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31  Feedback Terminal / Suggestions / Re: For the love of god add counters when your stations get blown up! on: July 08, 2010, 06:35:02 PM
I think it would be nice to have them.
Also Lavis I would like to point out that cloaking is better than def, hp, and abs. mods for protecting your station and mining facility.
32  Feedback Terminal / Suggestions / Re: Rewards on Main For Playing Wars/PVE on: June 19, 2010, 09:29:27 AM
The incursion could be good for pvp.
Supposed to bring a bunch of people to one place at the same time with no turn cost.
33  Feedback Terminal / Suggestions / Re: Rewards on Main For Playing Wars/PVE on: June 12, 2010, 11:57:51 PM
I like this idea.
Could definitely bring more people to Wars and PVE
34  General Talk / General Discussion / Re: I Need a REALLY good Ship Designer! on: June 10, 2010, 11:29:44 PM
Invader **** Hide

Engaged Units
Fleet Name   # of Units   Attack   Defence   Hitpoints
Def test Attack   1   23.764.243   0   1


Defender Captain Fleets (#)   Hide

Engaged Units
Fleet Name   # of Units   Attack   Defence   Hitpoints
Def Test Def   ??????   0   10.001.786   1.101.375


Engage   Hide


Assault Note


****'s Def test Attack fleet engaged ****'s Def Test Def fleet on the battlefield.
The fleet Def test Attack did 0 damage to fleet Def Test Def.
****'s Def test Attack attack failed.
The fleet Def Test Def did 0 damage to fleet Def test Attack.
****'s Def Test Def attack failed.

This is on Sea-o.
The attacking ship has 50% acu.
The defending one has 20% abs.

Without the abs applying to the def I should easily be able to pierce it:
23.764.243 (att.) *.5 (acu.) = 11.882.121

With the abs. applying to def then it can't as seen here:
23.764.243 (att.) *.5 (acu.) = 11.882.121 * .8 (abs) =9.505.696

So apparently Abs applies to Def and somehow your math is wrong 16

To further clarify the def only counts as 1.
As evidenced in this attack:

Invader **** Hide

Engaged Units
Fleet Name   # of Units   Attack   Defence   Hitpoints
****   1.200   95.257   0   3


Defender Captain Fleets (#)   Hide

Engaged Units
Fleet Name   # of Units   Attack   Defence   Hitpoints
Def Test Def   ??????   0   10.001.786   1.101.375


Engage   Hide


Assault Note


****'s Tartane fleet engaged ****'s Def Test Def fleet on the battlefield.
The fleet Tartane did 1.101.375 damage to fleet Def Test Def.
****'s Tartane fleet destroyed 1 of ****'s Def Test Def fleet.
The fleet Def Test Def did 0 damage to fleet Tartane.
****'s Def Test Def attack failed.

The attacking fleet has 14% acu for a total of just over 16 mil attack:
1.200 * 95.257 * .14 = 16.003.176
35  General Talk / General Discussion / Re: I Need a REALLY good Ship Designer! on: June 10, 2010, 11:02:41 PM
Well then either Sea-o has different rules for it than Space-o or you got your calculations wrong.
36  General Talk / General Discussion / Re: I Need a REALLY good Ship Designer! on: June 10, 2010, 10:18:17 PM
Shields apply to def same as they apply to hp 1
37  General Talk / General Discussion / Re: I Need a REALLY good Ship Designer! on: June 10, 2010, 05:32:35 AM
You know we ran into this kinda thing on Wars when we all maxed.
You can actually use just a few extra maxed ships if all you wanna do is kill another maxed ship.
Hell at one point I had 10k maxed ships 13
38  Feedback Terminal / Suggestions / Wars-Aliens on: June 09, 2010, 09:43:35 PM
I think on Wars we need higher spawn rates for aliens.
I mean the most players I have seen in the incursion at once is 5.
Most of the time it is only 1 or 2 of us and 4 aliens being spawned for each of us just isn't really enough.

Also I think we need a higher rate on encounters as you are lucky to find one a day even if you are ranked 30-50.
39  Feedback Terminal / "Bugs" and Problems / Re: DDay, Covert ops on: June 02, 2010, 07:51:42 PM
Yeah definitely needs looked into I think.
40  Feedback Terminal / Suggestions / Re: Solution to stop credit feeding on: May 30, 2010, 03:52:38 PM
This idea seem to be a good one to me.
Shouldn't even be too hard to put into the game.
Not attacking alliance members would be easiest by having an alliance have a permanent truce with itself.
41  General Talk / SO Help / Re: Mining on: May 29, 2010, 04:42:54 PM
If you can kill the reavers you should have a station. They generate steady income or minerals to use for mothership modules at first, and with investment in the replication technologies, can produce a much higher volume of minerals later on. The higher mineral output is important as it allows you to work on the nanite mothership modules, which give you a discount on the price you actually pay for ships. These modules, along with the line assembly bonus in the commander panel, allow you to get ships for less credits. At the max discount you would only pay 16% of the price you see listed in game so that your 17 billion credits could buy a 100 billion credit ship. This is why stations are important.

Also of note, when you start building stations, its important to also start researching station cloaking. This late in the round most people can easily see through cloaking, but earlier in the round its good protection for stations.

I want to point out that the max discount listed here includes the 20% discount granted from Gold.
If you don't have Gold the highest discount you can get is 80%, meaning you pay 20 bil for that 100 bil ship
42  Space Odyssey Info Terminal / Updates / Re: SO Main: Secret base raids on: May 25, 2010, 07:59:18 PM
Well people can't really be fed anymore, which is kinda what ya'll wanted 16
43  Feedback Terminal / Suggestions / Re: unload all on: May 23, 2010, 01:58:12 AM
Agreed
44  Feedback Terminal / Suggestions / Re: A little change in the rules on: May 22, 2010, 03:35:18 PM
I think so far Wes has the best solution, assuming Emi cares enough what us players think/ can write the code to implement it.
45  Feedback Terminal / Suggestions / Wars Aliens on: May 20, 2010, 01:47:06 AM
I think the aliens need to spawn more per person and closer to people's powers.
We have maybe 30 people active and only about 5 on at any given time of day.
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