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31  Feedback Terminal / Suggestions / PvP incentive vs Evenly Matched Commanders on: January 19, 2010, 09:02:25 AM
In my opinion PvP would improve if there was not such a large gap in PvE rewards amongst players.  Although there will always be some people who are better at this than others, I have two suggestions that should help.

1. Start with more.  Have everyone start with a few billion credits so that EVERYONE can do encounters right from the get go and so that EVERYONE should be able to build a space station and mining facility within the first week.  New players get way too far behind early on in the round, which means that people who know how to play have no one to attack without using tinies, which means no one has a chance at the counter attack. (I also hate that I am having to explain to players 2 months into the round about how to do encounters and build stations, I should be able to help people do this much sooner) (the game is boring if all you know how to do is mission contracts worth 120.000 credits or less!, lots of people leave because they get so far behind so quickly)

2. Keep people's power more even during the round.  Create a Global Jack Pot.  Every Gold Transport done in the galaxy adds 10% of its rewards to the Global Jack Pot, each week the Jack Pot unloads and pays out an equal amount of credit to EVERY active player's SAB.  What this means is that the top players do not get too far ahead and that the bottom players have lots of credits to raid to boost them up and get them into even playing grounds with others.

These two changes will help make the commanders in the galaxy closer in power, which in itself will help increase PvP because there are more people to attack in your range and more people who are fairly matched to attack you in your range.
32  Space Odyssey Info Terminal / F.A.Q. / Re: Hitpoint Confusion on: January 13, 2010, 12:23:06 PM
Here is what I consider a good start for REASONABLE for sships:

Dont put more than 10% of your total energy from your powercore into computers and shields.

put the rest into the Weapon and Special

30% into the weapon and 70% into the special is a good start.

Here is an example of a design for a 1 billion credit ship:

http://dhost.info/nephadral/ShipBuilder.html

It has 204126680 attack if you want a number.
33  General Talk / SO WARS Discussion / Re: Delete In-Active Accounts on: January 08, 2010, 10:22:56 AM
Yes this suggestion is for WARS only.

I understand that people like Spayed and Lightseeker, who made sure to get a low account number would be crushed to lose it, so I am okay with putting the account into a disabled status.

I support ken's idea, I just want to make sure the encounters are managed properly.

The commander should NOT show up in the galaxy and hence their Power Level should NOT be taken into account when determining how to distribute Encounters in the galaxy.  this should only be based off of active accounts.
34  General Talk / SO WARS Discussion / Delete In-Active Accounts on: January 07, 2010, 10:37:30 AM
Email activation is needed for informing innactive accounts about their status. Because this server will have a persistent environement, it is very important that the Galaxy does not get too crowded with inactive alts.
If an account is inactive for 30 days or more, the server will send an email informing about that. If a friend or the user donated for the account at least $5 or upgraded to Gold, the account will be preserved forever, however if the account does not have this priviledged status, it will be deleted 7 days after the innactivity email if noone logged into it.

This definitely needs to be done.  There are way too many inactive accounts out there.  Please delete the in-actives as per the criteria proposed above.

Hopefully this may also motivate people to get on and make the server more active.
35  General Talk / Design & Strategy Room / Re: Online Ship Designer on: January 06, 2010, 08:25:16 AM
The new location is:

http://dhost.info/nephadral/ShipBuilder.html

Now I am independent of an ISP, so there should be no more need to move it.

(I have also modified the first post of the thread)
36  General Talk / Design & Strategy Room / Re: PSHIP questions from newbie on: January 06, 2010, 08:23:11 AM
The point of P-Ships is to get somewhere around .72 FP (Fleet Power) per credit.

Even though they will get a swarm bonus, and will attack, these are not why you would buy these ships.  You use them to help raise your power significantly, very cheaply.  As was posted above, this can be used defensively to assist in getting into nebula protection at a small financial cost to yourself.
37  Feedback Terminal / Suggestions / Re: Auto Intel - Wars on: January 04, 2010, 04:52:01 PM
I like it.  Auto Intel of stations and planets would be nice too, that could really make WARS interesting.
38  General Talk / SO WARS Discussion / Re: Raid Colonists on: December 31, 2009, 11:23:57 AM
Thanks for looking into it.
39  General Talk / Design & Strategy Room / Re: Online Ship Designer on: December 31, 2009, 11:21:44 AM
Just copy and paste the above post into a text editor and save it as a .html file

