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Space Odyssey Info Terminal => Updates => Topic started by: SirEmi on June 11, 2013, 12:42:01 PM



Title: SO Main: New fleet power
Post by: SirEmi on June 11, 2013, 12:42:01 PM
New round update for SO Main:

The new fleet power formula features less fleet power / ship and and more advanced algorithms like this:

Original:
fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*500;

Changed to:
fleet_power = (fleetCost*0.85 + attack*accuracy + defence*2 + hitpoints*0.5)/200 + absorb*200;

Then, a lower attack penalty is introduced like this:
// low attack, -33% max penalty to Fleet Power
attackPenalty = 0.33 - (attack*accuracy)/fleetCost;

attackPenalty minimum = 0;
attackPenalty maximum = 0.33; // 33%

// low Hitpoints, -75% max penalty to Fleet Power
hitpointsPenalty = 0.75 - hitpoints/fleetCost;

The penalties cause the ship to have lower power, depending on it's attack points / hitpoints.
This means that an expensive ship with only absorb / shields can not function as a power ship anymore.
And boarding pods with no attack power can have a decent chance in battle.

Details:

- Defense gets more points in / power point
- Hitpoints gets more points in / power point, favoring ships with higher HP values
- General power of ships decreases to half what it was, making rounds last a bit longer
- Fleet cost counts a bit more towards power

I've tested it and overall I think it's an interesting change. Should make for a fun round :)

Godspeed!



Title: Re: SO Main: New fleet power
Post by: SuperXD on June 11, 2013, 12:52:36 PM
Well now we got to make some new ships. Great


Title: Re: SO Main: New fleet power
Post by: SirEmi on June 11, 2013, 12:58:03 PM
just a few more minutes, while fleet powers for npc / players are updated...


Title: Re: SO Main: New fleet power
Post by: SirEmi on June 11, 2013, 01:04:42 PM
SO Main back online, update complete  :)


Title: Re: SO Main: New fleet power
Post by: forumemy on June 11, 2013, 08:06:23 PM
thank you for making this change needed to be done


emy :12:


Title: Re: SO Main: New fleet power
Post by: SuperXD on June 11, 2013, 08:21:43 PM
I think im understanding most of what is changing, but what might be a problem is kamis/killer fleets. Now these ships have attack and none or almost no hitpoints. So the low hitpoint penalty would take affect and would make the power go down. I hate when killer fleets kill me when im doing aliens and such but now they seem extremely powerful. Of course i could be reading this wrong but can someone clarify this.


Title: Re: SO Main: New fleet power
Post by: SirEmi on June 11, 2013, 10:53:51 PM
I think im understanding most of what is changing, but what might be a problem is kamis/killer fleets. Now these ships have attack and none or almost no hitpoints. So the low hitpoint penalty would take affect and would make the power go down. I hate when killer fleets kill me when im doing aliens and such but now they seem extremely powerful. Of course i could be reading this wrong but can someone clarify this.

Killer fleets are really really expensive designs, they used to prowl the fleets in the days when fleet cost was not in the fleet power formula. Now as you can see the fleet cost went from 0.5 to 0.85 in the power formula, so really not an issue with killer fleets.




Title: Re: SO Main: New fleet power
Post by: forumemy on June 12, 2013, 09:31:29 AM
and kami's won't be a problem because they will get a ton of fleet power compared to other ships because they have no hitpoints. so you wont be able to kill anything in your fleet power range once you get some decent absorb on your ships.


emy :12:


Title: Re: SO Main: New fleet power
Post by: SuperXD on June 12, 2013, 01:03:54 PM
and kami's won't be a problem because they will get a ton of fleet power compared to other ships because they have no hitpoints. so you wont be able to kill anything in your fleet power range once you get some decent absorb on your ships.


emy :12:

ships lose power when they have no hitpoints not gain fleet power


Title: Re: SO Main: New fleet power
Post by: forumemy on June 12, 2013, 05:04:13 PM
you get more power from attack than you do hitpoints. so if it is all invested in attack the ship will have much more fleet power


emy :12:


Title: Re: SO Main: New fleet power
Post by: A^Bloody^Idiot on June 12, 2013, 06:07:01 PM
GG. 1 killerfleet every 5 missions.
I liked 95% of the updates you did in the past Sir Emi.

