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Author Topic: My ships(currently 2)  (Read 12932 times)
jessiedog
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« Reply #30 on: January 05, 2008, 05:05:20 PM »

hmm a senior in calc 3
congrats
i will be in calc 1 when im a senior
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MeGuaRen
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« Reply #31 on: January 05, 2008, 05:09:00 PM »

this year was strange because my teacher never taught calc 3 so I have to teach myself flux integrals and stokes theorum amoung other things...

next semester is "Black Magic" (Differential Equations!) 13
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MeGuaRen
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« Reply #32 on: January 05, 2008, 05:26:47 PM »

MORE ATK! heh a 1 - 1 atk - hp ratio or a 9 - 10 serves me pretty well and it gives u that extra kick in swarmer fights and missions

think of it this way, commander bonuses included u have probly got bout 70% shields and even if ur enemy is using the ratios i just recommended to u, u will stay alive because his 53% from fleet experience and commander bonuses added up will probly give him something like 160 - 180% of ur hp but then ur shields kick in and suddenly that 180 has turned in to a 54. this works especially well if u can fill up all 10 fleet slots.

if any one notices something (besides grammer/spelling) horribly wrong with this logic plz lemme know cus it what i play by

*note*

the average commander wont use nearly that much atk and usually u'll only end up facing 100 - 120% ur hp in pre shield damages

also, these assumptions are for comparably priced ships (ur ship cost +/- 10-15%).

Actually you are right also.

If we want a really good ship we might say

Bang=A+H and have the constaint of E     where A=effectiveAttack and H=EffectiveHp and Buck=ShipResourcesInTermsOfEnergy

Then we use Lagrange multipliers to optimize bang with respect to Buck
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Amagnon
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« Reply #33 on: January 05, 2008, 05:27:45 PM »

Optimal weight for special is 9, computers 9 also

Weapons and shields is 8
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MeGuaRen
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« Reply #34 on: January 05, 2008, 05:28:10 PM »

however we might want bang to be (A+H)/(FP)  and keep buck the same.

This way we don't lose our ships on 200% missions!
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MeGuaRen
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« Reply #35 on: January 05, 2008, 05:37:23 PM »

Hit points wins - the most cost effective ship has 0 attack - but you cant do missions with it.

You need a certain amount of attack - you could calculate it - but it changes with playing style, mission level, overall fleet power and a host of other factors that I already forgot - best way is to realise its a tactical choice.

Basically you chose what risk profile you want to run to do missions and encounters -and chose an attack rating percentage from that.
are your sure. The exponential increases in shields might give you a little attack?
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MeGuaRen
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« Reply #36 on: January 05, 2008, 05:59:48 PM »

Optimal weight for special is 9, computers 9 also

Weapons and shields is 8

how do you get nine?

I tried optimizing individual special with energy as constraint and I get 5.2 then I test 5 against 6 and I get 6.
6 through infinity give a linear equation. so an endpoint would work right?
« Last Edit: January 05, 2008, 06:23:59 PM by MeGuaRen » Report to moderator   Logged
Amagnon
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« Reply #37 on: January 06, 2008, 04:52:37 AM »

Hmmm - I did it fairly simply - but maybe Ive over simplified - anyhow, the difference is negligble.  I didnt really test that one at all - so could be an error.
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