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Author Topic: SO Main - solution for extreme powering up / down  (Read 28758 times)
SirEmi
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« on: January 21, 2010, 09:45:10 PM »


Note: Selling fleets cost update will revert to the 50% - 90% back once those changes are implemented.

- the reserved ships worth would count as credits power
- marines count as credits / workers power, whether on reserve fleets or not

Marine Escape Pos
- all fleets will be retrofitted with marine escape pods. When a marined fleets is destroyed, 70%-90% of the marines on board will espace in pods and regroup at your secret base. They will become workers.
- you will have to ability to choose between workers / credits when resupplying your ships with marines. This mean you will be able to convert your workers into marines.

Update scheduled for following days.

Thank you.
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Cameron07
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« Reply #1 on: January 21, 2010, 09:52:12 PM »

seriously.. worse update ever.. thank you for making this a pve server too...
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« Reply #2 on: January 21, 2010, 09:55:05 PM »

cheers emi, killed it....

i mean seriously u killed pvp on main. you might aswell just delete the server and put rewards on pve...
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« Reply #3 on: January 21, 2010, 10:06:52 PM »

well i'm just a player but what's the point in having marine pods when youv'e kill pvp  confused
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SirEmi
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« Reply #4 on: January 21, 2010, 10:26:49 PM »


It is not as bad as it looks. Reserve fleets don't count towards mothership power, but credits on hand do count. When you resupply or buy new ships then reserve them, mothership power goes down because credits disappear into reserve. This makes one able to lower power to reach even the lowest possible power.

As I see it, marines / reserve fleets are still assets and they should count as it is their worth in credits towards your mothership power.

For example, if you have 10 bil cr and buy ships worth 9 bil cr and reserve them, your power will now only reflect 1 bil cr on the mothership.

However you still have the assets in reserve worth 9 bil cr, so that should also be considered liquid assets and your power should reflect your real value in the mothership witch is 10 bil cr.
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« Reply #5 on: January 21, 2010, 10:27:35 PM »

For normal pvp at equal level it barely influences anything. The only thing it does is that you cannot reduce your base power by buying reserved fleets.

All of you know that in the past before you could drop all your workers and segments into planets you never were able to zero your basepower so you could attack people with 1b credits while you have several trill. This is just to get the extreme farming gone. If you reserve a swarmer fleet giving 200m power it will give 3m power when reserved.

With another update Emi is working on and hopefully can release at the same time as this one.... you can actually make a profit attacking other players which would be nice for PvP.
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« Reply #6 on: January 21, 2010, 10:28:54 PM »

what about for those of us who have a bigger base power then everyone else has with mains out...
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« Reply #7 on: January 21, 2010, 10:33:17 PM »

If you can make an alt that would actually allow you to make profit and grow only by pvp.... you would still be able to do atleast as much attacking as you do now..... but the difference would be is that you don't piss of the new players because now they have a change of retaliating.
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SirEmi
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« Reply #8 on: January 21, 2010, 10:39:44 PM »

The next update concerning PvP will be this, SO Main only:

-> Both ways PvP salvage
     - attacker will salvage 20% of defender losses (items & cr), defender will salvage 60% of own losses (cr), 20% lost
     - on success, attacker will salvage 50% of own losses (cr), defender will salvage 0% of attacker losses (cr), 50% lost
     - on fail, attacker will salvage 25% of own losses (cr), defender will salvage 10% of attacker losses (cr), 65% lost   
     - defender with 5 bil fleet can have max salvage from attacker fleet of 0.5 bil (10% of his own fleets worth)
     - attacker gets 20% so (max 20% of his own fleets worth)
+
-> Can not use turns while in nebula
   - you will get a warning and a button to click to get out of nebula when trying to use turns
       - you can still do counter attacks

Why can the defender get max 10% from attacker losses? To prevent farming / credit transfers between alts.

The other nebula penalties / bonus is scraped in favor of the cant use turns idea.

Combined with marines escape pods, this will make pvp more balanced for the defender as well as the attacker.


« Last Edit: January 21, 2010, 10:48:39 PM by SirEmi » Report to moderator   Logged

Cameron07
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« Reply #9 on: January 21, 2010, 10:45:02 PM »

No its still as bad as it seems.. if you want to do any kind of attacking and you have to power down, you lose half the credits you had to hide to power down... still sucks
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SirEmi
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« Reply #10 on: January 21, 2010, 10:53:50 PM »


It seems I didn't make myself clear.

Ship sell cost will be max 90% of real value back like it was before with max resupply bonuses.

Thank you
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Cameron07
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« Reply #11 on: January 21, 2010, 11:42:50 PM »

theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down
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« Reply #12 on: January 22, 2010, 12:06:57 AM »

theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down

You can only remote attack a mothership that is 80% - 400% your mothership power.

Hiding your wealth (credits) power is breaking the above rule.
« Last Edit: January 22, 2010, 12:08:41 AM by SirEmi » Report to moderator   Logged

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« Reply #13 on: January 22, 2010, 04:38:55 AM »

theres no reason why marines should be counted towards your fp if they are on a reserved ship and why does reserved ships worth count towards fp too... its not allowing people to power down

What is the fun for new players if the top players can give away all segments/workers and credits acquire a base power that is zero. Making them having a lower basepower than them while they have online 400m

Another fix to this would be letting planets count to base power
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« Reply #14 on: January 22, 2010, 05:10:54 AM »

erm heres the thing... we were never powering down that low. we powered down to hit other top 10-30 players and that was it...

planets used 2 be counted.. everyone hated it so it was removed...
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