But this 1 unfortunetly, goes to the top #1 spot of my hatred list.

Greetz, ABI :w00t2:


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 13, 2013, 12:40:33 PM
GG. 1 killerfleet every 5 missions.
I liked 95% of the updates you did in the past Sir Emi.

But this 1 unfortunetly, goes to the top #1 spot of my hatred list.

Greetz, ABI :w00t2:
agreed abi.. already hit a killer fleet. lost about 5 bil worth of ships to a 15 mil fp encounter


Title: Re: SO Main: New fleet power
Post by: SirEmi on June 13, 2013, 01:25:44 PM

- Reavers will have much much less power now, depending on resources in system, easier to clear out and start building


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 24, 2013, 10:44:03 PM
This update is terrible. I can't even attack aliens the same fp as my lead. If you don't think this is going to slow the game down tremendously then you're wrong.  Kudos for trying to change things up. This is going to run people away from the game..


Title: Re: SO Main: New fleet power
Post by: SirEmi on June 25, 2013, 01:21:57 AM
We will increase the general power of ships from 50% to around 75% of old values.


Fleet power is now closer to the old values:

fleet_power = (fleetCost*0.75 + attack*accuracy + defence*2 + hitpoints*0.5)/400 + absorb*350;


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 26, 2013, 09:44:11 AM
You attacked Unidentified Fleet(#0)'s fleet and mothership from deep space.
You destroyed Unidentified Fleet(#0)'s 39792 ships and lost 2/5 ships.
You lost 26.727.732/124.625.442 fleet power (21%), while the enemy lost 20.747.920/51.417.079 fleet power (40%) and again... great update emi.. i'm done


Title: Re: SO Main: New fleet power
Post by: SuperXD on June 26, 2013, 06:57:32 PM
Does the low hit point penalty still count?


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 28, 2013, 02:33:54 AM
Palu(#158073): emi you had better fix the game before you loose all of the players now. you eally screwed it up this time.
highlandknight(#103445): i for 1 am done my email is rsccarte@yahoo.com someone mail me when sir di ckhead fixes this bs. its not even worth the time playing this game like it is now
Cameron0788(#39979): i've lost about 6 mains so far.. all good ships. all to things that i would never consider to even be somewhat risky
Necrophasgm(#158909): thats broken
Necrophasgm(#158909): same fp and lost a lead





I think this explains it all


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 29, 2013, 12:10:09 AM
Are we just going to ignore everyones reaction to this update


Title: Re: SO Main: New fleet power
Post by: Cameron07 on June 30, 2013, 11:45:28 PM
and highland just went in neb from a scout. he lost no power nor ships.. way to not even be active on the forum for 3 days after a crucial crap update


Title: Re: SO Main: New fleet power
Post by: Cameron07 on July 13, 2013, 02:18:47 PM
just an update.. emi hasn't logged on for over 2 weeks now


Title: Re: SO Main: New fleet power
Post by: SkitZz on August 03, 2013, 05:17:12 AM
I ran some tests today to see the results of emi's fleet power changes, i was mainly looking at the effectiveness on kami's post patch.

attack to power ratio on kami = 5533 (Hated Llama Whackz )
hit to power ratio on super at 80% abs =1405 (and i even added extra hitpoints to what i normally would use)

kami's can get even stronger as they have 2 attack bonus from pvp items,(+%acc and +%att.) and hitpoints only get one (+%hit).

#howtobalance  :9:





Title: Re: SO Main: New fleet power
Post by: Saturn 7 on August 03, 2013, 01:29:08 PM
I feel as though I've been 'experimented on'!! :9:


Title: Re: SO Main: New fleet power
Post by: Spayed on August 05, 2013, 06:44:49 AM
did you get kammied??


Title: Re: SO Main: New fleet power
Post by: Saturn 7 on August 05, 2013, 02:52:34 PM
Yup!


