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76  General Talk / Competitions / Re: id hate to nag but im starting to wonder :S on: September 15, 2006, 12:14:30 AM
we need another contest now that ive gotten alot better at designing 1
77  Feedback Terminal / Test Server / Re: Items testing discussion on: September 14, 2006, 11:08:51 PM
we need a use all option for the items interface.. to use all the items of the selected type at the same time.. it would save time of haveing to select and use each one, one by one.
78  Space Odyssey Info Terminal / Updates / Re: Fixes and scheduled new stuff on: September 14, 2006, 01:31:07 PM
yeah luffy its seperate its been seperate for a long time thats how you implrove a working game... you make the implrovements to your own test server then when your ready you just add it to the full server that we all play.
79  Space Odyssey Info Terminal / Updates / Re: Fixes and scheduled new stuff on: September 12, 2006, 06:07:58 PM
yeah thats why he tests it first.. but i think it will need tweeking at first like everything ellse new when you first add it to the game there are so many different playing styles in this game that there is no way for emi to test all the possibilities... although a test server or maybe letting a couple select peoplehe trusts log onto his local server to help test the new additions would be a wise idea.. i know when ultima online first came out everyone started makeing their own maps and opening free servers... i made one myself and let some friends from the server i played log onto my local server and play the test version that i was working on and give suggestion or help me make alterations.. it can really come in handy and speed things up to have a regular player or 2 log onto his local test server and try it out first hand and give their opinions thgat way once implemented it wont need nearly the tweeking and will keep the unballance to a minimum..
80  General Talk / General Discussion / Re: I'm BACK! Scared yet? :) on: September 06, 2006, 11:41:38 PM
oh dear god!!!! NOOOOO!!!!!!!  2   
81  General Talk / General Discussion / Re: power Vs. mission success on: September 05, 2006, 02:42:35 AM
i get what your saying broni and i might try useing maybe 5 fleets with a larger HP lead but i still dont have a real answer to the problem at hand... why is it at high powers with the same BP to FP ratio and the same ATT to HP ratio and the same number of fleets and ships you cant do just as high % missions?? it honestly makes no sense.. if it works at one power level it should work all round.
82  General Talk / General Discussion / Re: power Vs. mission success on: September 04, 2006, 04:26:02 PM
it just seems to me that if your ratio for fleet power to base and your ratio for attack to hitpoints are the same then your success rate should be the same... just a logical assumption there.... i really think thats how it should be though
83  General Talk / General Discussion / power Vs. mission success on: September 03, 2006, 10:37:09 PM
at lower powers you can do higher % missions. and at higher power you lose ships at much lower % missions. but now with the base power Vs. fleet power thing where your infostructure helps you win missons it would seem that for example if your base to fleet power ratio was 50% even and you could do 40% missions all day long when you have lets say 100 mill total power. why is it that at higher powers even when your ratio is the same or really close to it cant you do higher % missions successfully? because i was doing 40% at around 300 mill power with around a 60% fleet power to 40% base and didnt lose any ships and now im running at almost 8 bill power with about 60% fleet power to 40% base but i cant do over 5% without loseing a ship. if i could get a reason or some kind of advise to how you can keep doing high % missions at high powers i would be very greatfull.
84  Space Odyssey Info Terminal / Updates / Re: DDAY requirements changed on: August 31, 2006, 11:43:28 PM
I personally like the new set of rules... i hate getting half way to the top the dday comes and io have start all over again. and lamma i dont see why you want to point the finger so bad.. youve done more abuseing of just about everything than anyone ellse, apart maybe from duo barton
85  Feedback Terminal / Suggestions / a mission suggestion on: August 23, 2006, 10:44:45 AM
i have never liked that after your attacks the first ship takes all the damage... in real life they would alternate because 3 of the same ships would be changeing places or flying side by side not in a single file line.. the damage should alternate between all your ships.. ive been thinking that since last year just never posted it.
86  Feedback Terminal / "Bugs" and Problems / did less damage than there were hp's and still lost a ship? on: August 23, 2006, 10:24:41 AM
maybe i should know why this happened but i dont and it deffinately seems like an error to me... and if its not then the game should be changed so that it is... now i would assume that if a ship had 10 bill hit points and the opposeing fleet did 10 bill or more damage it would kill the ship. this is fair and right.... but it had a ship with almost 12 bill hitpoints and the opposeing fleet only did almost 2 bill damage!!! so how did i lose that ship... if the damage was less than the hitpoints i should NOT have lost my ship!... so here is the mission report... im begging someone to explain how i lost that ship, cause it aint right!
--------------------------------------------------------------------------------------------------------

Invader Drackin (#3088)

Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
Cylon BaseStar 1 2 1 9954536142 2008538 11974950000
Cylon BaseStar 1 2 1 9954536142 2008538 11974950000
Cylon BaseStar 1 2 1 9954536142 2008538 11974950000



Defender Unidentified Fleet (#)


Engaged Units
Fleet Name # of Units Attack Defence Hitpoints
Custom Ship 2 1 7135 754424 632 152749
Wolfwood 2 511239 114852 857 12100
K ship 1 942597 82895 0 5832
Swarm-X1 2 1040107 67375 0 18961
cobra 11 1587532 130596 0 11326
Viper MK I 2 232790 28591 0 7150
Converted AE86 3 3105025 70714 0 10472



Assault Note


Drackin(#3088)'s Cylon BaseStar 1 2 fleet engaged Unidentified Fleet(#)'s Custom Ship 2 1 fleet on the battlefield.
The fleet Cylon BaseStar 1 2 did 1089864115 damage to fleet Custom Ship 2 1.
Drackin(#3088)'s Cylon BaseStar 1 2 fleet destroyed 7135 of Unidentified Fleet(#)'s Custom Ship 2 1 fleet.
The fleet Custom Ship 2 1 did 724671519 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s Custom Ship 2 1 attack failed.

