Reduction of fleets efficiency

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MaxSterling
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Re: Reduction of fleets efficiency

Okay, so you make planet defenses worthless and planets easily taken... then what?
You just made huge fleets worthless and a waste of naq because nobody will be able to keep planets anymore, so we'll need another update to make them worthwhile again...
Then that update makes something else unfair, leading to another crappy update of some sort that everyone complains about.

](*,) ](*,) ](*,)

If someone puts in more time and effort to protecting their planet than you do into taking their planet... then why is that a bad thing? Costs to put defense on planets double every 100k after 500k, while fleet slots increase at a consistent pace. Eventually the cost advantage goes to the fleets.

I can't believe that people are crying about 5% of the planets that are out there that they can't take and forgetting about the advantage they have over the other 95% of the planets. Just face it... someone is always 1 step ahead of you.
Last edited by MaxSterling on Fri May 21, 2010 12:43 pm, edited 1 time in total.
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Re: Reduction of fleets efficiency

MaxSterling wrote:Okay, so you make planet defenses worthless and planets easily taken... then what?
You just made huge fleets worthless and a waste of naq because nobody will be able to keep planets anymore, so we'll need another update to make them worthwhile again...
Then that update makes something else unfair, leading to another crappy update of some sort that everyone complains about.

](*,) ](*,) ](*,)

If someone puts in more time and effort to protecting their planet than you do into taking their planet... then why is that a bad thing? Costs to put defense on planets double every 100k after 500k, while fleet slots increase at a constant pace. Eventually the cost advantage goes to the fleets.

I can't believe that people are crying about 5% of the planets that are out there that they can't take and forgetting about the advantage they have over the other 95% of the planets. Just face it... someone is always 1 step ahead of you.


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Re: Reduction of fleets efficiency

MaxSterling wrote:Okay, so you make planet defenses worthless and planets easily taken... then what?
You just made huge fleets worthless and a waste of naq because nobody will be able to keep planets anymore, so we'll need another update to make them worthwhile again...
Then that update makes something else unfair, leading to another crappy update of some sort that everyone complains about.

](*,) ](*,) ](*,)

If someone puts in more time and effort to protecting their planet than you do into taking their planet... then why is that a bad thing? Costs to put defense on planets double every 100k after 500k, while fleet slots increase at a consistent pace. Eventually the cost advantage goes to the fleets.

I can't believe that people are crying about 5% of the planets that are out there that they can't take and forgetting about the advantage they have over the other 95% of the planets. Just face it... someone is always 1 step ahead of you.


Noone ever said anything about planets needing to be made easily-takeable. We said that they shouldn't be made untakeable, there's a big difference to that.

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Re: Reduction of fleets efficiency

Neimenljivi wrote:Noone ever said anything about planets needing to be made easily-takeable. We said that they shouldn't be made untakeable, there's a big difference to that.

~N

At the same time, just because you currently don't have the fleets to mass a planet's defense doesn't mean that a planet is untakeable. All planets are takeable... as long as you make the investment into fleet bays.

Yes, the latest BETA update sets those building fleets up... back a notch. But in my mind, it also helps offset the two fleet power updates given last time... the fleet power doubling + the MS tech upgrade increasing the number of bays. Platforms helped a bit, but being able to mass them with only 10% of their power really doesn't help much.

After the last fleet/MS update 10k fleets went from 5.76b power to being worth just over 15b power with 10 MS techs. That's 260% it's original value. Requiring 33% more fleets to survive a planet hit helps offset the MS techs.

Remove the MS tech update and I'd gladly agree to dropping it back down to 15% to planet mass.
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Re: Reduction of fleets efficiency

Leg Apophis wrote:No planet in this game should be untakable...
Not more than one platform per planet, put a reasonable max of defenses to mind blowing planets instead of infinite (or almost infinite) like other levels have.
And what I suggested as special reconing for platforms.
Indeed.

Jason made all planets vulnerable when he introduced MS tech and platofrms because a lot of players complained they couldnt mass Blahh's planets.

We need to remember why the update was made in the first place or we are endlessly repeating the same process hoping for a different outcome (Definition of Insanity:Einstein)

This update suits me just fine because my top hangars will still be able to take most planets and I can build 3 amazing planets and platforms, which wont need to be merlined.

The problem is the affect this update will have on the average player who won't have the resouces to build 3 large platforms.

This update will give to the rich who will take from the poor.

Downside
Lots of Blahh style players.

Upside
Won't need many merlins.
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Re: Reduction of fleets efficiency

MaxSterling wrote:At the same time, just because you currently don't have the fleets to mass a planet's defense doesn't mean that a planet is untakeable. All planets are takeable... as long as you make the investment into fleet bays.
I've a prime example, where someone defends 10 planets with defences, and the fleets needed to mass those, get to about 15% of the cost to build the defence.

I have to agree with Max. Yes, 1 person can build a single planet to be untakeable by most. That with a merlined planet gives you 2. Which in terms of stat boosting, give you either 100% in 1 stat, or 50% in 2. Translate that to a MS, a MS can prove 100% for attack and defence. Which is basically 4 planets (+100% attack(2) and +100% defence(2)).
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Re: Reduction of fleets efficiency

there was another topic on this, about planets (opposed to fleets).
we'll play as is in beta now, and see how it does.
with more encouragment to build mlutiple planets (not just 2 or 3 biggies) there SHOULD be more worthwhile ones to take :)
but we will see...and go from there...

i also do not think this favors the big or $ accounts more than currently...but will see..

the pendulum does swing, it is true...
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Re: Reduction of fleets efficiency

Sarevok wrote:
MaxSterling wrote:At the same time, just because you currently don't have the fleets to mass a planet's defense doesn't mean that a planet is untakeable. All planets are takeable... as long as you make the investment into fleet bays.
I've a prime example, where someone defends 10 planets with defences, and the fleets needed to mass those, get to about 15% of the cost to build the defence.