Title: Re: SO Main: New fleet power
Post by: Cameron07 on August 06, 2013, 02:31:23 AM
the hidden alien fp still hasn't changed from before the update.. im finding 1.5 bil or higher fp aliens when my total fp is 1 bil.. and since you cant even attack things over your leads fp without losing ships to killer fleets because of the new fp calculation doing hidden aliens is almost impossible


Title: Re: SO Main: New fleet power
Post by: Cameron07 on August 06, 2013, 02:40:02 AM
the hidden alien fp still hasn't changed from before the update.. im finding 1.5 bil or higher fp aliens when my total fp is 1 bil.. and since you cant even attack things over your leads fp without losing ships to killer fleets because of the new fp calculation doing hidden aliens is almost impossible
Assault result


Cameron0788(#39979)'s 1 / 1 (100%) USMF Stoned are destroyed during battle.
Cameron0788(#39979)'s 4.400.000.000 marines where killed in the battle.
Cameron0788(#39979)'s 23.100.000.000 marines escaped in pods to their secret base.

Unidentified Fleet(#0)'s 32538 Yellow Faerie MK 10 are destroyed during battle.
Unidentified Fleet(#0)'s 39175 Gothaturc MK 3 are destroyed during battle.
Unidentified Fleet(#0)'s 124845 Davy Jones' Plague MK 7 are destroyed during battle.
Unidentified Fleet(#0)'s 44823 Davy Jones' Servant MK 1 are destroyed during battle.
Unidentified Fleet(#0)'s 2464366 Dragon's Bloody Death MK 18 are destroyed during battle.
Unidentified Fleet(#0)'s 670991 The Horrible Pearl of the Caribbean MK 2 are destroyed during battle.

You attacked Unidentified Fleet(#0)'s fleet and mothership from deep space.
You destroyed Unidentified Fleet(#0)'s 3376738 ships and lost 1/5 ships.
You lost 81.467.490/916.105.175 fleet power (9%), while the enemy lost 310.517.714/439.578.162 fleet power (71%)
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 1.011.029.773 Credits
Unidentified Fleet(#0) lost more power than you during battle.
(+14542 Exp)
 just like this crap. barely over my leads fp when I have max abs and 30% hp bonus.


Title: Re: SO Main: New fleet power
Post by: Spayed on August 09, 2013, 09:20:31 PM
it does not get any better at higher fleet power. i keep losing ships if i go over my leads fp aswell.


Title: Re: SO Main: New fleet power
Post by: Cameron07 on August 11, 2013, 11:09:47 PM
Yes I also like how emi said that this won't slow growth rate down much either.. hah what a joke


Title: Re: SO Main: New fleet power
Post by: Borg! on August 17, 2013, 02:17:07 PM
the attack penalty is a good idea in concept. But when swamers typically have around 15-30% accuracy and make up for it with their massive attack through swarm bonus. I see the penalty being a problem. a small ship with low accuracy is the intended way to use it. not as a powership but as a piranha type attack ship. I see the problem with your current formula being that lesser grade ships are killing people off due to them being registered as gaining the power reduction when they shouldn't have gotten them to begin with.


I think what you (Emi) are trying to do is reduce killer fleets, and remove the shield powerships. If that's the case just utilize the old formula.

fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*500

and just reduce the end part and make it something along the lines of

fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*100

This wouldn't effect legitimate ships in any way, and would make missions continue to have the occasional player error killer fleets. I personally can attest the only time I would run into a killer fleet is when I was attacking things well outside the range I should be in. (high risk high reward). by utilizing the lower formula. you're taking away about every p ship with the cost/acu thing as well as the reduction in absorb power gains. you would also be removing tiny ships from the game, because you're still taking into consideration the cost into the power formula. When you introduced this power formula the first time tinys were completely barred from the game as were p ships. But people adjusted after reading the formula (I'll take credit for this) and made p ships from reading the end part of [absorb*500]. So all you need to remove shield swarmers from the game is adjust that and make people find or attempt to find a new system.