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General Talk => General Discussion => Topic started by: forumemy on July 06, 2011, 04:41:26 PM



Title: missions need to be fixed on elite
Post by: forumemy on July 06, 2011, 04:41:26 PM
this is a 1% mission. i have no pships. i have +10% abs bonuses +19% hp bonuses. this needs to be taken care of.


Invader emy (#120) Hide

Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
emy's 16 tril 1 4.923.406.125.489+ 0+ 10.394.538.239.027
emy's 10 tril 1 3.076.492.377.973+ 0+ 6.476.633.994.162
emy's 6 tril 1 2.214.599.291.923+ 0+ 3.593.875.774.939
emy's 3 tril 1 1.106.451.043.626+ 0+ 1.774.149.411.284

Show Attacker Armada


Defender Unidentified Fleet (#)   Hide

Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
Light Bringer 1.884.804 1.947.180+ 35.613+ 2.879.800
ws X2 1 46.992.549 117.694+ 8+ 5.578
Viper MK I 1 195.022.567 103.631+ 315+ 14.300
Vaporizer Team 1 89.995 201.571.429+ 106.072+ 125.840.000


Our long range scanners report 525,000,286,237 enemy fleet power!
Show Defender Armada


Engage   Hide



Assault Note


emy(#120)'s emy's 16 tril fleet engaged Unidentified Fleet(#)'s Light Bringer fleet on the battlefield.
The fleet emy's 16 tril did 1.826.570.616.462 damage to fleet Light Bringer.
emy(#120)'s emy's 16 tril fleet destroyed 634.269 of Unidentified Fleet(#)'s Light Bringer fleet.
The fleet Light Bringer did 271.583.896.301 damage to fleet emy's 16 tril.
Unidentified Fleet(#)'s Light Bringer attack failed.

emy(#120)'s emy's 10 tril fleet engaged Unidentified Fleet(#)'s ws X2 1 fleet on the battlefield.
The fleet emy's 10 tril did 262.124.438.322 damage to fleet ws X2 1.
emy(#120)'s emy's 10 tril fleet destroyed 46.992.549 of Unidentified Fleet(#)'s ws X2 1 fleet.
The fleet ws X2 1 did 221.229.642.480 damage to fleet emy's 10 tril.
Unidentified Fleet(#)'s ws X2 1 attack failed.

emy(#120)'s emy's 6 tril fleet engaged Unidentified Fleet(#)'s Viper MK I 1 fleet on the battlefield.
The fleet emy's 6 tril did 1.236.022.665.844 damage to fleet Viper MK I 1.
emy(#120)'s emy's 6 tril fleet destroyed 86.435.151 of Unidentified Fleet(#)'s Viper MK I 1 fleet.
The fleet Viper MK I 1 did 404.207.672.816 damage to fleet emy's 6 tril.
Unidentified Fleet(#)'s Viper MK I 1 attack failed.

emy(#120)'s emy's 3 tril fleet engaged Unidentified Fleet(#)'s Vaporizer Team 1 fleet on the battlefield.
The fleet emy's 3 tril did 338.938.629.061 damage to fleet Vaporizer Team 1.
emy(#120)'s emy's 3 tril fleet destroyed 2.693 of Unidentified Fleet(#)'s Vaporizer Team 1 fleet.
The fleet Vaporizer Team 1 did 1.774.149.411.284 damage to fleet emy's 3 tril.
Unidentified Fleet(#)'s Vaporizer Team 1 fleet destroyed 1 of emy(#120)'s emy's 3 tril fleet.

 

Show Battle Details


Assault result


emy(#120)'s 1 / 1 (100%) emy's 3 tril are destroyed during battle.
emy(#120)'s 432.181.818.162 marines where killed in the battle.
emy(#120)'s 1.385.999.999.938 marines escaped in pods to their secret base.

Unidentified Fleet(#0)'s 634269 Light Bringer are destroyed during battle.
Unidentified Fleet(#0)'s 46992549 ws X2 1 are destroyed during battle.
Unidentified Fleet(#0)'s 86435151 Viper MK I 1 are destroyed during battle.
Unidentified Fleet(#0)'s 2693 Vaporizer Team 1 are destroyed during battle.

