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

Space Odyssey Info Terminal => Updates => Topic started by: SirEmi on January 21, 2010, 09:45:10 PM



Title: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 21, 2010, 09:45:10 PM

Note: Selling fleets cost update will revert to the 50% - 90% back once those changes are implemented.

- the reserved ships worth would count as credits power
- marines count as credits / workers power, whether on reserve fleets or not

Marine Escape Pos
- all fleets will be retrofitted with marine escape pods. When a marined fleets is destroyed, 70%-90% of the marines on board will espace in pods and regroup at your secret base. They will become workers.
- you will have to ability to choose between workers / credits when resupplying your ships with marines. This mean you will be able to convert your workers into marines.

Update scheduled for following days.

Thank you.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on January 21, 2010, 09:52:12 PM
seriously.. worse update ever.. thank you for making this a pve server too...


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 21, 2010, 09:55:05 PM
cheers emi, killed it....

i mean seriously u killed pvp on main. you might aswell just delete the server and put rewards on pve...


Title: Re: SO Main - solution for extreme powering up / down
Post by: CHICKEN ON A CHAIN on January 21, 2010, 10:06:52 PM
well i'm just a player but what's the point in having marine pods when youv'e kill pvp  :confused:


Title: Re: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 21, 2010, 10:26:49 PM

It is not as bad as it looks. Reserve fleets don't count towards mothership power, but credits on hand do count. When you resupply or buy new ships then reserve them, mothership power goes down because credits disappear into reserve. This makes one able to lower power to reach even the lowest possible power.

As I see it, marines / reserve fleets are still assets and they should count as it is their worth in credits towards your mothership power.

For example, if you have 10 bil cr and buy ships worth 9 bil cr and reserve them, your power will now only reflect 1 bil cr on the mothership.

However you still have the assets in reserve worth 9 bil cr, so that should also be considered liquid assets and your power should reflect your real value in the mothership witch is 10 bil cr.


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on January 21, 2010, 10:27:35 PM
For normal pvp at equal level it barely influences anything. The only thing it does is that you cannot reduce your base power by buying reserved fleets.

All of you know that in the past before you could drop all your workers and segments into planets you never were able to zero your basepower so you could attack people with 1b credits while you have several trill. This is just to get the extreme farming gone. If you reserve a swarmer fleet giving 200m power it will give 3m power when reserved.

With another update Emi is working on and hopefully can release at the same time as this one.... you can actually make a profit attacking other players which would be nice for PvP.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 21, 2010, 10:28:54 PM
what about for those of us who have a bigger base power then everyone else has with mains out...


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on January 21, 2010, 10:33:17 PM
If you can make an alt that would actually allow you to make profit and grow only by pvp.... you would still be able to do atleast as much attacking as you do now..... but the difference would be is that you don't piss of the new players because now they have a change of retaliating.


Title: Re: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 21, 2010, 10:39:44 PM
The next update concerning PvP will be this, SO Main only:

-> Both ways PvP salvage
     - attacker will salvage 20% of defender losses (items & cr), defender will salvage 60% of own losses (cr), 20% lost
     - on success, attacker will salvage 50% of own losses (cr), defender will salvage 0% of attacker losses (cr), 50% lost
     - on fail, attacker will salvage 25% of own losses (cr), defender will salvage 10% of attacker losses (cr), 65% lost   
     - defender with 5 bil fleet can have max salvage from attacker fleet of 0.5 bil (10% of his own fleets worth)
     - attacker gets 20% so (max 20% of his own fleets worth)
+
-> Can not use turns while in nebula
   - you will get a warning and a button to click to get out of nebula when trying to use turns
       - you can still do counter attacks

Why can the defender get max 10% from attacker losses? To prevent farming / credit transfers between alts.

The other nebula penalties / bonus is scraped in favor of the cant use turns idea.

Combined with marines escape pods, this will make pvp more balanced for the defender as well as the attacker.




Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on January 21, 2010, 10:45:02 PM
No its still as bad as it seems.. if you want to do any kind of attacking and you have to power down, you lose half the credits you had to hide to power down... still sucks


Title: Re: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 21, 2010, 10:53:50 PM

It seems I didn't make myself clear.

