Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => General Discussion => Topic started by: SirEmi on March 05, 2008, 09:43:31 PM



Title: PLANETS Discussion
Post by: SirEmi on March 05, 2008, 09:43:31 PM
SO WARS users have the posibility to test the planets. Follow this link to get into the test server.
You will have plenty of resources to research and build some planets.

http://www.spaceo.net/testmode/login.php

The planets are fully functional, planets invasion is still in production, we are testing planet development and production at the moment.

Be sure to leave feedback in this thread so we can cover any bugs / balance stuff. The testing will be for several days, planetary battle will be available soon and then it will have to be tested as well. Hopefully by then we will have a couple of planets to conquer.

What we need testing is how planets support is affecting the orbit fleets, how bonuses stack up, if all the bonuses on the planet & structures on planet are accounted for, how planet affects deployment, how terraforming works, etc.

God Speed commanders and thank you for you help.

Sir Emi


Title: Re: PLANETS - Testing commencing
Post by: AFB on March 06, 2008, 03:09:08 AM
Wahoooooooo! Sir E, ur the best :)


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 06, 2008, 04:22:15 AM
Converting Segments from your Mothership to increase the population cap on the planets should yield a better return, by about a factor of 10.

Credit production is about 100 times too low, resource production is maybe 10 times too high.

I'll need to put some more thought into what will happen at the extremes of production, but first thoughts are above. :-)

Copying across the bases from SO Wars to the test server should have kept the same level of cloaking. You just told everyone where everyone elses bases were ....... :-)



Title: Re: PLANETS - Testing commencing
Post by: Nightguard on March 06, 2008, 07:08:53 AM
From what i've seen so far it looks good :21: .I would have liked to mine all minerals not just one,perhaps a lower mining output but all resources mined.

I have to agree with Tzarkoth about the station locations being given away,that was a major oversight  :oops:

As far as i can see the credit & resource prodution seem the same as secret base & mining outpost so i don't see a problem.The credit prodution will improve with the planet growth it will just take some time as does the secret base when you first start.

As for the combat we will all need a few days to get up to speed before any real results can be made.


Title: Re: PLANETS - Testing commencing
Post by: Seither on March 06, 2008, 07:27:12 AM
Sounds like a good update emi. Will it ever reach main? or is it a wars exclusive?


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 06, 2008, 07:35:53 AM
As soon as the number of colonists reaches planets capacity growth goes to -5%.

So;

Colinists < Capacity = 5% growth
Colinists = Capacity = -5% growth

No sliding scale like on the Stash/Workers on the Secret Base.


Title: Re: PLANETS - Testing commencing
Post by: blakranger51 on March 06, 2008, 12:14:48 PM
Hmm I think it's a little heavy on the CP for the research costs, I mean the planet itself isn't all that strong and to make it any better you have to spend incredible amounts of CP, I mean it takes me a while to get a single thousand CP let alone 5000+


Title: Re: PLANETS - Testing commencing
Post by: the broken on March 06, 2008, 12:26:45 PM
CP's are very high would take me a weeks searching and saving to get them then another 2-3 weeks to get the bases to a profitable state. this is on the basis that i get 500 CP per BE but then you put the turn cost on top and it all mounts up, it will be several months before planets are worth while getting, weaker players wont stand a chance and therefore the top players are the most likely to get the best benefit out of planets. as i see it doing missions is still the best way to get a good economy


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 06, 2008, 12:37:19 PM
aye the cp and turn cost is very very high.

but i render it will be ajusted since now it will take around 3years to get a planet worth building that can defend it self :)

also bases are still a push over got to wait to see how the planetery attack will be like.

also the planet techs show up in the bases all on the attacks on the station the planet bonuses arent factored in.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 01:10:06 PM
I have to agree with Tzarkoth about the station locations being given away,that was a major oversight  :oops:

All the galaxy structures where removed on the test server from the beginning, to make room for testing. You probably saw a station that was build for testing...


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 01:21:11 PM

Credit production is about 100 times too low, resource production is maybe 10 times too high.