This is the Ship Builder but it will not have any of the images that create the colors for the latest version.
40  General Talk / Design & Strategy Room / Re: Online Ship Designer on: December 31, 2009, 11:18:15 AM
Code:
<html> 
<head>
<title>JackJuke's Mission Ship Builder v4.3</title>
<script language="javascript" type="text/javascript">
function UpdateHP(){
var PercentWeapon = document.getElementById("PercentWeapon").value;
document.getElementById("PercentSpecial").value = 100 - PercentWeapon;
HideResults();
}
 
function HideResults(){
    document.getElementById("results").style.display = "none";
}
 
function UpdateHull()
{
    var Credits = document.getElementById("CreditGoal").value;
    document.getElementById("ShipSize").value = Math.floor(Credits / 165);
    HideResults();
}
 
function UpdateCreditGoal()
{
    var size = document.getElementById("ShipSize").value;
    document.getElementById("CreditGoal").value = size * 165;
    HideResults();
}
 
function GetComputerAccuracySetup(goal){
if(goal <= 3)
return 0;
else if(goal <= 6)
return goal - 1;
else if(goal <= 46)
return 5;
else if(goal <= 48)
return 6;
else if(goal == 49)
return 7;
else if(goal == 50)
return 8;
else if(goal <= 52)
return 9;
else if(goal == 53)
return 10;
else if(goal <= 55)
return 11;
else if(goal == 56)
return 12;
else if(goal <= 58)
return 13;
else if(goal == 59)
return 14;
else if(goal <= 61)
return 15;
else if(goal == 62)
return 16;
else if(goal <= 64)
return 17;
else if(goal == 65)
return 18;
else if(goal <= 67)
return 19;
else if(goal == 68)
return 20;
else if(goal <= 70)
return 21;
else if(goal == 71)
return 22;
else if(goal <= 73)
return 23;
else if(goal == 74)
return 24;
else if(goal <= 76)
return 25;
else if(goal == 77)
return 26;
else if(goal <= 79)
return 27;
else if(goal == 80)
return 28;
else if(goal <= 82)
return 29;
else if(goal == 83)
return 30;
else if(goal <= 85)
return 31;
else if(goal == 86)
return 32;
else if(goal <= 88)
return 33;
else if(goal == 89)
return 34;
else if(goal <= 91)
return 35;
else if(goal == 92)
return 36;
else if(goal <= 94)
return 37;
else if(goal == 95)
return 38;
else if(goal <= 97)
return 39;
else if(goal == 98)
return 40;
else if(goal == 99)
return 41;
}
 
function GetWeaponAccuracySetup(goal){
var mayArray = new Array();
mayArray[0] = 0;
mayArray[1] = 1;
mayArray[2] = 2;
mayArray[3] = 3;
mayArray[4] = 1;
mayArray[5] = 1;
mayArray[6] = 1;
mayArray[7] = 2;
mayArray[8] = 3;
mayArray[9] = 4;
mayArray[10] = 5;
mayArray[11] = 6;
mayArray[12] = 7;
mayArray[13] = 8;
mayArray[14] = 9;
mayArray[15] = 10;
mayArray[16] = 11;
mayArray[17] = 12;
mayArray[18] = 13;
mayArray[19] = 14;
mayArray[20] = 15;
mayArray[21] = 16;
mayArray[22] = 17;
mayArray[23] = 18;
mayArray[24] = 19;
mayArray[25] = 20;
mayArray[26] = 21;
mayArray[27] = 22;
mayArray[28] = 23;
mayArray[29] = 24;
mayArray[30] = 25;
mayArray[31] = 26;
mayArray[32] = 27;
mayArray[33] = 28;
mayArray[34] = 29;
mayArray[35] = 30;
mayArray[36] = 31;
mayArray[37] = 32;
mayArray[38] = 33;
mayArray[39] = 34;
mayArray[40] = 35;
mayArray[41] = 36;
mayArray[42] = 37;
mayArray[43] = 38;
mayArray[44] = 39;
mayArray[45] = 40;
mayArray[46] = 41;
mayArray[47] = 41;
mayArray[48] = 42;
mayArray[49] = 42;
mayArray[50] = 42;
mayArray[51] = 42;
mayArray[52] = 43;
mayArray[53] = 43;
mayArray[54] = 43;
mayArray[55] = 44;
mayArray[56] = 44;
mayArray[57] = 44;
mayArray[58] = 45;
mayArray[59] = 45;
mayArray[60] = 45;
mayArray[61] = 46;
mayArray[62] = 46;
mayArray[63] = 46;
mayArray[64] = 47;
mayArray[65] = 47;
mayArray[66] = 47;
mayArray[67] = 48;
mayArray[68] = 48;
mayArray[69] = 48;
mayArray[70] = 49;
mayArray[71] = 49;
mayArray[72] = 49;
mayArray[73] = 50;
mayArray[74] = 50;
mayArray[75] = 50;
mayArray[76] = 51;
mayArray[77] = 51;
mayArray[78] = 51;
mayArray[79] = 52;
mayArray[80] = 52;
mayArray[81] = 52;
mayArray[82] = 53;
mayArray[83] = 53;
mayArray[84] = 53;
mayArray[85] = 54;
mayArray[86] = 54;
mayArray[87] = 54;
mayArray[88] = 55;
mayArray[89] = 55;
mayArray[90] = 55;
mayArray[91] = 56;
mayArray[92] = 56;
mayArray[93] = 56;
mayArray[94] = 57;
mayArray[95] = 57;
mayArray[96] = 57;
mayArray[97] = 58;
mayArray[98] = 58;
mayArray[99] = 58;
 
