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1  General Talk / SO WARS Discussion / Re: Accuracy in Board Attacks on: March 06, 2008, 04:44:43 PM
I still like my idea of counters.  When your using counters on someone remove the warp disruptor and stabilisor bonuses from both players and then count warps as failed attacks.  That way you get to attack with a compairable fleet and hit them or attack with a much larger fleet and risk missing them.  This would let someone retaliate with the level of risk they want.
2  Space Odyssey Info Terminal / Updates / Re: Diminishing Counters - SO Wars / Full assault on: February 18, 2008, 09:36:21 PM
I think warps should not be included as failed attacks.  I've heard people say you could use p ships and bet on the 5% chance, but how much money would you have to spend to get effective swarmers?  Besides, people with extremly high warp stabilizer levels would basically be immune to counterattack.  The only way to make it work would be to nullify warp stabilisers and destabilisers for counter attacks.  Then if you had an equal fleet you would have a decent chance of sucessfully retaliating.
3  Feedback Terminal / Suggestions / Re: SOWARS - Counter Attacks on: February 18, 2008, 08:23:07 PM
I don't agree with placing a limit on waprs in counter attacks.  Some people have rudiculasly high warp values, I know that if I have a total power of 400 bil and Chrys has a total power of 900 bil he has an 83% chance of warping, and I have spent a decent amount upgrading my destabilizers.  I used 6k turns using a counter on agmemnon, with an 82% chance of warp with equal fleets; he warped 27 times before I cought him.  If I want to spend 6k turns chasing him down it's only fair.  I do agree on one thing though, there should be a 100% chance of warping so that you can't have a rudiculus fleet power to attack.  Remember, counters are in responce to people attacking you first.  I also do far more attacking then being attacked so counters are used on me more often (when I can catch anyone anyway) lol.  I don't know about anyone else but If I run across someone half to twice my strength I'll attack them.  My attacking fleet is also my defending fleet and I have confidence in it, even against more powerfull people.  Also, when I used 6k turns chasing agamemnon with an equal power fleet I could have gotten twice the segs doing missions with that many turns, and got 10-20k mining turn items as well thats a level or 2 in mothership mods.  It cost me far more to chase him, but revenge was worth it.  thats my opinion anyway.  If you want to limit warps to 5 or 1 or something, make the warp stabilizers and disruptors warp bonuses not count for counters, that way you can have a decent chance of revenge on someone no matter how much they have put into stabilisers and it's more a factor of fleet design and tactics.
4  Feedback Terminal / "Bugs" and Problems / Fleetless PvP bug. on: October 17, 2007, 03:33:42 AM
+I'm assuming this is a bug.  I just fought someone and lost my attacking fleet, but before I could bring my defensive fleets back out of reserve "under 1 min" I was attacked and boarded 4 times by another MUCH weaker player.  I ended up losing over 500k segments since I didn't have a fleet to lose and create a nebula (any of my ships had more power than he did total even AFTER he hit me).  While this is frustrating in the extreme the reason I'm bringing this up is because of a scenario like this " I go on vacation for a week and don't log on, someone kills my whole fleet the first day I'm away.  Now after the 24 hours of nebula a 1k power person can hit me as much as they like.  I come back from vacation and there are no warkers in my secret base, no segments in my mother ship and everything I worked months for is ruined.  If you have no ships but get attacked you should go into a nebula after the first attack.  This just seems like a bug or unknown issue.  Thanks for reading this and I hope this gets fixed. 

Sincerly,

Zelox
5  Feedback Terminal / "Bugs" and Problems / Re: BIIIIIGGGG PROB EMI!!!!!!!!!! on: October 17, 2007, 03:20:51 AM
killer fleets do crop up.  It happened once to me.  A 230mil fleet did over 1tril damage, had 9bil defence and 1 mil/ship health.  Detroyed my whole missions fleet 2 months ago.  I've been on thousands of missions though it only happened once.  Many it was just equiped with random parts that would normally cost like 1 tril per part and went on 3 mil swarmer ships each of which would cost 9 mil or something?  Since I'm assuming ships sizes and components are randomly assigned.  Just letting you know the problem while rare does exist.
6  Feedback Terminal / "Bugs" and Problems / Re: workers growth bug. on: October 10, 2007, 08:36:48 PM
thanks, I thought it just went negative when you didn;t have enough, not slowed down.
7  Feedback Terminal / "Bugs" and Problems / workers growth bug. on: October 10, 2007, 06:17:55 PM
I'm in SO WARS server and I just bought some workers.  When I did my daily growth droped .26%.  Is this intentional?  If so why isn't it in the guide?
8  Space Odyssey Info Terminal / F.A.Q. / Counter attacks. on: September 17, 2007, 06:35:03 AM
I'm in the SO Wars server. I was wondering how many counter attacks does someone get?  I thought it was only 1 per attack signiture, but since someone I hit a few hours earlier just counter attacked 5 times and I evaded another 4 times in I'm kinda confused about how it works.  I thought it was 1 garantied attack against someone that would cut through time, space and nebulas, not an unlimited number of tries untill you succede.  Is SO Wars server diffrent in how it handles it?  If so why hasn't the guide been updated?
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