I have to agree with Max. Yes, 1 person can build a single planet to be untakeable by most. That with a merlined planet gives you 2. Which in terms of stat boosting, give you either 100% in 1 stat, or 50% in 2. Translate that to a MS, a MS can prove 100% for attack and defence. Which is basically 4 planets (+100% attack(2) and +100% defence(2)).


.......example with player building up 10 planets...........
Image

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With 6,401,820,330,144 power remaining, they manage to eliminate 2994000 of Super Tadz's Covert Ops!

With 111,151,377,807,302 power remaining, they manage to eliminate 9330796 of EnterTheLion's Undercover Agents!

With 2,663,022,177,462 power remaining, they manage to eliminate 3840816 of Rube_Dragon's Covert Agents!


Considering the distance to travel, the enthusiasm of the troops for this battle, and the degree to which they were comfortable in their victory,and 8,880,526 Untrained Jaffa ware taken from the realm of XYZ.
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Re: Reduction of fleets efficiency

Fine, it's 38% not 15%, but still

Consider this, if you would. Before saying planets are to defensible...
10 planets, with 500k defenses each costs 350T naq. Equivalent fleet hangers is about 264,000. 264k fleets can take up to ~2T worth of planet defenses. Yet these planets with only 500k have a defense power of 1.5T (about 75% of the fleets power)
10 planets with 600k defenses costs 510T naq. Giving about 320k fleets. This can take up to 2.46T defense power. With a planet defense power of 1.8T (about 73%)
10 planets with 700k defenses costs 830T naq. Giving about 407k fleets. This can take up to 3.14T defense power. With a planet defense power of 2.1T (about 67%)
Save 800k and 900k, i'll jump to 1M
10 planets with 1000k (1M) defenses costs 5310T naq. Giving about 1030k (1.03M) fleets. This can take up to 7.94T defense power. With a planet defense power of 3T (about 38%)
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Re: Reduction of fleets efficiency

Ok i agree that it is cheaper to build fleets than defend planet but will you MS give you extra income or UP?

Having luxuries of huge attribute dualls shuold cost enormous amounts and you should have only one planet built to be untakable and one on merlins nothing more.

Plantes do bring a lot more bonuses than MS does + attributes are un massable and are always there for you to count on.

Having there 5+ dualls thats just beyond my understanding :roll:
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With 6,401,820,330,144 power remaining, they manage to eliminate 2994000 of Super Tadz's Covert Ops!

With 111,151,377,807,302 power remaining, they manage to eliminate 9330796 of EnterTheLion's Undercover Agents!

With 2,663,022,177,462 power remaining, they manage to eliminate 3840816 of Rube_Dragon's Covert Agents!


Considering the distance to travel, the enthusiasm of the troops for this battle, and the degree to which they were comfortable in their victory,and 8,880,526 Untrained Jaffa ware taken from the realm of XYZ.
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Re: Reduction of fleets efficiency

beliblisk wrote:Ok i agree that it is cheaper to build fleets than defend planet but will you MS give you extra income or UP?
No, but can your MS be seen to what it's maximum potential is like planets can?

beliblisk wrote:Having luxuries of huge attribute dualls shuold cost enormous amounts and you should have only one planet built to be untakable and one on merlins nothing more.
They DO cost enormous amounts. A 500B atk/def dual costs 520T to upgrade alone.
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Re: Reduction of fleets efficiency

500/500 :lol:

All i am saying is......two planets that are constantly yours can be enough.......+the ones i am thinking of have insane $MS$ too :roll:
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With 6,401,820,330,144 power remaining, they manage to eliminate 2994000 of Super Tadz's Covert Ops!

With 111,151,377,807,302 power remaining, they manage to eliminate 9330796 of EnterTheLion's Undercover Agents!

With 2,663,022,177,462 power remaining, they manage to eliminate 3840816 of Rube_Dragon's Covert Agents!


Considering the distance to travel, the enthusiasm of the troops for this battle, and the degree to which they were comfortable in their victory,and 8,880,526 Untrained Jaffa ware taken from the realm of XYZ.
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Re: Reduction of fleets efficiency

So don't update anything cause those that spend acco use is better? Yeah, makes sense. Or what is your reason
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Reduction of fleets efficiency

My reason is that the gap between $$$$ spenders and non spenders will increase(perhaps double) thats all.

Lol man not every one spends but most of rough and tough around here does:roll:
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With 6,401,820,330,144 power remaining, they manage to eliminate 2994000 of Super Tadz's Covert Ops!

With 111,151,377,807,302 power remaining, they manage to eliminate 9330796 of EnterTheLion's Undercover Agents!

With 2,663,022,177,462 power remaining, they manage to eliminate 3840816 of Rube_Dragon's Covert Agents!


Considering the distance to travel, the enthusiasm of the troops for this battle, and the degree to which they were comfortable in their victory,and 8,880,526 Untrained Jaffa ware taken from the realm of XYZ.
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Re: Reduction of fleets efficiency

Yes, and basically any update should not be considered on it's merits, but solely on how much more of an advantage spenders have.
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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