return mayArray[goal];
}
 
function DesignShip()
{
var ShipSize = document.getElementById("ShipSize").value;
var PercentWeapon = document.getElementById("PercentWeapon").value;
var PercentSpecial = document.getElementById("PercentSpecial").value;
var AccTarget = document.getElementById("AccTarget").value;
var AbsTarget = document.getElementById("AbsTarget").value;
//var XpBonus = document.getElementById("XpBonus").value;
//var AttBonus = document.getElementById("AttBonus").value;
//var HpBonus = document.getElementById("HpBonus").value;
var AccBonus = document.getElementById("AccBonus").value;
var AbsBonus = document.getElementById("AbsBonus").value;
//var ShieldsWeight = document.getElementById("ShieldsWeight").value;
//var ComputersWeight = document.getElementById("ComputersWeight").value;
//var WeaponWeight = document.getElementById("WeaponWeight").value;
//var SpecialWeight = document.getElementById("SpecialWeight").value;
var AbsNeeded = Math.round((AbsTarget * 100) / (100 + AbsBonus*1));
var AccNeeded = Math.round((AccTarget * 100) / (100 + AccBonus*1));
 
var NestedShieldsAbs;
if(AbsNeeded % 2 == 0)
NestedShieldsAbs= (AbsNeeded - 4)/2;
else
NestedShieldsAbs= (AbsNeeded - 3)/2;
var NestedShieldsEnergy = Math.floor(7433.3333333333 + 400 + Math.pow(2, NestedShieldsAbs*1 - 12)*100/3);
var NestedShieldsNumber = Math.ceil(NestedShieldsAbs * 2 /3) - 1;
var NestedShieldsTotalEnergy = NestedShieldsNumber * NestedShieldsEnergy;

var LeadShieldAbs;
if(AbsNeeded % 2 == 0)
LeadShieldAbs = NestedShieldsAbs*1 + 5;
else
LeadShieldAbs = NestedShieldsAbs*1 + 4;
var LeadShieldEnergy = Math.floor(7433.3333 + 400 + Math.pow(2, LeadShieldAbs*1 - 12)*100/3);

var WeaponAcc = GetWeaponAccuracySetup(AccNeeded);
var ComputerAcc = GetComputerAccuracySetup(AccNeeded);

var NestedComputersAcc;
if(ComputerAcc < 7)
NestedComputersAcc = 0;
else if(ComputerAcc % 2 == 0)
NestedComputersAcc = (ComputerAcc - 4)/2;
else
NestedComputersAcc = (ComputerAcc - 3)/2;

var NestedComputersNumber = 0;
if(ComputerAcc >= 7)
NestedComputersNumber = Math.ceil(NestedComputersAcc * 2 / 3) - 1;

var NestedComputersEnergy = 0;
if(ComputerAcc >= 7)
NestedComputersEnergy = Math.floor(6833.333333333 + 333 + Math.pow(2, NestedComputersAcc - 1)*100/.3);

var NestedComputersTotalEnergy = NestedComputersEnergy * NestedComputersNumber;

var LeadComputerAcc = ComputerAcc;
if(NestedComputersAcc > 0)
{
if(ComputerAcc % 2 == 0)
LeadComputerAcc = NestedComputersAcc + 5;
else
LeadComputerAcc = NestedComputersAcc + 4;
}

var LeadComputerEnergy = Math.floor(6833.33333333 + 333 + Math.pow(2, LeadComputerAcc - 1)*100/.3);
 
var WeaponAccEnergy;
if(WeaponAcc > 30)
WeaponAccEnergy = Math.ceil(145003.3333333333 + 400 + (3.333333333333333333333 * Math.pow(2,WeaponAcc-30)));
else
WeaponAccEnergy = Math.ceil((WeaponAcc - 1) * 100 * 5000 + 3.333 + 400);


var SystemsTotals = WeaponAccEnergy + LeadComputerEnergy + NestedComputersTotalEnergy + LeadShieldEnergy + NestedShieldsTotalEnergy;

var PowercoreSize = ShipSize - 8 - 9 - 8*NestedShieldsNumber - 8 - 9*NestedComputersNumber - 9;
var PowercoreEnergy = PowercoreSize * 400 - 5279;
var AttackSystemsEnergy = Math.round(PowercoreEnergy * PercentWeapon / 100);
var WeaponEnergy = AttackSystemsEnergy - LeadComputerEnergy - NestedComputersTotalEnergy - WeaponAccEnergy;
var WeaponAttack = Math.ceil( WeaponEnergy * .3 + 42011 );
 
var DefensiveSystemsEnergy = PowercoreEnergy - AttackSystemsEnergy;
var SpecialEnergy = DefensiveSystemsEnergy - LeadShieldEnergy - NestedShieldsTotalEnergy;
var SpecialHP = Math.round( (SpecialEnergy - 333) * .3 - 1199);

document.getElementById("hullsize").innerHTML = format(ShipSize);
document.getElementById("pcoresize").innerHTML = format(PowercoreSize);
document.getElementById("pcoreenergy").innerHTML = format(PowercoreEnergy);
document.getElementById("leadshield").innerHTML = "1 with " + LeadShieldAbs + "%";
document.getElementById("leadshielden").innerHTML = format(LeadShieldEnergy);
document.getElementById("nestedshields").innerHTML = NestedShieldsNumber + " with " + NestedShieldsAbs + "%";
document.getElementById("nestedshieldsw").innerHTML = addCommas(NestedShieldsNumber * 8);
document.getElementById("nestedshieldsen").innerHTML = format(NestedShieldsEnergy);
document.getElementById("leadcomputer").innerHTML = "1 with " + LeadComputerAcc + "%";
document.getElementById("leadcomputeren").innerHTML = format(LeadComputerEnergy);
document.getElementById("nestedcomputers").innerHTML = NestedComputersNumber + " with " + NestedComputersAcc + "%";
document.getElementById("nestedcomputersw").innerHTML = addCommas(NestedComputersNumber * 9);
document.getElementById("nestedcomputersen").innerHTML = format(NestedComputersEnergy);
document.getElementById("weapon").innerHTML = "1 with " + WeaponAcc + "% acu.";
document.getElementById("weaponen").innerHTML = format(WeaponEnergy + WeaponAccEnergy);
document.getElementById("specialen").innerHTML = format(SpecialEnergy);
document.getElementById("weaponattack").innerHTML = format(WeaponAttack);
document.getElementById("specialhp").innerHTML = format(SpecialHP);


document.getElementById("effectiveattack").innerHTML = addCommas(Math.round(WeaponAttack * AccTarget / 100));
document.getElementById("effectivehp").innerHTML = addCommas(Math.round(SpecialHP / (1 - AbsTarget/100)));

document.getElementById("fp").innerHTML = addCommas(Math.round(ShipSize * 1.5 + (WeaponAttack + SpecialHP)/100));
document.getElementById("cost").innerHTML = addCommas(Math.round(ShipSize * 165));

document.getElementById("ancen").innerHTML = (LeadComputerEnergy + NestedComputersTotalEnergy + WeaponAccEnergy + LeadShieldEnergy + NestedShieldsTotalEnergy)/PowercoreEnergy*100 + "%";
document.getElementById("absorb").innerHTML = AbsNeeded;
document.getElementById("accuracy").innerHTML = AccNeeded;
document.getElementById("tabsorb").innerHTML = document.getElementById("AbsTarget").value;
document.getElementById("taccuracy").innerHTML = document.getElementById("AccTarget").value;
}
 