Ship sell cost will be max 90% of real value back like it was before with max resupply bonuses.

Thank you


Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on January 21, 2010, 11:42:50 PM
theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down


Title: Re: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 22, 2010, 12:06:57 AM
theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down

You can only remote attack a mothership that is 80% - 400% your mothership power.

Hiding your wealth (credits) power is breaking the above rule.


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on January 22, 2010, 04:38:55 AM
theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down

What is the fun for new players if the top players can give away all segments/workers and credits acquire a base power that is zero. Making them having a lower basepower than them while they have online 400m

Another fix to this would be letting planets count to base power


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 22, 2010, 05:10:54 AM
erm heres the thing... we were never powering down that low. we powered down to hit other top 10-30 players and that was it...

planets used 2 be counted.. everyone hated it so it was removed...


Title: Re: SO Main - solution for extreme powering up / down
Post by: Amilaender on January 22, 2010, 12:31:47 PM
"The other nebula penalties / bonus is scraped in favor of the cant use turns idea."

I know it was one of a couple of suggestions that I posted in another thread but it is almost like getting beat twice and I don't see how the idea will help with alt nebbing or alliance nebbing and that is an issue.

Maybe change that to limited turns, say 1000.  At least this way you could get to your station or planet....and it still gives a chance to take out some hidden aliens and one can still use the neb their advantage if needed. 


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on January 22, 2010, 03:51:12 PM
You will get 60% of your destroyed ships refunded, so you will have way more credits when you enter a nebula, so you will never be without credits this way.

But this way people can only do missions outside of a nebula... so you cannot always hide all your ships when you are outside a nebula.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 22, 2010, 09:56:02 PM
yea this way is good. but its sorta ruined because now we cant power down...


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on January 22, 2010, 10:03:40 PM
i do not like the no turns in neb idea at all....  for me that just means that if i get owned one time, i cant do anything to gain back the credits i lost without being forced to come out of neb and probably get owned again.  And that is very bad for some of us who get attacked by the same player every single day who uses tinies to destroy everything


Title: Re: SO Main - solution for extreme powering up / down
Post by: SirEmi on January 22, 2010, 10:11:03 PM
i do not like the no turns in neb idea at all....  for me that just means that if i get owned one time, i cant do anything to gain back the credits i lost without being forced to come out of neb and probably get owned again.  And that is very bad for some of us who get attacked by the same player every single day who uses tinies to destroy everything

That's why the can't use turns while in nebula get implemented together with the defender salvage from PvP. So you will have chance to rebuild if you get attacked while outside the nebula. Risk increases a bit, but so does the reward, missions combined with defender salvage and marine escape pods.

You will still gain turns while in the nebula. What you won't be able to do is use the turns until you get out.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 22, 2010, 11:43:39 PM
you get alittle to much back for my liking but it is a definite improvement


Title: Re: SO Main - solution for extreme powering up / down
Post by: meeow on January 23, 2010, 09:49:19 PM
I notice all the complainers are in the same alliance -- the one with most members having trillions of fleet power, while the 2nd most powerful alliance isn't even close. Fact is, if SOMETHING isn't done to provide more balance, the game will have a hard time retaining new players. They'll feel like they're being bullied with no way of fighting back. On this one I have to agree with the coordinators.

While they're at it, I'd also like to suggest either limiting attacks on mines belonging to the same player, limiting attacks on mines to players with similar ranking and/or fleet power, or a salvage recovery, similar to the one being proposed for ships, for a player whose mines get destroyed.

Meeow


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 23, 2010, 10:31:06 PM
we are the ones complaining because we are the only ones that attack anybody.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on January 24, 2010, 01:02:02 AM
that is not true, i try to attack people all the time, but sometimes i know that i cant afford to or i would get owned.  the reason you guys attack more is only because you have so much more money that you can afford to change your base power and hit people, while the rest of us cant


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 24, 2010, 09:01:15 AM
i meant in the top 10-30 grond.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on January 24, 2010, 02:57:36 PM
i am in the top 30 if you would care to check.  :P


Title: Re: SO Main - solution for extreme powering up / down
Post by: Nephadral on January 25, 2010, 11:39:49 AM
i think the two combined updates will make for a great long term improvement for the game


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on January 25, 2010, 09:47:06 PM
not off your own back grond..

yea, get punished for being better then every ..


Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on February 11, 2010, 10:24:08 PM
Its just a crap update thats been put in from noobs whining.. actually make good updates to the game.. galaxy attacks is what completely screwed this game up in the first place and there still has been no fix on those.. how many times have we asked for at least restrictions on full assualt attacks? Still havent gotten a thing


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 12, 2010, 03:30:17 PM
I prefer the way it was back when AoF still lived.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on February 12, 2010, 07:55:52 PM
Ya mean just rankings attacks? That was great.. I say rankings attacks only with some kinda diminished neb thrown in would be great.. along with some of the new pvp incentives


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 12, 2010, 11:14:10 PM
im perfectly fine with galaxy attacks being removed.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Cameron07 on February 12, 2010, 11:16:19 PM
so is a ton of other people


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 12, 2010, 11:19:42 PM
yep, but i wouldnt hold your breath about it getting changed


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 12:29:29 AM
honestly i always thought galaxy attacks were pretty pointless


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 13, 2010, 12:30:29 AM
honestly i always thought galaxy attacks were pretty pointless

they are, only really used to buddy neb. or alt neb. not really a viable way to attack someone cause they always warp/ are to powerful


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 12:31:35 AM
ya.  the only use i have found for them was raiding people if i started half way through a round and wanted some quick money at the start


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 13, 2010, 12:33:15 AM
yea but still its not needed and really not wanted..


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 12:34:48 AM
yup.  i say get rid of it


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 13, 2010, 12:39:47 AM
ok so thats another that says get rid of em. emi please please please please :D


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 12:40:27 AM
and we have all kinds of players supporting here


Title: Re: SO Main - solution for extreme powering up / down
Post by: Jan`go Vhett on February 13, 2010, 01:05:27 AM
I agree remove galaxy attacks.


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on February 13, 2010, 04:47:33 AM
Either remove them or make them usefull and add power restriction.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 01:23:14 PM
Galaxy attacks are for nebbing and feeding. Get rid of em.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 01:23:29 PM
there isnt much of a way to make them usefull.....  i would much rather just do remote assault...  i dont have to waste turns moving to where the person is, and i dont have to pay to find out where he is...  its just better overall


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 01:35:11 PM
Remote assaults are good to an extent. Keep galaxy attacks, but in incursion only?


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 01:38:04 PM
maybe....  i always thought incursion attacks were just a chance for high players to attack low players at will because there are no nebs, and the  low players will usually come back if they warp.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 02:11:39 PM
Incursion people usually know the risk..


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 02:12:42 PM
not always.  the first time i got zeroed at incursion through a neb, i thought it was a glitch and mailed sir emi


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 02:21:35 PM
Lol, well someone needs to tell newbiess that  :P


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 02:26:29 PM
haha yup   :12:


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 02:28:00 PM
wait..if u read the incursion descript think it says it


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 13, 2010, 02:33:27 PM
it does but lets be honest.  do you really expect anyone to read all of that?  its like a page and a half lol


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 13, 2010, 02:36:18 PM
I did...

Off topic  :12:


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 13, 2010, 09:49:54 PM
i agree with removing them and keeping them at incursion


Title: Re: SO Main - solution for extreme powering up / down
Post by: Saturn 7 on February 14, 2010, 10:46:43 AM
Incursion's need them, even when you are the target, It's quite fun dicing with danger seeing if you can survive or move when you know the attack is imminent.
I remember a few rounds back, Spayed, Cammy and Wiley trying to coordinate an attack on me in incursion..... I decided to leg it out of there that time :))
I've had a mini incursion war with Nighty...which I lost badly many rounds ago.  :wounded1:
The only downside is the little power hiters that just pop your powers... now that nebs are useless for online play thats will be even more of a pain!


