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Author Topic: SO Elite Server - classic SO at its best  (Read 24275 times)
SirEmi
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« on: June 03, 2011, 02:48:27 AM »

I am working on a new server that I will call SO Elite.

This will use the classic combat SO combat similar to the today's remote attack, and no Galaxy.

The server will have the following features:

- Target / Attack a commander, like remote attack
- Mothership missions, classic missions to get rewards.
- Incursion / PvP area but without the Galaxy, just a PvP arena where aliens spawn like they do on other servers, so it's one way to get items.
- secret base, credit production, workers
- PvP salvage, another way to get items.

What it doesn't have
- CHOAM decided it was too risky and it's just items market for items sold by commanders
- there is no Galaxy


ETA is around 14 June, if we don't run into any problems.
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SirEmi
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« Reply #1 on: June 03, 2011, 02:48:36 AM »

A major thing that I'm working on for this server is an overhaul of the ship power calculation formula.

Basically, there will be a new formula to calculate the ship power, and this should eliminate killer fleets and tiny man fleets (expensive small ships).

The new formula that I'm working on will be like this:
fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*500;

I did a number of tests using different ship models to see how it scales, and I'm satisfied with the results.
Also check the pictures to see the fleet models tested. Each model is put in fleet with same power and then I tested the ships attack and HP, taking into account accuracy, defense, etc.

This is the experiment:

- the attack is calculated including accuracy
- the HP is calculated including absorb bonus
- used an account with 20% resupply bonus from Gold, no commander skill
- all calculations include swarm bonus
- defense nullifies 10 attack points instead of 5, so 1 defense point = 10 HP in calcs


- the commander skill bonuses are not included in the calculations, but could improve some ships a lot if used properly, since the formula does not include the commander bonus or item bonus...


Target fleet power: 3.868.322.576

Ship numbers needed to reach the target power:

Prophet 350 B #: 21123556
Mission #: 43464298
Prophet 1M #: 135034
Midnight44's Trovarius Defender #: 320013
Hated Syko Whackz #: 5486982
Innotek Stinger 1 #: 10288091
Prophet's Kami-Swarmer #: 463216
Wolfwood 1 #: 358045

Prophet 350 B, cost: 280 bil
59.614.902.168 attack
759.057.316.320 HP

Mission, cost: 312 Bil
332.888.711.952 attack
877.500.712.322 HP

Prophet 1M, cost: 108 bil
53.471.402.030 attack
718.729.354.838 HP

Midnight44's Trovarius Defender, cost: 254 bil
5.507.999.753 attack
8.427.222.342 HP

Hated Syko Whackz, cost: 40 bil
767.050.453.897 attack
0 HP

Innotek Stinger 1: 121 bil
595.143.430.549 attack
135.463.294.197 HP

Prophet's Kami-Swarmer, cost: 371 bil
321.873.952.327 attack
233.281.599.408 HP

Wolfwood 1, cost: 14.3 bil
3.091.897.597 attack
7.291.246.508 HP


Conclusion:

- "Prophet 350 B" supership scales very well compared to the swarmers, considering the swarmer bonus included on the other ships. Seems to have a lower damage output compared to swarmers, but more survivability since it's a supership...

- "Mission" is a cost-effective swarmer, primary used to do missions. It seems to have a higher damage output, but the downside is you lose a few ships in each mission usually...

- "Prophet 1M", a nice swarmer, lower cost (108 bil) and about same stats as the "Prophet 350 B" that's 280 bil, however again, you may lose ships each mission...

- "Wolfwood 1" seems to be a very cheap way to power up, but the fleet is pretty weak... it's a small ship with defense and absorb so that might be why

- "Hated Syko Whackz" is a kamikaze fleet, it seems like a good ship buster for desperate measures, could use 40 bil credits to try and take out the "Prophet 350 B", but it's risky... still, kamikaze fleets are useful too with the new power formula

- "Prophet's Kami-Swarmer", medium kamikaze / swarmer, seems like a nice fleet for specific tasks, but supership might be better...




* pform_ship_nr.jpg (36.05 KB, 783x224 - viewed 516 times.)

* pform_ship_power.jpg (63.72 KB, 1092x330 - viewed 541 times.)
« Last Edit: June 10, 2013, 12:56:52 PM by SirEmi » Report to moderator   Logged

SirEmi
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« Reply #2 on: June 03, 2011, 03:12:34 AM »

I'm going to do some tests with this new ship power formula, I'm curious how the aliens enemy spawns and the mission fleets scale to it...