Are you sure it's 100 x times, from my calculations while secret base gives 5% of workers numbers cumulated / day, the planet gives a production of 15% of colonists numbers / day. We may increase the credit production but 100 x times is a little extreme... that would be 1500% of colonists numbers / day, 15 x times the cololists numbers / day => 1 tril colonists will produce 15 tril credits / day, that's way too much... makes an exponential curve by reinvesting the credits and you max out pretty quick in maybe a month or two...

Has anyone taken into consideration that one commander can increase capacity using his segments / credits and then abandon the planet so his alt can take over and then his other alt and so on... => it has to be a high research cost before a planet can be controled. The other terraforming techs may be adjusted a bit, depending on WARS / Main, there adjusted for WARS atm, but willprobably be 50% on Main.


P:S: If the planets update goes well it will be introducedon all servers. For Sea Odyssey it will be the ability to build cities / colony.


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 06, 2008, 01:39:18 PM

Credit production is about 100 times too low, resource production is maybe 10 times too high.


Are you sure it's 100 x times, from my calculations while secret base gives 5% of workers numbers cumulated / day, the planet gives a production of 15% of colonists numbers / day. We may increase the credit production but 100 x times is a little extreme... that would be 1500% of colonists numbers / day, 15 x times the cololists numbers / day => 1 tril colonists will produce 15 tril credits / day, that's way too much... makes an exponential curve by reinvesting the credits and you max out pretty quick in maybe a month or two...

P:S: If the planets update goes well it will be introducedon all servers. For Sea Odyssey it will be the ability to build cities / colony.

production seems good enough atm 13tril turn out around 2 tril credits with no bonuses added.

production of mining seems a bit to high for some items 13tril workers make  2.011.224 carbon a day
so when people get there planet bigger and bigger and have a planet or 2-3 you can max out all your mothership mods in a few months.

increasing your planet size by 10.000.000 workers you need 20 segs that 2mil seg for 1 tril workers a good week of grinding or a few good attacks. so around 30-40 weeks of grinding if you land a few good attacks. the current missions ships on wars can land 50times that ammount.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 01:41:58 PM

increasing your planet size by 10.000.000 workers you need 20 segs that 2mil seg for 1 tril workers a good week of grinding or a few good attacks. so around 30-40 weeks of grinding if you land a few good attacks. the current missions ships on wars can land 50times that ammount.

What about increasing capacity with alts as wrote above, you build a planet with 0 colonists and just increase cap and pass it along the alts. Of course capacity decays with each conquer by 25% but still...


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 01:48:14 PM

production of mining seems a bit to high for some items 13tril workers make  2.011.224 carbon a day
so when people get there planet bigger and bigger and have a planet or 2-3 you can max out all your mothership mods in a few months.


Hm, the problem there is to balance mining production with credits. As both use the base production we use multipliers to deduct the credits production. The multipliers can be adjusted, the problem is the bigger the production the more mining materials are mined.

A sollution to the mining production would be a linear curve, right now it is an exponential curve. It should be the more production, the more pollution, the more decay to the mining making the multiplier variable depending on the amount of production invested. This would still keep smaller colonist planets profitable in mining while not affeting the industrial planets too much...


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 06, 2008, 01:56:51 PM

Credit production is about 100 times too low, resource production is maybe 10 times too high.


Are you sure it's 100 x times, from my calculations while secret base gives 5% of workers numbers cumulated / day, the planet gives a production of 15% of colonists numbers / day. We may increase the credit production but 100 x times is a little extreme... that would be 1500% of colonists numbers / day, 15 x times the cololists numbers / day => 1 tril colonists will produce 15 tril credits / day, that's way too much... makes an exponential curve by reinvesting the credits and you max out pretty quick in maybe a month or two...

Has anyone taken into consideration that one commander can increase capacity using his segments / credits and then abandon the planet so his alt can take over and then his other alt and so on... => it has to be a high research cost before a planet can be controled. The other terraforming techs may be adjusted a bit, depending on WARS / Main, there adjusted for WARS atm, but willprobably be 50% on Main.


P:S: If the planets update goes well it will be introducedon all servers. For Sea Odyssey it will be the ability to build cities / colony.

Pretty sure stash growth is every 10 mins, so it is 6 times more than what you have on test now.

If you increase the colonist cap by *10 and increase growth to every 10 mins, and decrease Mining output by *10 you have about the right numbers. Didn't go down the same path Riv did for upgrades obviously. However I did build a Gaia planet and from the numbers Riv has, seems to need more tweaking. That's what I meant by *100.

Again with the alts problem ... Hmmm


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 06, 2008, 01:58:51 PM

increasing your planet size by 10.000.000 workers you need 20 segs that 2mil seg for 1 tril workers a good week of grinding or a few good attacks. so around 30-40 weeks of grinding if you land a few good attacks. the current missions ships on wars can land 50times that ammount.

What about increasing capacity with alts as wrote above, you build a planet with 0 colonists and just increase cap and pass it along the alts. Of course capacity decays with each conquer by 25% but still...

im not giong to give any 1 any ideas but beeing able to give your planets 2 alts is a very very bad idea.
buddy nebbing with a alt is 1 thing since you cant steal segs but giving complete planets will totaly something else.

also we need more Cps on the test server :).


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 06, 2008, 02:01:05 PM

Credit production is about 100 times too low, resource production is maybe 10 times too high.


Are you sure it's 100 x times, from my calculations while secret base gives 5% of workers numbers cumulated / day, the planet gives a production of 15% of colonists numbers / day. We may increase the credit production but 100 x times is a little extreme... that would be 1500% of colonists numbers / day, 15 x times the cololists numbers / day => 1 tril colonists will produce 15 tril credits / day, that's way too much... makes an exponential curve by reinvesting the credits and you max out pretty quick in maybe a month or two...

Has anyone taken into consideration that one commander can increase capacity using his segments / credits and then abandon the planet so his alt can take over and then his other alt and so on... => it has to be a high research cost before a planet can be controled. The other terraforming techs may be adjusted a bit, depending on WARS / Main, there adjusted for WARS atm, but willprobably be 50% on Main.


P:S: If the planets update goes well it will be introducedon all servers. For Sea Odyssey it will be the ability to build cities / colony.

Pretty sure stash growth is every 10 mins, so it is 6 times more than what you have on test now.

If you increase the colonist cap by *10 and increase growth to every 10 mins, and decrease Mining output by *10 you have about the right numbers. Didn't go down the same path Riv did for upgrades obviously. However I did build a Gaia planet and from the numbers Riv has, seems to need more tweaking. That's what I meant by *100.

Again with the alts problem ... Hmmm

thats with out any upgrades i went down a other path of the defence wich also needs a major tweak in cost and a major boost into the bases raw unbuffed attack power and defence.

also the bases bonus and planet bonus arent working on the base it self.


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 06, 2008, 02:04:41 PM
I missed the part where we thought Planets needed to produce materials. I thought the original idea was for us to pump materials into them, not for them to generate stuff.

I'd be happier to see mining removed, but if you must keep it, drop it right down.


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 06, 2008, 02:46:14 PM
idk, atm planets dont seem very profitable either mining or creds... although i sorta agree that the resources and turns and cp and stuff needed to research are what they should be. if they get lower than that than there will be as many planets as there are stations


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 02:49:52 PM
Updates to the planets:

- Pollution makes it harder to extract minerals the more production is invested. To keep pollution down, mining production should be kept at decent amount to not harm the environment too much.

- Increased credit production 3 x times while keeping the same amount on mining and introducting pollution.

Pollution should reach 100% at 100.000.000.000.000 colonists, and it can go over 100%. Basically, the more production goes into the mining, the more waste is generated to mine on mineral. e.g. for each 1 unit of carbon 1.000.000 production is needed. For each additional 100.000 production, waste inceases the production amount to mine the mineral by 1
=> 100.000 production => 1.000.001 to mine 1 mineral
=> 200.000 production => 1.000.002 to mine 1 mineral
...
this adds up, and the % is the increase, e.g. at 10.000.000.000.000 colonists you get one carbon for 1.000.000 + 1.000.000 => 100% pollution, and at 20.000.000.000.000 colonists you get 1.000.000 + 2.000.000 for one carbon => 200% pollution.

The pollution does not nececary have to be high on higly populated planets, if you tweak the production to credits and leave enough production to mining so pollution is low...

For testing we used a Tech2 Gaia, with 687.500.000.00 production, 10.000.000.000.000 colonists and these bonuses:
Total bonuses: +55% capacity, +45% mining, +45% credits, -50% combat, +10% production, -10% terraform

Good news is you can still get good minerals with lower colonists planets because pollution is low.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 03:39:47 PM
also the planet techs show up in the bases all on the attacks on the station the planet bonuses arent factored in.

Fixed the station bonuses should add properly now.
Note that planetary shields add a raw % to shields, not over 80% but it's a raw % can really help swarmers.
Also note that planet bonuses do not affect fleets if therese is no station.


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 06, 2008, 03:52:19 PM
pollution looks good and so does this new thing

one question and it may sound foolish... do sheild bonuses given to a station always affect the fleets in orbit as well?


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 03:58:53 PM
pollution looks good and so does this new thing

one question and it may sound foolish... do sheild bonuses given to a station always affect the fleets in orbit as well?

Yes the planetary shield ADDS 5% per structure (e.g. 0% abs becomes 5%, 75% becomes 80%) to fleets but ONLY when the station is involved in combat.
So station is definetely mandatory in order to receive planetary bonuses in combat.

- Tweaked pollution some more...


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 06, 2008, 04:41:41 PM
also the planet techs show up in the bases all on the attacks on the station the planet bonuses arent factored in.

Fixed the station bonuses should add properly now.
Note that planetary shields add a raw % to shields, not over 80% but it's a raw % can really help swarmers.
Also note that planet bonuses do not affect fleets if therese is no station.

nice are you giong to change anything 2 the stations tomake them a big harder even teched up with the cps you gave me and the planet tech costing so high in cps and turns.

the base hp lvl is only 770bil granted it has some shields but still a base cant warp so i can put a few 1000 kami swarmers on it and its death then i can take out the defence fleet with out a problem.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 06, 2008, 09:35:42 PM
nice are you giong to change anything 2 the stations tomake them a big harder even teched up with the cps you gave me and the planet tech costing so high in cps and turns.

the base hp lvl is only 770bil granted it has some shields but still a base cant warp so i can put a few 1000 kami swarmers on it and its death then i can take out the defence fleet with out a problem.

Sorry this is not about stations and the balancing of the stations, this is about planets. We can't go changing station techs and stuff until we've completed the planets project. Please post in the suggestion board about any other changes not related to planets.

Once you barricade a station, it is very hard to destroy if you use a good tactic, for example the defender could stock the station with huge amounts of missiles and an emergency warp (ONLY a base can warp). Also he could put in cheap HP fleets, lots of them and buff up the HP of the fleets with planet shipyard and boosted station fleet support. Even kamikaze ships would have a hard time killing such fleets, if they even manage to get past the barrage of missiles and fighters.

Your problem seems to be not using fleets in combination with your station, it's not the station HP you should be buffing, the enemy fleets shouldn't even get to attack the station, you can set up to 100 x HP buffed fleets equaly strong surrounding the station that enemy will have to destroy to get to the station, but this is not the topic to discuss defense tactics...

Thank you


Title: Re: PLANETS - Testing commencing
Post by: Cameron07 on March 07, 2008, 04:28:18 PM
dont bring this on so main... Dont take it to main, it will screw everything up.. main's already screwed up enough as is


Title: Re: PLANETS - Testing commencing
Post by: davey boy on March 07, 2008, 04:43:54 PM
how can you say that cam its a great add on its boring if everything stays the same and congrats to emi for his hard work trying to improve the game :)


Title: Re: PLANETS - Testing commencing
Post by: KenquinnTheInsaneOne on March 07, 2008, 05:00:50 PM
dont bring this on so main... Dont take it to main, it will screw everything up.. main's already screwed up enough as is
Well I agree with you that adding it this round would mess it up I would like it to be added next round if its been tested throughly.


Title: Re: PLANETS - Testing commencing
Post by: Seither on March 07, 2008, 05:30:06 PM
dont bring this on so main... Dont take it to main, it will screw everything up.. main's already screwed up enough as is
Well I agree with you that adding it this round would mess it up I would like it to be added next round if its been tested throughly.

ya, adding a major update mid round always screws things up big time.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 07, 2008, 10:27:42 PM
- Planetary combat has been completed and is functional on the test server.

Planetary battle flavor
- Surprise attack for marines in planetary combat, will increase marine wave attack by 1-25%
- Entrench for colonists will give the colonists attack for that wave 10-30% bonus to attack, and 25-50% bonus to hitpoints to that wave and the next ones.

The Planets Project is complete, we only have to test it some more.

Thank you


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 07, 2008, 10:30:07 PM
dont bring this on so main... Dont take it to main, it will screw everything up.. main's already screwed up enough as is

There no one on SO Main that can build a planet yet, prob a month until someone could make one on Main.

This project has been completed on the SO WARS version and it will take some time to copy it to the SO Main version, there will be about a week or two delay between the update on SO WARS and the update for SO Main, just enough to see how it works.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 07, 2008, 11:33:34 PM
Guide the planets:

http://wiki.spaceo.net/index.php/Guide:Galaxy:Planets


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 08, 2008, 03:57:45 AM
aye the rebelion is working atm

any way you can disable it so we can keep on testing of planet attacks and raids?


Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 08, 2008, 04:14:14 AM
combat seems nice

think the turn cost are to high tho i let my own planet go it has a population of 13tril 55% shields or something i think and is on the planet with +60% to combat.

i dont think you can capture that planet unless you pump 5000 turns into the assault.
i landed around 10tril marines on the planet at 1 piont they all got slautered and i only manage 2 kill 900k of the colonist.
atm i can only capture planets were i kill the entire population so thats around 3000 turns and 50tril of marines for the current small planet sizes.

ithink you should lets fleet abs get factored in to also work because when the planet owner get his tech lvl of shields up 2 80% your never giong to capture the planet

havent tried raiding yet since im out of cash but i render that will be the same problem if the planet has shields on it you cant do enough dammge to win the battle.


Title: Re: PLANETS - Testing commencing
Post by: Nightguard on March 08, 2008, 06:45:40 AM
On the wars server will planet population be added to secret base workers to give stash size ?


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 08, 2008, 09:25:27 AM

System Fleets don't protect planets ?


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 08, 2008, 09:44:31 AM
On the wars server will planet population be added to secret base workers to give stash size ?

Planets are not linked in any way to the secret base, this gives second options for those that want to keep the segments for the secret base and those that want to invest in the planet.


System Fleets don't protect planets ?

The system fleets protect the station that protects the planet against conquer attempts. You gotta have a station to be able to stop a conquer and protect the planet. Conquer can only be done if the station has been destroyed or if there is no station. Raids can be made regardless.


think the turn cost are to high tho i let my own planet go it has a population of 13tril 55% shields or something i think and is on the planet with +60% to combat.


Aha, it seems like the planetary shield tech needs more cost to it...

- Deactivated rebellion so further testing could be made.

New Commander ability:
- Planetary Combat: Increase marine attack on invasion, attack and hitpoints on defense.


Just tryed a conquer on a 134.056.895.908 colonists planet with 10 shields (50% abs on it), and +75 combat bonus to defender.