You attacked Unidentified Fleet(#0)'s fleet and mothership from deep space.
You destroyed Unidentified Fleet(#0)'s 134064662 ships and lost 1/4 ships.
You lost 36.425.675.560/428.519.845.774 fleet power (9%), while the enemy lost 263.345.596.473/525.000.286.237 fleet power (50%)

Primary Objective: Destroy 50% of the enemy while losing less percent of the armada than the enemy.


Incoming transmision!
Thank you for your help commander, you have been awarded 210.000.300.001 Credits
Your expenses were greater than the reward...
You received an insurance bonus of 1.805.999.789.983 credits.
Unidentified Fleet(#0) lost more power than you during battle.

(+3500 Exp)


 


Title: Re: missions need to be fixed on elite
Post by: Spayed on July 07, 2011, 10:45:28 AM
eh my shippys dont blow up unless i do stupid things :P

does need to be looked at tho e. the start of next round is going to be incredibly difficult.


Title: Re: missions need to be fixed on elite
Post by: Zan on July 07, 2011, 11:45:07 AM
yea agree with kyle. Not to mention ALT ACTIONS


PS: This round should have rewards and HoG :D


Title: Re: missions need to be fixed on elite
Post by: Comatose on July 07, 2011, 12:25:08 PM
yea agree with kyle. Not to mention ALT ACTIONS


PS: This round should have rewards and HoG :D

While you're in first place...


*running late to get my plane*


Title: Re: missions need to be fixed on elite
Post by: Jonathan16 on July 07, 2011, 01:12:05 PM
look at the power of it and then look at your ship power, i can see why you lost your small ship... THINK


Title: Re: missions need to be fixed on elite
Post by: Comatose on July 07, 2011, 01:16:10 PM
Dude, it's not like an encounter, you can't see its fp before attacking it. YOU think.


And where the hell is my ride to the airport?


Title: Re: missions need to be fixed on elite
Post by: SirEmi on July 07, 2011, 01:45:34 PM

Hm, I don't see any issues with the mission above. I see a couple of things you could do though:

- your tail super ship is too small to handle the power, it should be a bigger ship like the first two. Remember the enemy fleets are about the same power size each.

- you didn't lose much since you got insurance, 2-3 missions with that reward and I think the loss is recouped

- your commander bonuses of +10% abs and +19% HP are not that great. Try using some items or boost the commander abilities a bit and you'll see a big difference.



Title: Re: missions need to be fixed on elite
Post by: SuperXD on July 07, 2011, 01:59:43 PM
I think he was refering to the fact that it is a 1% mission and he is losing ships how is he supposed to do higher than that


Title: Re: missions need to be fixed on elite
Post by: forumemy on July 07, 2011, 02:02:17 PM
because if you lose ships on a 1% mission with those bonuses i have how are you supposed to do them without any bonuses


Title: Re: missions need to be fixed on elite
Post by: Zan on July 07, 2011, 03:31:47 PM
that explains it your design sucked  :P


Title: Re: missions need to be fixed on elite
Post by: SirEmi on July 07, 2011, 04:16:34 PM
Well the missions are designed so you get about +75% to +100% of your ships cost if you do 144 missions / day that are 1%. With swarm ships there are no problems up to 100% missions. Super ships may have some problems, but I suspect that could be adjusted by a small re-design to add more HP while losing some attack.

I am monitoring it, and I think it's pretty balanced at the moment, may adjust it a bit as we go. We already have more alien incursions on Elite, so that's good more items that you could use to get the higher difficulty mission rewards.

Remember, the Alien Commanders drop valuable items like the Queen. Get those items and use it to do high level missions.

Keep me posted, looks good so far.


