Title: SO Main - New Round changes - feb 12, 2008 Post by: SirEmi on February 11, 2008, 05:11:55 PM All changes in the coming round will be added to this list:
- Defense of fleet will stop 5 x damage instead of 1 x damage. Makes swarmer fleets a better mission / pvp ship. Affects all fleets, including pirate mission fleets & aliens. Related info: Defense is multiplied by ships in fleet to calculate a Total Defense. The damage received is reduced by 5 x Total Defense of a fleet. A high Defense fleet can evade a great deal of damage. Defense is also known as ship speed / maneuverability / point defense guns and friendly ships support. - Diminishing nebulae - Default nebulae time: 24 hours - If commander enters nebulae in the first 6 hours after he got out of previous nebulae, the nebulae protection is less effective, protection decays with 4 hours for each additional entering in the nebulae, up to a minimum of 12 hours. - To get full 24 hours a minimum of 6 hours out of nebulae time is required to regenerate mothership engines. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: FTP on February 11, 2008, 06:15:20 PM No please no the diminishing nebula for SO main, it will only work for SO WARS. Because there you cant keep hitting the same player. All new people will get hit so often. Please no diminishing nebula's on main server 0o
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: SirEmi on February 11, 2008, 07:10:58 PM Well we have the self-neb problem on SO Main too, I think diminishing neb will reduce this trend... anybody else?
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: KenquinnTheInsaneOne on February 11, 2008, 08:05:38 PM All changes in the coming round will be added to this list: Mum must try abusing this when the round starts mu ha ha ha ha.- Defense of fleet will stop 5 x damage instead of 1 x damage. Makes swarmer fleets a better mission / pvp ship. Related info: Defense is multiplied by ships in fleet to calculate a Total Defense. The damage received is reduced by 5 x Total Defense of a fleet. A high Defense fleet can evade a great deal of damage. Defense is also known as ship speed / maneuverability / point defense guns and friendly ships support. - Diminishing nebulae - Default nebulae time: 24 hours - If commander enters nebulae in the first 12 hours after he got out of previous nebulae, the nebulae protection is less effective, protection decays with 6 hours for each additional entering in the nebulae, up to a minimum of 6 hours. - To get full 24 hours a minimum of 12 hours out of nebulae time is required to regenerate mothership engines. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: davey boy on February 11, 2008, 10:43:22 PM i think no neb is a good idea then theey can learn to adapt better good idea i think
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: SkitZz on February 12, 2008, 12:48:46 AM hmm while this would severally cut down on the alt nebing , pvp could become a little unbalanced. Alliances with big No.(or even alts) can use lower
members to launch several attacks on the target while there top players (mains) stash credits for there assault. By the time the neb is at 6 hours that’s a total of 4 attacks a day not including counters, which isn’t entirely fair imo when potentially the person benign attacked has never hurt anyone. On top of that the start of the round is going to move a fair bit slower with players benign attacked multiple times a day, it can be very hard to make money at the start of the round, without donating(which I encourage :) ) or been feed money by a high player :4: , and I fear the inevitably of alt Feeding will disrupt this even more. I suggest the neb Penalty to be 4 hours to a maximum of 12 e.g 24,20,16,12 and an extra 4 hour Penalty if any attacks have been made within the last 24 hours which brings the neb time down to 8, this way peaceful players can only be attacked max 2 times a day (24/12 =2) and aggressive players that wish to take advantage of opponents neb time can be attacked 3 times a day (24/(12-4)=3. not only does this cater for the 2 different play styles but the 4 hours instead of 6 hour degeneration still keeps many different Staring out builds and strategies other then the seg rush and save build. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Zingaro on February 12, 2008, 12:52:48 AM This would be good if it only applies to only self nebbing and not nebbing in general, but then that can be simply circumvented by having another player put you into neb, which is acceptable by the rules. So this will not work
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: basill on February 12, 2008, 01:03:07 AM I don't think it will be so bad if you dropped it by 3 at a time instead of 6 as there is a lot of non-alt nebbing in main server.
