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35
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General Talk / SO WARS Discussion / Re: Woot woot...woots new in so war
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on: March 14, 2008, 02:57:36 AM
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Immense Ice Canister Category Special Type STANDARD Bonus +465 Resource Ice Market Value 508,593,750
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Another waste of space ... 99% of the items are a waste of space, it's not even worth the time clicking on them to sell.
+465 Ice? Considering it takes 12 Turns to mine 500 Ice, it might put it on par with an equivalent STANDARD mining item but considering you can find +200 Turn and Mining items of about the same rarity as the STANDARD Resource junk ... I think you made a mistake.
You need to tweak Items from missions, or go with Chrys's suggestion in another thread about converting crap to useful stuff.
Currently, I'm fairly certain if I never did another mission again I wouldn't lose out.
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36
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Space Odyssey Info Terminal / Updates / Re: Warp Evade fixed
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on: March 11, 2008, 01:39:08 AM
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It was intended to work like this: - 100% Power attacker to 100% Power defender -> 23 warp evade - if the attacker has more power then for each 2% more Power of the attacker increase warp chance by +1 - if the defender has more power then for each 5% more Power of the defender decrease warp chance by +1 - depending on the above gap between power, warp chance can be negative or more then 100
Can you list some examples so we are perfectly clear what is going on? Attacker has 100 Billion FP, Defender has 200 Billion FP, Base Warp % is 23-20% before Warp Techs ? Attacker has 100 Billion FP, Defender has 50 BIllion FP, Base Warp % is 23+50% before Warp Techs ? Attacker has 1000 Billion FP, Defender has 50 Billion FP, Base Warp % is 23+1000% before Warp Techs ?
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37
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Space Odyssey Info Terminal / Updates / Re: Extract CP from commander
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on: March 10, 2008, 07:41:50 PM
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Can we refund our Science Techs ?
hm, that's a little tough, e.g. if you have 10 stations already build and want to extract the tech, it will have to check a lot of things... maybe in the future. Also, it's unrealistic, how can you reverse what you already reserached? With commander CP you just extract it from your brain, it's like bio implants that you can re-use, but you lose some points in the extraction process. Unrealistic? You are having a joke here right? Had a look at your Replication techs lately? Black Holes and Time Travel, Steller Converters, Transporter Technology ... You want me to make a list!? Anyhow, how about giving people the option of refunding Station Techs ... like Scanning, Cloaking, Shields&Weapons Upgrades .. and all the other associated stuff they thought they needed but now realise they wasted their CPs.
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39
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General Talk / General Discussion / Re: PLANETS - Testing commencing
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on: March 10, 2008, 03:52:26 PM
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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.
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43
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General Talk / General Discussion / Re: Boarding Swarmer Fleets
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on: March 08, 2008, 07:42:57 PM
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You know, Jessie might be onto something here.
If 10,000 ships can each hold 1,000,000 marines each MAX ... You can attack/board/defend with 10 Billion Marines MAX.
If in combat 5000 of your ships get destroyed, then your MAX marines drops down to 5 Billion.
The other 5 Billion marines have no ship they can possibly fit on and should immediately be killed/spaced.
So marine recalculation should occur after the fleets engage but prior to boarding.
Depending on fleet set up and who you are fighting this may or may not make any difference.
The various set ups include Fully Marined Super Ships, Fully marined Swarmers, Partially Marined Supers and Partially Marined Swarmers.
This change would only effect Fully Marined Swarmers.
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45
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Feedback Terminal / Suggestions / Re: intel
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on: March 08, 2008, 09:40:54 AM
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People definitely need to be easier to find. More specifically, active people need to be easier to find.
You could base it on Encounters or Missions, someone having done Encounters and/or Missions in the last 24 hours is a valid target to be auto added to the intel list. Listing of random people is a idea, basing it upon last known location seems to happen anyway with the NEW articles regarding battles. Perhaps CHAOM can sell Intels at a premium.
This is something that not only needs to be considered, but implemented.
People who don't play Wars can hardly understand.
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