Will let you know how it goes...  17

Mission contracts:

- did very well with the new fleet power transition, contracts work way better now.
- made a couple of improvements to mission contracts, there are always 90 contracts to choose from and the reward is scaled to each commander level. For each commander level, it increases in size / difficulty. Also the rewards are 15x more times then on SO Main.
- also removed the reducing of rewards since enemy spawn seems to work better with the new formula.

- Incursion testing: so far so good, aliens seem to work better with the new power formula. I'm going to try and spice things up by introducing a chance to spawn an "Alien Commander" on each wave, so you could find more rare items...

- killer fleets seem to be extinct after the fleet cost entered the formula
- the enemy spawns seem way more balanced, but still very challenging. The fights are more balanced now..

« Last Edit: June 04, 2011, 12:39:55 PM by SirEmi » Report to moderator   Logged

Darth Bobo
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« Reply #3 on: June 03, 2011, 11:34:57 AM »

Edited by SirEmi: Give this guy a break, I need the space  laugh

yeah I know was just making a point and you know how i like to make an entrance (bad will smith quote from Independence day)

« Last Edit: June 03, 2011, 12:05:12 PM by Darth Bobo » Report to moderator   Logged
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« Reply #4 on: June 03, 2011, 12:32:01 PM »

I'm liking the new power calculations..it's a big-ish change but it seems good. Also, is this server what you've been hiding in a hole working on? If so, I can't really complain anymore.
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SirEmi
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« Reply #5 on: June 03, 2011, 12:42:47 PM »

Yeah this is the Classic / Elite server that I'm working on.

A classic flavor but with lots of improvements.

When this gets started, we're going to have a blitz round of one week to test it out. All commanders will start with 500 bil credits, and the beta round will end in 7 days automatically. And there will be prizes in Gold Account days for the Top 10 winners.

After the beta round, the new round will start like normal and there will be prizes for that too. Might be higher prizes since it's mainly PvP server and since it's the first round after beta.


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« Reply #6 on: June 03, 2011, 12:44:34 PM »

Hmm, is there a quicker way for us to end rounds? ^_^ I like short, intense rounds more..you may have to lower rewards but I think it'd be a good idea.
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SirEmi
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« Reply #7 on: June 03, 2011, 12:48:54 PM »

Hmm, is there a quicker way for us to end rounds? ^_^ I like short, intense rounds more..you may have to lower rewards but I think it'd be a good idea.

We'll see I guess, I have been thinking of that too. Might lower the max power and that could end the round sooner... we'll see.
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Cpt. Relentless
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« Reply #8 on: June 03, 2011, 01:43:11 PM »

Well I guess I'll have to brush up on my pvp skills and give this a shot 13

Cpt. R kakashi
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« Reply #9 on: June 04, 2011, 12:41:32 AM »

Wow, I'm definitely looking forward to this.
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SirEmi
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« Reply #10 on: June 04, 2011, 12:33:32 PM »

Updated preliminary test results and improvements to Mission Contracts and Incursions without Galaxy:

http://spaceoforum.etvirtualworlds.com/index.php/topic,7299.msg63542.html#msg63542
« Last Edit: June 10, 2013, 12:55:28 PM by SirEmi » Report to moderator   Logged

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« Reply #11 on: June 04, 2011, 12:38:39 PM »

Looking excellent! I can definitely see this being a server I'll put effort into!
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« Reply #12 on: June 04, 2011, 03:03:34 PM »

and the reward is scaled to each commander level. For each commander level, it increases in size / difficulty.

Not like in the old days based on total fleetpower? 10

Love everything else though 1 Awesome 13 !

Grtz, ABI w00t2
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A^Bloody^Idiot (#10) - SO Elite
A^Bloody^Idiot (#14) - SO WARS
A^Bloody^Idiot (#66) - SO PVE
A^Bloody^Idiot (#10079) - Sea-O
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« Reply #13 on: June 04, 2011, 04:13:43 PM »

Do I presume correctly that this server will require another different email address to set up an account on it?

Just one thing I'd like to say to everyone that intends to try out this new server... How about everyone uses their main 'known' ID's to make it more fun knowing who's playing
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« Reply #14 on: June 04, 2011, 04:31:25 PM »

I plan on having Lost Soul and another nobody knows  16 But Sat, no server requires a different email...
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