Results:

Lost 1.262.601.582.965 marines total, killed 122.025.134.926 colonists and 12.031.760.982 colonists surrendered. Took 4 conquer attempts, 800 turns total.
Once you get the planet colonists below 100% so you can deploy more troops their defense goes down the drain  :))
Hm, new tactic: You can raid the planet a few times to reduce colonists numbers before counquer, this way you reduce your attack turn costs...
When the first raid is successfull you should begin to conquer...

Kill Ratio marine / colonists: 10.34 marines to 1 colonist, seems ok for the level of protection and the value of the planet and 50% of the structures on it...

Of course if I terraform to Gaia and increase colonists then terraform to Proto to have let's say +50% more colonists then planet capacity, the colonists could manage one hell of a defense... but that would require terraforming back and forth every 10 days as you get the -5% growth... hm, oh well still good tactic.

Anyway, I like how the combat turned out and the flexibility of the planets. Looks cool so far.  :thumbsup:


Title: Re: PLANETS - Testing commencing
Post by: blakranger51 on March 09, 2008, 01:58:20 AM
When trying to raid a planet protected by a station with higher cloaking than my scanner, I get a broken screen. It's got the spaceo menu and stuff but it stops halfway and gives me starry space


Title: Re: PLANETS - Testing commencing
Post by: Cameron07 on March 09, 2008, 04:26:52 AM
boo


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 09, 2008, 05:57:11 AM
Raiding works ok for me in Blackranger's situation.

I suspect he means Conquer, but I haven't had a chance to test it.


Title: Re: PLANETS - Testing commencing
Post by: blakranger51 on March 09, 2008, 06:57:10 PM
No when I try to conquer it says I don't have a high enough planet level to conquer, when I try to raid it gives a broken screen.


Title: Re: PLANETS - Testing commencing
Post by: Tzarkoth on March 10, 2008, 03:52:26 PM

The Economy looks a little weird still.

10 Trillion Colonists on a Planet are producing as many credits as 100 Trillion Workers on your Secret Asteroid base.

Converting 10 Million BioFarms to Planetary Capacity gives the Planet 10 Trillion Colonists , reducing Secret Asteroid Pop Cap by 50 Trillion.

Hell, transfer over my other 10 Million Segments to increase Colonists to 20 Trillion, and 20 Trillion Colonists are producing about what 200 Trillion workers would have done on the Secret Asteroid Facility. But then again, no workers = no Max Stash = No Interest from Stash.

Can we tweak it ... so;

Colonists and Workers effectively can be traded on a 1 for 1 basis for an equivalent BASE cash flow. Increase Planet capacity by *5, reduce production *5 to achieve this.

Set up a Trade facility where you can interchange Workers/Colonists and Marines as you please ... Take a 10% loss on any conversions to stop transfers becoming to time critical.

Set the Stash cap before losses to Colonists + Workers instead of just Workers.

Remove the ability of Raids to reduce Planetary Capacity.

- The above 4 changes should balance out Planets for the War Server, make them worthwhile, and not just for the numerically challenged.