function Optimize(){
 
document.getElementById("AbsTarget").value = 1;
document.getElementById("AccTarget").value = 1;
var done = false;
MaxHP = 0;
MaxAttack = 0;
OptimumAcc = 0;
OptimumAbs = 0;
CalculateShip();
 
while(document.getElementById("AbsTarget").value < 80 || document.getElementById("AccTarget").value < 100){
done = true;

var EffectiveHP = hp;
var EffectiveAttack = att;
 
if(EffectiveHP > MaxHP){
OptimumAbs = document.getElementById("AbsTarget").value*1;
MaxHP = EffectiveHP;
}
if(EffectiveAttack > MaxAttack){
OptimumAcc = document.getElementById("AccTarget").value*1;
MaxAttack = EffectiveAttack;
}
 
if(document.getElementById("AccTarget").value < 100)
document.getElementById("AccTarget").value = document.getElementById("AccTarget").value*1 + 1;
 
if(document.getElementById("AbsTarget").value < 80)
document.getElementById("AbsTarget").value = document.getElementById("AbsTarget").value*1 + 1;
 
CalculateShip();
}
 
document.getElementById("AbsTarget").value = OptimumAbs;
document.getElementById("AccTarget").value = OptimumAcc;
DesignShip();
document.getElementById("results").style.display = "block";
}
 
function format( number ){
return addCommas(number) + " (" + number + ")";
}
 
 
function addCommas(nStr)
{
nStr += '';
x = nStr.split('.');
x1 = x[0];
x2 = x.length > 1 ? '.' + x[1] : '';
var rgx = /(\d+)(\d{3})/;
while (rgx.test(x1)) {
x1 = x1.replace(rgx, '$1' + ',' + '$2');
}
return x1 + x2;
}
 
 
function CalculateShip(){
var ShipSize = document.getElementById("ShipSize").value;
var PercentWeapon = document.getElementById("PercentWeapon").value;
var PercentSpecial = document.getElementById("PercentSpecial").value;
var AccTarget = document.getElementById("AccTarget").value;
var AbsTarget = document.getElementById("AbsTarget").value;
//var XpBonus = document.getElementById("XpBonus").value;
//var AttBonus = document.getElementById("AttBonus").value;
//var HpBonus = document.getElementById("HpBonus").value;
var AccBonus = document.getElementById("AccBonus").value;
var AbsBonus = document.getElementById("AbsBonus").value;
//var ShieldsWeight = document.getElementById("ShieldsWeight").value;
//var ComputersWeight = document.getElementById("ComputersWeight").value;
//var WeaponWeight = document.getElementById("WeaponWeight").value;
//var SpecialWeight = document.getElementById("SpecialWeight").value;
var AbsNeeded = Math.round((AbsTarget * 100) / (100 + AbsBonus*1));
var AccNeeded = Math.round((AccTarget * 100) / (100 + AccBonus*1));
 
var NestedShieldsAbs;
if(AbsNeeded % 2 == 0)
NestedShieldsAbs= (AbsNeeded - 4)/2;
else
NestedShieldsAbs= (AbsNeeded - 3)/2;
var NestedShieldsEnergy = Math.floor(7433.3333333333 + 400 + Math.pow(2, NestedShieldsAbs*1 - 12)*100/3);
var NestedShieldsNumber = Math.ceil(NestedShieldsAbs * 2 /3) - 1;
var NestedShieldsTotalEnergy = NestedShieldsNumber * NestedShieldsEnergy;

var LeadShieldAbs;
if(AbsNeeded % 2 == 0)
LeadShieldAbs = NestedShieldsAbs*1 + 5;
else
LeadShieldAbs = NestedShieldsAbs*1 + 4;
var LeadShieldEnergy = Math.floor(7433.3333 + 400 + Math.pow(2, LeadShieldAbs*1 - 12)*100/3);

var WeaponAcc = GetWeaponAccuracySetup(AccNeeded);
var ComputerAcc = GetComputerAccuracySetup(AccNeeded);

var NestedComputersAcc;
if(ComputerAcc < 7)
NestedComputersAcc = 0;
else if(ComputerAcc % 2 == 0)
NestedComputersAcc = (ComputerAcc - 4)/2;
else
NestedComputersAcc = (ComputerAcc - 3)/2;

var NestedComputersNumber = 0;
if(ComputerAcc >= 7)
NestedComputersNumber = Math.ceil(NestedComputersAcc * 2 / 3) - 1;

var NestedComputersEnergy = 0;
if(ComputerAcc >= 7)
NestedComputersEnergy = Math.floor(6833.333333333 + 333 + Math.pow(2, NestedComputersAcc - 1)*100/.3);

var NestedComputersTotalEnergy = NestedComputersEnergy * NestedComputersNumber;

var LeadComputerAcc = ComputerAcc;
if(NestedComputersAcc > 0)
{
if(ComputerAcc % 2 == 0)
LeadComputerAcc = NestedComputersAcc + 5;
else
LeadComputerAcc = NestedComputersAcc + 4;
}

var LeadComputerEnergy = Math.floor(6833.33333333 + 333 + Math.pow(2, LeadComputerAcc - 1)*100/.3);
 
var WeaponAccEnergy;
if(WeaponAcc > 30)
WeaponAccEnergy = Math.ceil(145003.3333333333 + 400 + (3.333333333333333333333 * Math.pow(2,WeaponAcc-30)));
else
WeaponAccEnergy = Math.ceil((WeaponAcc - 1) * 100 * 5000 + 3.333 + 400);


var SystemsTotals = WeaponAccEnergy + LeadComputerEnergy + NestedComputersTotalEnergy + LeadShieldEnergy + NestedShieldsTotalEnergy;

var PowercoreSize = ShipSize - 8 - 9 - 8*NestedShieldsNumber - 8 - 9*NestedComputersNumber - 9;
var PowercoreEnergy = PowercoreSize * 400 - 5279;
var AttackSystemsEnergy = Math.round(PowercoreEnergy * PercentWeapon / 100);
var WeaponEnergy = AttackSystemsEnergy - LeadComputerEnergy - NestedComputersTotalEnergy - WeaponAccEnergy;
var WeaponAttack = Math.ceil( WeaponEnergy * .3 + 42011 );
 
var DefensiveSystemsEnergy = PowercoreEnergy - AttackSystemsEnergy;
var SpecialEnergy = DefensiveSystemsEnergy - LeadShieldEnergy - NestedShieldsTotalEnergy;
var SpecialHP = Math.round( (SpecialEnergy - 333) * .3 - 1199);

 
att = Math.round(WeaponAttack * AccTarget / 100);
hp = Math.round(SpecialHP / (1 - AbsTarget/100));
}

</script>
<style type="text/css">
    body
    {
    background:url('space2.gif') repeat;
font-family: Arial, Helvetica, sans-serif;
    }
    table
    {
    width:100%;    
    }
    td
    {
    background: url('bckgrnd2.gif') repeat-x;
    padding:5px;
height:32px;
color:Black;
font-weight:bold;
    }
    th
    {
    font-weight:bold;
background: url('bckgrnd.gif') repeat-x;
height: 32px;
color:Green;
    }
    h1
    {
    color:White; margin: 5px;
    }
    h3
    {
    color:White; margin: 5px;
    }
h5{
color:White; margin: 5px;
}   
   
    .main
    {
    width:800px;
    margin-left:20px;
    }
span.small
{
font-size: xx-small;
}   
input.text{ width:100%; }
</style>
</head>
<body>
<div class="main">
<h1>Mission Ship Builder v4.3</h1>
<h3>Made by JackJuke / Nephadral with help from Amagnon</h3>
<h5>With a special thanks to Jan`go Vhett for the layout improvement.</h5>
    <table style="width: 100%;">
        <tr><th>Cost Goal:</th><td><input class="text" id="CreditGoal" type="text" value="1000000000" onchange="UpdateHull()" /></td></tr>
        <tr><th>Hull Size:</th><td><input class="text" id="ShipSize" type="text" value="6060606" onchange="UpdateCreditGoal()" /></td></tr>   
        <tr><th>% Energy to invest into Offense <span class="small">(Weapon and Computers)</span></th><td><input class="text" id="PercentWeapon" type="text" value="30" onchange="UpdateHP()" /></td></tr>
        <tr><th>% Energy to invest into Defense <span class="small">(Special and Shields)</span></th><td><input class="text" id="PercentSpecial" type="text" disabled="disabled" style="background-color:Gray; color:White;" value="70" /></td></tr>
        <tr><th><p>Your Commander's ACC Bonus <span class="small">(include item bonuses here if you wish)<span></p></th><td><input class="text" id="AccBonus" type="text" value="0" onchange="HideResults()" /></td></tr>
        <tr><th>Your Commander's ABS Bonus <span class="small">(include item bonuses here if you wish)<span></th><td><input class="text" id="AbsBonus" type="text" value="0" onchange="HideResults()" /></td></tr>
    </table>
    <div style="display:none;">
        <input class="text" id="AccTarget" type="text" value="0" />
        <input class="text" id="AbsTarget" type="text" value="0" />
    </div>
    <input id="btnOptimize" type="button" value="Optimize Design" onclick="Optimize()" />
</div>
<div id="results" style="display:none;" class="main">
    <table style="width: 100%;">
        <tr><th>Hull</th></tr>
        <tr><td>1 with <span  id="hullsize"></span> space</td></tr>
        <tr><th>Powercore</th></tr>
        <tr><td>1 with <span id="pcoresize"></span> wt. and <span id="pcoreenergy"></span> en.</td></tr>
        <tr><th>Shields</th></tr>
        <tr><td><span id="leadshield"></span> abs. 8 wt. and <span id="leadshielden"></span> en.</td></tr>
        <tr><td><span id="nestedshields"></span> abs. 8 wt. <span id="nestedshieldsw" style="display:none;"></span> and <span id="nestedshieldsen"></span> en.</td></tr>
        <tr><th>Computers</th></tr>
        <tr><td><span id="leadcomputer"></span> acu. 9 wt. and <span id="leadcomputeren"></span> en.</td></tr>
        <tr><td><span id="nestedcomputers"></span> acu. 9 wt. <span id="nestedcomputersw" style="display:none;"></span>and <span id="nestedcomputersen"></span> en.</td>
        <tr><th>Weapon</th></tr>
        <tr><td><span id="weapon"></span> 8 wt. <span id="weaponattack"></span> att. and <span id="weaponen"></span> en.</td></tr>
        <tr><th>Special</th></tr>
        <tr><td>1 with 9 wt. <span id="specialhp"></span> hp and <span id="specialen"></span> en.</td></tr>
    </table>
    <table>
        <tr><th>Ancilliaries:</th><td id="ancen"></td></tr>
        <tr><th>Ship Shields:</th><td id="absorb"></td></tr>
        <tr><th>Ship Accuracy:</th><td id="accuracy"></td></tr>
        <tr><th>Total Shields (with cmdr bonus):</th><td id="tabsorb"></td></tr>
        <tr><th>Total Accuracy (with cmdr bonus):</th><td id="taccuracy"></td></tr>
        <tr><th>Effective Attack:</th><td id="effectiveattack"></td></tr>
        <tr><th>Effective HP:</th><td id="effectivehp"></td></tr>
        <tr><th>Total FP:</th><td id="fp"></td></tr>
        <tr><th>Total Cost:</th><td id="cost"></td></tr>   
    </table>
</div>
</body>
</html>
41  General Talk / Design & Strategy Room / Re: Online Ship Designer on: December 30, 2009, 09:22:50 AM
I am now leaving Charter and so the Ship Designer will be down until I find a new home for it.

I am wait for approval from a free web host to put the HTML file there permanently.

Apologies for any inconveniences.
42  General Talk / SO WARS Discussion / Raid Colonists on: December 23, 2009, 10:05:15 AM
Has the raid colonists option been removed since there is not SAB?  (http://forum.spaceo.net/index.php/topic,5086.0.html)

Can the colonists be shipped to one of your own planets?  Or can they be sold for 2 credits per colonists and the cash goes to the mothership?
43  Space Odyssey Info Terminal / Updates / Re: SO Wars starts again on: December 23, 2009, 09:56:20 AM
Are you playing on WARS Spayed?
44  General Talk / SO WARS Discussion / Re: Station on: December 23, 2009, 09:35:08 AM
Thanks, I had forgotten how much fun the start of SOWARS was.
45  General Talk / SO WARS Discussion / Re: Station on: December 22, 2009, 03:18:51 PM
Well if we are going to discuss Station firsts.

I destroyed the first 3 stations today!
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