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: SkitZz on February 12, 2008, 01:20:36 AM This would be good if it only applies to only self nebbing and not nebbing in general, but then that can be simply circumvented by having another player put you into neb, which is acceptable by the rules. So this will not work true but by having another player put you in a neb that person recevies and 4 hour Penalty so if people do want to buddy neb, which as you said is accepatble by the rules. there now face problems of there own. - Defense of fleet will stop 5 x damage instead of 1 x damage. Makes swarmer fleets a better mission / pvp ship. is this going to affect missions and encounters as well emi ? it could make things a lot harder to kill. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: FTP on February 12, 2008, 05:20:35 AM I still think 12 hours neb would be very severe and I think on main server it will even boost alt/buddy nubbing because you will die pretty quick with 2 attacks a day especialy when you cant be on to play.
Indeed what skittz said this will make encounters hell with improved defence :o Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Cameron07 on February 12, 2008, 04:53:12 PM waaaaaaaa :2: why cant we just put restrictions on galaxy attacks
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: jessiedog on February 12, 2008, 07:04:04 PM i designed a mission super-swarmer fleet and used against a level 1 mission. instead of providing 5X damage protection, the defence provided ABSOLUTELY NO PROTECTION
please look into this :4: Invader jessiedog (#67609) Engaged Units Fleet Name # of Units Attack Defence Hitpoints Defensive Destroyer 30 79.625 2.738 312 Defender Unidentified Fleet (#) Engaged Units Fleet Name # of Units Attack Defence Hitpoints Alinal MK 17 1 400.071 1.210 115.644 Hades' Murderer MK 5 3 150.080 1.042 13.533 The Fearful Knave MK 3 1 30.005 8.611 55.069 Our long range scanners report 39,332 enemy fleet power! Engage Assault Note jessiedog(#67609)'s Defensive Destroyer fleet engaged Unidentified Fleet(#)'s Alinal MK 17 fleet on the battlefield. The fleet Defensive Destroyer did 115.644 damage to fleet Alinal MK 17. jessiedog(#67609)'s Defensive Destroyer fleet destroyed 1 of Unidentified Fleet(#)'s Alinal MK 17 fleet. The fleet Alinal MK 17 did 9.360 damage to fleet Defensive Destroyer. Unidentified Fleet(#)'s Alinal MK 17 fleet destroyed 30 of jessiedog(#67609)'s Defensive Destroyer fleet. Your armada was completely destroyed... Assault result jessiedog(#67609)'s 30 / 30 (100%) Defensive Destroyer are destroyed during battle. Unidentified Fleet(#0)'s 1 Alinal MK 17 are destroyed during battle. You attacked Unidentified Fleet(#0)'s fleet and mothership from deep space. You destroyed Unidentified Fleet(#0)'s 1 ships and lost 30/30 ships. You lost 124.080/124.080 fleet power (100%), while the enemy lost 20.060/39.332 fleet power (51%) Primary Objective: Destroy 50% of the enemy while losing less percent of the armada then the enemy. Your attack failed and achieved nothing. You lost more power than Unidentified Fleet(#0) during battle. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: FTP on February 12, 2008, 07:18:13 PM 30 x 2738 x 5 = 410700 Which is more then the first fleets attack
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: SirEmi on February 12, 2008, 08:26:23 PM Keep that swarmer, the changes will be made today... I had to do some more tests.
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: deezee66 on February 12, 2008, 08:38:54 PM this stinks, i'm beginning to hate this game. now your punishing the innocent :4:
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: jessiedog on February 12, 2008, 09:00:33 PM ahhh
i wish you had said that before i bought the swarmer but thanks could u post in this same topic when ur done testing and fixing? Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Spayed on February 13, 2008, 08:08:27 PM looks good mr e, this new defence thing will b interesting and the neb thing looks good aswell, i hated seeing people in nebs 24/7
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: MeGuaRen on February 14, 2008, 12:52:14 AM I like the changes a lot. This is a new twist that makes things very interesting. Thank you, Sir Emi. :)
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: lostedchylde on February 14, 2008, 01:05:19 AM the defense change is great considering defense cost 10 x as much as hit points. now i can finally get some use out of my swarmer design.
Nebula - honestly, main doesn't have a problem. there are a few people,(we all know who) who hide alot, but it doesn't hurt us as they can't hide from counters or interfere with us. and they pay dearly on dday, so why muck about with something that works great for 99.734 % of us, just because a half dozen people misuse it a bit.? Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Drackin on February 20, 2008, 10:09:16 PM i agree with losted.. you cant hide forever and while hiding you cant attack without losing your neb so its not a big deal really.. i personally like the neb from time to time cause it helps to regain a little of what was lost.
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Lammalord on April 28, 2008, 02:16:06 AM hey hey hey, im an expert Alt/Buddy nebber (way to make myself look bad) and yes it works.. but as you get higher it does get fricken expensive. once i got to 100-200t power it would cost around 1/4 of my daily turns PER nebula i got (or well over half my worker production)... thats a big chunk and if you attack players and re-neb multiple times even more.. sometimes more expensive if i cant find any golds... not to mention it pisses people off, and noones perfect i remember a time when i went to the beach, and forgot to get a nebula.. one mistake and i came back to 3 out of 4 ships missing and 4 counters. it pays in short.. but in the long run it just screws you over. so why do this update?
Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: zephyrblade on April 28, 2008, 06:51:55 AM hey hey hey, im an expert Alt/Buddy nebber (way to make myself look bad) and yes it works.. but as you get higher it does get fricken expensive. once i got to 100-200t power it would cost around 1/4 of my daily turns PER nebula i got (or well over half my worker production)... thats a big chunk and if you attack players and re-neb multiple times even more.. sometimes more expensive if i cant find any golds... not to mention it pisses people off, and noones perfect i remember a time when i went to the beach, and forgot to get a nebula.. one mistake and i came back to 3 out of 4 ships missing and 4 counters. it pays in short.. but in the long run it just screws you over. so why do this update? Lamma, please do not revive old topics, you should know better. :19:Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Lammalord on April 28, 2008, 04:17:11 PM what you going to do zephy ban me? gosh, not like i can make a new one for an update...
Removed the insulting part -FTP- Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Seither on April 28, 2008, 09:59:29 PM what you going to do zephy ban me? gosh, not like i can make a new one for an update... removed the insulting part lamma, don't harrass a mod, talk to him in PM or talk to snipe if there is a problem. Ressing IS against ToS, and he was just giving you a warning, and as a vet AND a previous mod you should know the rules and know not to ress. This topic is well past it's dead date. There was no need to reply to it.Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: Lammalord on April 29, 2008, 01:03:24 AM please state where.
as long as a topic isn’t locked or gives you the pretty red "this in an inactive topic with no posts in the last 120 days" notice i dont see whats wrong with expressing my option on any topic a few months old, especially an update. Or are you trying to censor my point of view simply because i haven’t been on this game to react to the post within the first few hours of emi placing it there? Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: zephyrblade on April 29, 2008, 04:36:53 AM 1)
Where did I threaten you? Or anyone for that matter? :confused: I try to be as friendly as possible. :( 2) Three months is a little different to a few hours. How am I trying to censor your opinion? More importantly, why do you think that I would want to? 3) I don't think myself "better" than anyone, I'm just trying to my job and keep things nice and organised. I'm sorry if that didn't work for you. If you wish to complain about a mod, I'd suggest that you take it up with SnipeDragon, this is not the place. I regret that I had to do another off-topic post to say this, but I figured I should add something. Thankyou. Title: Re: SO Main - New Round changes - feb 12, 2008 Post by: FTP on April 29, 2008, 05:25:36 AM If we would have to manualy lock all topics were there hasnt been any posts in for 30 days would take up allot of time locking everything...
-Locked- FTP |