Title: Re: missions need to be fixed on elite
Post by: Drackin on July 07, 2011, 04:37:43 PM
so what do the %s mean on the missions? i always thought it was the % of your fp or cost. never knew. but if a 1% gives you 100% of cost then the %s mean nothing. and if i have no bonuses and no items.. like at the beginning of the round... what do i do? only incursions and pvp? i would have to stay home and play all day and night just to use all my turns if i cant do missions. oh and.. while my bonuses are a little lower than emys, my ships have more hp and less attack already.. i still lose tails and use items. and there is no happy place with this. i already have to try 2 or 3 times most of the time to win the mission. then losing ships too... and i only do 1% so i really dont see what im doing wrong. but i for one am not happy that its been left this way. sorry emi. just dont like it at all.


Title: Re: missions need to be fixed on elite
Post by: V on July 07, 2011, 05:17:04 PM
in theory, your plan works emi. but the fact is it actually takes 1-10 missions done before you successfully complete one if you use a 1:3 ratio ship. if you raise attack and lower hp than you win more misisons but you lose more ships.
really the only way to advance at a respectable rate is incursions... need i list the problems therein? : /


Title: Re: missions need to be fixed on elite
Post by: KenquinnTheInsaneOne on July 08, 2011, 02:02:31 PM
so what do the %s mean on the missions? i always thought it was the % of your fp or cost. never knew. but if a 1% gives you 100% of cost then the %s mean nothing. and if i have no bonuses and no items.. like at the beginning of the round... what do i do? only incursions and pvp? i would have to stay home and play all day and night just to use all my turns if i cant do missions. oh and.. while my bonuses are a little lower than emys, my ships have more hp and less attack already.. i still lose tails and use items. and there is no happy place with this. i already have to try 2 or 3 times most of the time to win the mission. then losing ships too... and i only do 1% so i really dont see what im doing wrong. but i for one am not happy that its been left this way. sorry emi. just dont like it at all.
The % seems to be there to give you an idea of how hard mothership missions are in comparison to each other.


Title: Re: missions need to be fixed on elite
Post by: Zan on July 08, 2011, 02:05:56 PM
so what do the %s mean on the missions? i always thought it was the % of your fp or cost. never knew. but if a 1% gives you 100% of cost then the %s mean nothing. and if i have no bonuses and no items.. like at the beginning of the round... what do i do? only incursions and pvp? i would have to stay home and play all day and night just to use all my turns if i cant do missions. oh and.. while my bonuses are a little lower than emys, my ships have more hp and less attack already.. i still lose tails and use items. and there is no happy place with this. i already have to try 2 or 3 times most of the time to win the mission. then losing ships too... and i only do 1% so i really dont see what im doing wrong. but i for one am not happy that its been left this way. sorry emi. just dont like it at all.
The % seems to be there to give you an idea of how hard mothership missions are in comparison to each other.

Which also means you are likely to die with with higher %'s  B-)


Title: Re: missions need to be fixed on elite
Post by: Saturn 7 on July 08, 2011, 03:09:23 PM
I've done some experimenting with mission firepowers, and it can vary considerably.  the higher your fleet power and the mission difficulty, the bigger the variance.
I logged the different fleet powers I came up against, here are some examples...

Commander lvl 8

4% missions

25 mill, 25, 28, 30, 27, 31, 28

15% missions

74mill, 64, 44, 73, 35, 60, 52

21% missions

54mill, 80, 104, 54, 51, 75

All these missions were done using exactly the same ships, unfortunately I forgot to log my own fleet power.  As you can see, the variances can suddenly increase especially as you do harder ones.  So it can be difficult to accurately judge what your up against.





Title: Re: missions need to be fixed on elite
Post by: Grondavor on July 08, 2011, 03:46:59 PM
Ya...  I feel like it will get better later in the game as you can buy new ships faster than you can level, but it's definately a problem in this stage of the game


Title: Re: missions need to be fixed on elite
Post by: FTP on July 08, 2011, 09:19:09 PM
Yeah missions at higher level can reach 4x the given reward


Title: Re: missions need to be fixed on elite
Post by: Spayed on July 09, 2011, 01:45:47 AM
its harder but rewards are high so it dont really matter if it takes ages to succeed.

maybe emi should lower them in the new round


Title: Re: missions need to be fixed on elite
Post by: forumemy on July 10, 2011, 02:00:39 AM
i have changed my mind on these missions i just had to change a fe w things


emy :12: