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Author Topic: SO Main: New fleet power  (Read 12353 times)
SirEmi
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« on: June 11, 2013, 12:42:01 PM »

New round update for SO Main:

The new fleet power formula features less fleet power / ship and and more advanced algorithms like this:

Original:
fleet_power = (fleetCost/2 + attack*accuracy + defence*3 + hitpoints)/100 + absorb*500;

Changed to:
fleet_power = (fleetCost*0.85 + attack*accuracy + defence*2 + hitpoints*0.5)/200 + absorb*200;

Then, a lower attack penalty is introduced like this:
// low attack, -33% max penalty to Fleet Power
attackPenalty = 0.33 - (attack*accuracy)/fleetCost;

attackPenalty minimum = 0;
attackPenalty maximum = 0.33; // 33%

// low Hitpoints, -75% max penalty to Fleet Power
hitpointsPenalty = 0.75 - hitpoints/fleetCost;

The penalties cause the ship to have lower power, depending on it's attack points / hitpoints.
This means that an expensive ship with only absorb / shields can not function as a power ship anymore.
And boarding pods with no attack power can have a decent chance in battle.

Details:

- Defense gets more points in / power point
- Hitpoints gets more points in / power point, favoring ships with higher HP values
- General power of ships decreases to half what it was, making rounds last a bit longer
- Fleet cost counts a bit more towards power

I've tested it and overall I think it's an interesting change. Should make for a fun round 1

Godspeed!

« Last Edit: June 11, 2013, 12:52:09 PM by SirEmi » Report to moderator   Logged

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« Reply #1 on: June 11, 2013, 12:52:36 PM »

Well now we got to make some new ships. Great
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SirEmi
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« Reply #2 on: June 11, 2013, 12:58:03 PM »

just a few more minutes, while fleet powers for npc / players are updated...
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SirEmi
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« Reply #3 on: June 11, 2013, 01:04:42 PM »

SO Main back online, update complete  1
« Last Edit: June 11, 2013, 01:06:41 PM by SirEmi » Report to moderator   Logged

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« Reply #4 on: June 11, 2013, 08:06:23 PM »

thank you for making this change needed to be done


emy 12
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« Reply #5 on: June 11, 2013, 08:21:43 PM »

I think im understanding most of what is changing, but what might be a problem is kamis/killer fleets. Now these ships have attack and none or almost no hitpoints. So the low hitpoint penalty would take affect and would make the power go down. I hate when killer fleets kill me when im doing aliens and such but now they seem extremely powerful. Of course i could be reading this wrong but can someone clarify this.
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SirEmi
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« Reply #6 on: June 11, 2013, 10:53:51 PM »

I think im understanding most of what is changing, but what might be a problem is kamis/killer fleets. Now these ships have attack and none or almost no hitpoints. So the low hitpoint penalty would take affect and would make the power go down. I hate when killer fleets kill me when im doing aliens and such but now they seem extremely powerful. Of course i could be reading this wrong but can someone clarify this.

Killer fleets are really really expensive designs, they used to prowl the fleets in the days when fleet cost was not in the fleet power formula. Now as you can see the fleet cost went from 0.5 to 0.85 in the power formula, so really not an issue with killer fleets.


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« Reply #7 on: June 12, 2013, 09:31:29 AM »

and kami's won't be a problem because they will get a ton of fleet power compared to other ships because they have no hitpoints. so you wont be able to kill anything in your fleet power range once you get some decent absorb on your ships.


emy 12
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« Reply #8 on: June 12, 2013, 01:03:54 PM »

and kami's won't be a problem because they will get a ton of fleet power compared to other ships because they have no hitpoints. so you wont be able to kill anything in your fleet power range once you get some decent absorb on your ships.


emy 12

ships lose power when they have no hitpoints not gain fleet power
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« Reply #9 on: June 12, 2013, 05:04:13 PM »

you get more power from attack than you do hitpoints. so if it is all invested in attack the ship will have much more fleet power


emy 12
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« Reply #10 on: June 12, 2013, 06:07:01 PM »

GG. 1 killerfleet every 5 missions.
I liked 95% of the updates you did in the past Sir Emi.

But this 1 unfortunetly, goes to the top #1 spot of my hatred list.

Greetz, ABI w00t2
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« Reply #11 on: June 13, 2013, 12:40:33 PM »

GG. 1 killerfleet every 5 missions.
I liked 95% of the updates you did in the past Sir Emi.

But this 1 unfortunetly, goes to the top #1 spot of my hatred list.

Greetz, ABI w00t2
agreed abi.. already hit a killer fleet. lost about 5 bil worth of ships to a 15 mil fp encounter
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SirEmi
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« Reply #12 on: June 13, 2013, 01:25:44 PM »


- Reavers will have much much less power now, depending on resources in system, easier to clear out and start building
« Last Edit: June 13, 2013, 01:39:13 PM by SirEmi » Report to moderator   Logged

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« Reply #13 on: June 24, 2013, 10:44:03 PM »

This update is terrible. I can't even attack aliens the same fp as my lead. If you don't think this is going to slow the game down tremendously then you're wrong.  Kudos for trying to change things up. This is going to run people away from the game..
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SirEmi
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« Reply #14 on: June 25, 2013, 01:21:57 AM »

We will increase the general power of ships from 50% to around 75% of old values.


Fleet power is now closer to the old values:

fleet_power = (fleetCost*0.75 + attack*accuracy + defence*2 + hitpoints*0.5)/400 + absorb*350;
« Last Edit: June 25, 2013, 11:44:13 AM by SirEmi » Report to moderator   Logged

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