Drackin(#3088)'s Cylon BaseStar 1 2 fleet engaged Unidentified Fleet(#)'s Wolfwood 2 fleet on the battlefield.
The fleet Cylon BaseStar 1 2 did 5365561838 damage to fleet Wolfwood 2.
Drackin(#3088)'s Cylon BaseStar 1 2 fleet destroyed 443434 of Unidentified Fleet(#)'s Wolfwood 2 fleet.
The fleet Wolfwood 2 did 1583345646 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s Wolfwood 2 attack failed.

Drackin(#3088)'s Cylon BaseStar 1 2 fleet engaged Unidentified Fleet(#)'s K ship 1 fleet on the battlefield.
The fleet Cylon BaseStar 1 2 did 5497225704 damage to fleet K ship 1.
Drackin(#3088)'s Cylon BaseStar 1 2 fleet destroyed 942597 of Unidentified Fleet(#)'s K ship 1 fleet.
The fleet K ship 1 did 4428335452 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s K ship 1 attack failed.


Unidentified Fleet(#)'s Swarm-X1 2 fleet attacks Drackin(#3088)'s Cylon BaseStar 1 2 fleet.
The fleet Swarm-X1 2 did 3592952290 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s Swarm-X1 2 attack failed.
The fleet Cylon BaseStar 1 2 did 571390375 damage to fleet Swarm-X1 2.
Drackin(#3088)'s Cylon BaseStar 1 2 fleet destroyed 30135 of Unidentified Fleet(#)'s Swarm-X1 2 fleet.

Unidentified Fleet(#)'s cobra 11 fleet attacks Drackin(#3088)'s Cylon BaseStar 1 2 fleet.
The fleet cobra 11 did 5595775347 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s cobra 11 attack failed.
The fleet Cylon BaseStar 1 2 did 0 damage to fleet cobra 11.
Drackin(#3088)'s Cylon BaseStar 1 2 attack failed.

Unidentified Fleet(#)'s Viper MK I 2 fleet attacks Drackin(#3088)'s Cylon BaseStar 1 2 fleet.
The fleet Viper MK I 2 did 285517654 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s Viper MK I 2 attack failed.
The fleet Cylon BaseStar 1 2 did 0 damage to fleet Viper MK I 2.
Drackin(#3088)'s Cylon BaseStar 1 2 attack failed.

Unidentified Fleet(#)'s Converted AE86 3 fleet attacks Drackin(#3088)'s Cylon BaseStar 1 2 fleet.
The fleet Converted AE86 3 did 1776033190 damage to fleet Cylon BaseStar 1 2.
Unidentified Fleet(#)'s Converted AE86 3 fleet destroyed 1 of Drackin(#3088)'s Cylon BaseStar 1 2 fleet.
The fleet Cylon BaseStar 1 2 did 0 damage to fleet Converted AE86 3.
Drackin(#3088)'s Cylon BaseStar 1 2 attack failed.
 


Assault result


Drackin(#3088)'s 1 Cylon BaseStar 1 2 are destroyed during battle.
Unidentified Fleet(#0)'s 7135 Custom Ship 2 1 are destroyed during battle.
Unidentified Fleet(#0)'s 443434 Wolfwood 2 are destroyed during battle.
Unidentified Fleet(#0)'s 942597 K ship 1 are destroyed during battle.
Unidentified Fleet(#0)'s 30135 Swarm-X1 2 are destroyed during battle.
You attacked Unidentified Fleet(#0)'s fleet and mothership from deep space.
You destroyed Unidentified Fleet(#0)'s 1423301 ships and lost 1/3 ships.
Your attack failed and achieved nothing.
You inflicted insufficient damage on Unidentified Fleet(#0).

(+3605 Exp)
 
87  Alliance General Talk / Alliance Stance / Re: Teufel Hunden on: August 17, 2006, 01:29:35 AM
yes these attacks do get annoying, and remember that bounties go through truces but are not acceptable anymore  than a regular attack.
88  Space Odyssey Info Terminal / Updates / Re: First change after DDAY - Growth / Interest on: August 06, 2006, 12:11:41 AM
i for one think that the rates are WAY too low.
89  Space Odyssey Info Terminal / Updates / Re: The Galaxy Project Update on: May 08, 2006, 10:27:30 PM
i really like the workers idea, kinda like haveing a secret base in you solar system where your alliance can stash away for building weapons and buldings along with mining costs. so maybe haveing to build something like "worker camps" where your workers would live. also the more workers the more gets produced but not just credits but the differents ores too, but maybe to be a little more fair there will be no growth rate, you only get workers from buying them. truces should be recognized and encounters on the remaining planets of the solor system. this may also make way for alliance wars where you can mass your fleets together and use them to launch a single power strike against another solor system.
90  Space Odyssey Info Terminal / Updates / Re: The Galaxy Project Update on: May 08, 2006, 05:57:48 PM
i think we should be able to chat within quadrents and be able to attack intruders who are unwelcome
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