (#75) - wars
Spayed (#94) - pve
Midnight44
Staff Sergeant
*

Reputation: +6/-505
Offline Offline

Posts: 332

Midnight44


View Profile
« Reply #43 on: January 31, 2008, 04:21:49 AM »

Just take the availability of probes down??? It was fine the way it was.  wounded1
Report to moderator   Logged



SirEmi
Administrator
First Sergeant
*

Reputation: +192/-122
Offline Offline

Posts: 1655



View Profile WWW
« Reply #44 on: January 31, 2008, 04:34:36 AM »

I calculated a pship modifier to find out the relation between the fleet power and cost, as FTP pointed out there is a direct relation between fleet cost and fleet power, and that's what is used to determine the alien spawn.

The alien spawns should now be increased to about the same amounts as before, but taking encounter type into account. The spawns are also more diverse in fleet power.
« Last Edit: January 31, 2008, 04:36:23 AM by SirEmi » Report to moderator   Logged

Pages: 1 2 [3] 4 5 ... 7
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!