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 14, 2010, 12:36:41 PM
We'll get around it.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 14, 2010, 03:54:35 PM
well nebs didnt count at incursions anyway so the no neb thing wont be a big issue


Title: Re: SO Main - solution for extreme powering up / down
Post by: Saturn 7 on February 14, 2010, 07:25:33 PM
Actually, it's quite easy to deal with the little power nippers! Have ships especially designed for them! :P


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 15, 2010, 12:15:51 AM
just put some hp on your shippys and they go boom :d


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 28, 2010, 12:44:27 PM
(Not sure if this is the right thread, but it seemed like it was)

Sir Emi, When/are you planning to fix the bug where reserved ships show up as ships ont he remote assault screen?  I have wasted so many turns trying to attack people and make money with the wonderful new PvP dates, only to find out they don't actually have any ships.  If youa re not going to fix this, when are you going to implement the advanced battle screen you were talking about earlier, that would tell exactly how many ships somebody has out, etc. etc.

Thanks


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 28, 2010, 07:44:49 PM
he has fixed it. the ships may show up on the remote attack screen, but when u go to the war room to attack it refresh's and shows how many ships someone really has out


Title: Re: SO Main - solution for extreme powering up / down
Post by: Grondavor on February 28, 2010, 07:46:01 PM
OK sorry, didnt see that it showed the number of ships thy had in the war room.  Thanks!


Title: Re: SO Main - solution for extreme powering up / down
Post by: Comatose on February 28, 2010, 07:58:42 PM
Now if only he'd work on WARS' multiple power issues.


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on February 28, 2010, 08:19:43 PM
i thought he has done that to :S


Title: Re: SO Main - solution for extreme powering up / down
Post by: Jan`go Vhett on February 28, 2010, 09:09:15 PM
Lol not.....


Title: Re: SO Main - solution for extreme powering up / down
Post by: Lammalord on March 01, 2010, 03:54:12 AM
mmm if you can dump workers/segs into the galaxy then this update is needed...  I used to avoid seg/worker missions and jump down/up drastically in power - problem was before planets and space stations not having workers is a fairly big ding to growth, sure I could attack anyone in the top 150 and win, but you also got to realize that workers of people at my power would give them a days worth of missions in cash every 3 days...  So for every 3 days they landed a 1 day lead on me.

problem is that with large extremes that end up in top 10 someone could end up with so much money they'd not be able to attack 2nd or 3rd place..... 

A fix - what if you counted galaxy power (liquid, aka the cash/worker value, not ship value) to mothership power WHEN attacking?  this power wouldn't show up on the rankings but would show up on the attacks.  This leaves the players with the same disadvantage I'd have back before planets...  Sure they'd be able to attack the top 150-200 players even if they are rank 2 or 3... but is it worth not having space stations or planets?  as a matter of fact, without use of the galaxy, segs, or workers would they even be able to keep up?  player would have to choose - Rank, or Moveablity

Quote
You will still gain turns while in the nebula. What you won't be able to do is use the turns until you get out.
-yuck, but I like my nebula :p  how about make moving in the galaxy cost more in a nebula?  aka 3x as much travel cost in a nebula and 3x more attack cost on missions.. that way people can do the nebula thing all they want... but they won't ever get top cause they'd run out of turns faster :p


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on March 01, 2010, 04:08:58 AM
the problem with that is that they cant keep up as it is.. and they still hide.. it had 2 be done that way it was because currently there is no pvp in space o


Title: Re: SO Main - solution for extreme powering up / down
Post by: Lammalord on March 01, 2010, 04:32:35 AM
ah, that bad?  Well, never mind then :p


Title: Re: SO Main - solution for extreme powering up / down
Post by: FTP on March 01, 2010, 11:17:15 AM
Well there was a lot of pvp.... but all were buddy nebs ^^


Title: Re: SO Main - solution for extreme powering up / down
Post by: KenquinnTheInsaneOne on March 01, 2010, 12:49:35 PM
Well there was a lot of pvp.... but all were buddy nebs ^^
Which is not pvp

Unless you kill something other then Pships its just scratching your Motherships paint job


Title: Re: SO Main - solution for extreme powering up / down
Post by: Spayed on March 02, 2010, 10:03:28 PM
depends, if u p ship as much as jack duke does then it will probably do alot of damage :D