Furthermore, increasing the Colonist cap will reduce the Walk Over Effect which can currently be employed to Raid Planets. Planet pop caps are so low in comparison to my Marine numbers that I cannot possibly fail to Raid. Planet cap of 10 Trillion vs my 500 Trillion Marine attack fleet ... Planet can't do 25 Trillion damage to me .. at least before it gets teched up, but because of the imbalances mentioned above no one will get that far.

~~~

I suggest you think about the above very carefully I am sure you will come to the same conclusions.


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 13, 2008, 04:39:56 PM
on the actual wars server, not the test server, i spent 300 turns trying to raid, killing 40 bil colonists each time and losing 120 bil. this is crap, 120 bil marines is a small fraction of what that attack fleet had on it... i dont know the best way to change this but it definately needs to be changed


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 13, 2008, 05:49:01 PM
on the actual wars server, not the test server, i spent 300 turns trying to raid, killing 40 bil colonists each time and losing 120 bil. this is crap, 120 bil marines is a small fraction of what that attack fleet had on it... i dont know the best way to change this but it definately needs to be changed

http://wiki.spaceo.net/index.php/Guide:Galaxy:Planets#Planetary_Invasion

 Planetary Invasion

Planetary Invasion:

Attacker forces: Marines on the invading ships battle ground forces.

Ground Forces: The colonists are also the defense force, they use the equipment on the planet (planetary defense structures / armory / etc) to defend the planet.

Attacker invade options:

-> Raid (receive 20% of the minerals / credits on the surface, planet enters rebellion and can not be attacked anymore for 24 hours)
-> Conquer (only available if researched technology supports adding another planet to the max planet numbers, grants access to all resources on the planet, 50% of everything is destroyed by rebels, gives ownership of planet to attacker.)
-> If the planet owner has a space station in orbit, planet can only be Raided, not Conquered until space station has been destroyed.

To win Raid -> Planet casualties have to be 50% or more of planet colonists / workers, while attacker casualties <50% (20% of planet resources are deposited on the attacker mothership, 10% are destroyed.)
To win Conquer -> Planet casualties have to be 80% or more of planet colonists / workers, while attacker casualties <80% (Remaining colonists are enslaved and join the attacker, remaining on the planet surface. All loot is deposited on the attacker mothership.) (50% of planetary structures are destroyed)

Invasion combat special events:
- Surprise attack for marines in planetary combat, will increase marine wave attack by 1-25%
- Entrench for colonists will give the colonists attack bonus for that wave 10-30%, and 25-50% bonus to hitpoints to that wave and the next ones.

Note: If there are many workers on the planet and less resources to justify the marine expense in battle, the planet won't pose much of a target profit wise from raiding unless it is in a strategic position. Conquering would always be an option as opposed to the cost of building / upgrading a planet, provided the technology to support an additional planet has been researched.

- An enemy can not deploy a station or any fleets in a system that has a foreign planet.
- Can not deposit credits on planet, just load
- Can not take colonists off the planet once populated

Invasion attack details:

Turn cost for an invasion attempt:
Raid: 100 turns
Conquer: 200 turns

- Attacker fleets land on surface and deploy troops one by one: Each attacking fleet will deploy a marine wave, max of 10 attacking waves (if 10 fleets with enough marines).
- The total number of marines + colonists at one time on the planet defending / attacking wave can not exceed 105% of the planet capacity.
- Each new attacker wave can have increasingly more numbers on enemies due to the loss of colonists on the previous wave.
- Once an attacking wave has been deployed, fighting will commence. Defenders will fight the attackers until.
- Once the defenders lose the required % of their default numbers, or the enemy waves have ended, victory conditions will be determined, surrender or repelled.


Please read the guide before attempting to raid or conquer, the planet is a costly investment to build and to raid / conquer.
Your marines on board don't mean a thing, unless you can make room for them on the surface...  :gun2:


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 13, 2008, 05:52:04 PM
thank you for clarifying. ive read all the guides and forum posts, including the ones by other players. what i think would be better is if maybe the marine force could have 110% of the planet capacity, something like that. atm its extremely unethical to waste that many turns trying to RAID a planet. to conquer i could understand, but that would take even more turns.


Title: Re: PLANETS - Testing commencing
Post by: SirEmi on March 13, 2008, 05:58:52 PM
thank you for clarifying. ive read all the guides and forum posts, including the ones by other players. what i think would be better is if maybe the marine force could have 110% of the planet capacity, something like that. atm its extremely unethical to waste that many turns trying to RAID a planet. to conquer i could understand, but that would take even more turns.

