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Author Topic: SO Main: New round updates  (Read 5844 times)
SirEmi
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« on: June 20, 2011, 11:49:41 PM »

- new fleet power formula will be implemented for SO Main on the new round.

- each point of ship defence absorbs 10 points of damage instead of 5 previously.

- secret base production / interest is every 60 minutes. No change in production / day.

- increased the power of hidden interactive encounters.
« Last Edit: June 21, 2011, 12:24:01 AM by SirEmi » Report to moderator   Logged

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« Reply #1 on: June 21, 2011, 07:47:38 AM »

- new fleet power formula will be implemented for SO Main on the new round.

- each point of ship defence absorbs 10 points of damage instead of 5 previously.

- secret base production / interest is every 60 minutes. No change in production / day.

- increased the power of hidden interactive encounters.


- what sort of new formula

- how much has the power of the hidden interactives increased?
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SirEmi
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« Reply #2 on: June 21, 2011, 12:07:05 PM »


- what sort of new formula

- how much has the power of the hidden interactives increased?

The new power formula we've been testing for SO Elite has been implemented on SO Main.

Interactive encounter increased in power, it's not an exact increase, but but the encounters can be from 15% - 75% power.
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« Reply #3 on: June 21, 2011, 03:11:27 PM »

Eeeek. The fp formula's fine for ELITE. ELITE. Never knew it would be for MAIN. So why take something 'ELITE' and put it on main? Seriously?
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« Reply #4 on: June 21, 2011, 05:28:12 PM »

Although I do not play main anymore, I was excited to get something new... something special for elite.... I wouldn't know how thrilled I would be on main and get such thing changed.
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« Reply #5 on: June 21, 2011, 09:29:53 PM »

Eeeek. The fp formula's fine for ELITE. ELITE. Never knew it would be for MAIN. So why take something 'ELITE' and put it on main? Seriously?

The new formula was tested on the Elite server. It's meant to balance the "tiny" problem that makes PvP unbalanced at higher levels. Lost lots of new players after they got hit by tiny man fleets.



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« Reply #6 on: June 21, 2011, 10:52:33 PM »

Just looking at the formula I'm fairly certain I can make another tinyman fleet. But that's another discussion altogether.
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« Reply #7 on: June 22, 2011, 03:49:23 PM »

Sigh..thats not the way to fix tinies, Emi.
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« Reply #8 on: June 27, 2011, 08:00:52 AM »

yea just make tinies for my use only 13

i promise i wont attack any1 not in the top 10 already 13
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« Reply #9 on: August 15, 2011, 06:58:10 PM »


- secret base production / interest is every 60 minutes. No change in production / day.


Sorry completely missed this update.. although wasn't playing for first 1 month..

Emi, Why sould you change the base production?? Some of us are trying not to use planets.. is that the reason that you want people to solely base their strategy over planets... Whats the reasoning behind this??

The nly reason i could come up is the number of Turns and CP a plent takes.. seems to me just an easy way to get players donate more...
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« Reply #10 on: August 15, 2011, 07:50:36 PM »

Obi, the base still makes the same amount of credits per day.
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« Reply #11 on: August 15, 2011, 08:14:55 PM »

debatable...
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« Reply #12 on: August 15, 2011, 08:21:18 PM »

I've looked into it, and as far as I can tell, it's the same production rate as previously, just all summed up into an hourly payout, so that it is up to par with planet production times.
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« Reply #13 on: August 15, 2011, 10:18:48 PM »

Well, if you are below the maximum point of interest, the credits that you would have gained every ten minutes actaully get counted into interest for the next one.  Therefore, you are missing out on a few credits, but I hardly think it is anything noticeable enough to really matter
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« Reply #14 on: August 17, 2011, 02:55:12 AM »

I've looked into it, and as far as I can tell, it's the same production rate as previously, just all summed up into an hourly payout, so that it is up to par with planet production times.


you get less... mite not seem like much but still less
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