I've tested and retested and 105% is the maximum we can allow, otherwise planets would be too easily conquered / raided, sorry.
I know it's a cost to raid / conquer, but you have to remember that the owner invested a lot of time and resources in the planet also.

It's best to wait and scan to see if the planet has a good amount of goods on it before attempting raids / conquers otherwise you may very well end up at a loss...


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 13, 2008, 08:32:51 PM


I've tested and retested and 105% is the maximum we can allow, otherwise planets would be too easily conquered / raided, sorry.


ok i trust your judgement.

i also tried to scan beforehand but all i got was ???? in all the categories. am i doing something wrong? did i not have enough scanner tech?


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 13, 2008, 08:43:29 PM
one other thing
at the moment, a planet can be used to desposit segments, (this goes mainly for the wars server) because even if the planet is conquered, no segments are destroyed, and it can be conquered back without loss of segs. this really reduces PVP. who will attack a well defended player if they have basically no segments? this also gives them the oppurtunity to attack someone with a lot of segs without fear of losing more than they gain on a counter.

my suggestions: (one or the other i dont think both are necessary)

have a limit of what % of their segs a player can deposit into their total number of planets.

each time a planet is raided, have the attacker gain 5% of segs while destroying another 10%. i agree with this one more. planets will make this server move too fast unless there is setback. this will do that more i think. there are an equal number of ways to defend a planet as there are yourself from a full assault, the losses should be the same. perhaps you could even have more options: raid planet - receieve a % of the colonists as slaves, credits, and minerals on the planet. regular (although it would be more like board) - recieve a portion of the segments on the planet.




Title: Re: PLANETS - Testing commencing
Post by: SlayerX on March 14, 2008, 01:04:11 PM
one other thing
at the moment, a planet can be used to desposit segments, (this goes mainly for the wars server) because even if the planet is conquered, no segments are destroyed, and it can be conquered back without loss of segs. this really reduces PVP. who will attack a well defended player if they have basically no segments? this also gives them the oppurtunity to attack someone with a lot of segs without fear of losing more than they gain on a counter.

my suggestions: (one or the other i dont think both are necessary)

have a limit of what % of their segs a player can deposit into their total number of planets.

each time a planet is raided, have the attacker gain 5% of segs while destroying another 10%. i agree with this one more. planets will make this server move too fast unless there is setback. this will do that more i think. there are an equal number of ways to defend a planet as there are yourself from a full assault, the losses should be the same. perhaps you could even have more options: raid planet - receieve a % of the colonists as slaves, credits, and minerals on the planet. regular (although it would be more like board) - recieve a portion of the segments on the planet.




well you lose 20% of the population cap when you conquered a planet wich is a pretty big seg loss on a planet even on a 10 tril planet its 2mil segs or something.

atm when you attack some 1 1/3 of the segs are captured 2/3 are destroyed.

think there 2 problems on wars atm there are no credit encounters and with the change 2 the stash limit every 1 is starving for cash and every 1 is starving for segs.

the cash problem can be solved by building a planet and make it grow big the problem is you need segs and alot of segs.
atm the best way 2 get them is to grind missions.

now wars was made to be slow but atm its starting to grind to a total stop and turn into a pve server.

maby rediong the encounter rewards and make blackholes spawn as normal might solve the problems atm ifs your lucky you will find 1 BH a month.


Title: Re: PLANETS - Testing commencing
Post by: jessiedog on March 14, 2008, 04:17:37 PM
true
but i actually think that there has been more PVP recently. or until planets came in. the infernal cabal was really livening things up, but when planets came out they put all their turns into them.


Title: Re: PLANETS - Testing commencing
Post by: ars68 on April 02, 2008, 01:23:12 PM
or you could potentially put all segments into the planet, and starting extending mothership finding 100's of segments per turn, put it back in planet and repeat...

sry, don't actually know how useful that would be, just see it there.

-edit, no  I'm not on test server, was just pointing that out... sounds like it could be a potential side effect of said features


Title: Re: PLANETS Discussion
Post by: Cameron07 on April 09, 2008, 12:56:24 AM
how come everytime i successfully raid someone i dont get the creds for it


Title: Re: PLANETS Discussion
Post by: gameforever on April 09, 2008, 02:25:28 AM
Thanks very much for the info!


Title: Re: PLANETS Discussion
Post by: deezee66 on April 12, 2008, 01:07:37 PM
Cam do you really want to be known as a raider?


Title: Re: PLANETS Discussion
Post by: Cameron07 on April 12, 2008, 01:25:50 PM
yep, looking at how much i'll need to really raid a planet on the wars server