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Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 2:04 pm
by schuesseled
Tetrismonkey wrote: Planets are ment to be taken and lost, not to be kept forever.
Again, just because you spend money on a FREE game doesnt warrent you to ruin the gameplay for the rest of us.
For once, stop thinking of ways to better the game for yourself, and look at the bigger picture.
Planets are meant to be taken and lost, Their is already a method for this. I'm not saying that planets should be permanent assests. At no point in my long helpful suggestion agreeing with you most of the way did I say this.
However planets were never meant to be destroyed, the idea has been suggested many times in the past and been rejected. I have given a well thought If I dont say so myself plan of action to implement a good system of damaging planets, by way of a new attack.
I did say that Merl'd planets should be immune. But perhaps they should simply aquire additional costs to damage. Or have a higher minimum % Effectiveness amount. Afterall whats the point of paying through the nose for Merlins to allow them to be damaged the same way as planets in the open.
I Personally dont spend money on this game, I have nothing against people that do. You can also use Naqudah to sell for $ to buy Merls via USS, it doesnt have to come from your wallet, and trust me, I did this for a bit when naqudah sold for more $, and it was expensive

The game isnt a free game. Admin is not gifted the servers to run it by anyone. He is not some billionaire who is giving charity to us. He is a business man, this game is his business and he uses it to make some money. Where by you can play the game for free. You can even take off the add banner so you don't pay anything to him, (viewing the Add gives him $

) but If you dont pay to play you should and do suffer a with a little less game play than the payers.
I have suggested no ways to better the game for myself, currently I use 0 merls a week. I have made suggestions to "only the better the game" in my opinion. Well If you didnt percieve this, perhaps you mis read the post, It was long, perhaps you were mistaken in translation of my points, I suggest a re-reading.
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Also Updated with a couple extra points. Was a long post had to be done in parts =)
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Also, I agree that new players should get some kind of boost, but yes the fact that you could either sponsor a new account build a ridiclious MS on it and give it 30% free. Also the fact that you can chance race to a Asgaurd or w.e and then get all techs, ascend = 130% of MS before de-ascending and then prooceed to repeat, Certainly means the idea can be abused, It needs some more thought.
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 2:10 pm
by harchester
planets yes
MS no
Worst idea ever
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 3:30 pm
by Lithium
might be good limiting MS strike bonus vs normal def . you attack def units/weaps wit yr strike units/weaps + MS providing big amount of power from space

could be good to limit MS to 1/3 of its full power when hitting def.
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 4:22 pm
by jedi~tank
if i was attacking from space to a ground position i wouldnt limit my assault to 1/3..maybe limit to a defense ratio
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 6:14 pm
by CABAL
Tetrismonkey wrote:As stated in the first post, lets limit the attack of the MS bia normal strike. At full power, MS strike say is 500bil. Your total strike is 500bil. Your Strike planet is 500bil. If that were the case, as of right now, you would have 1.5tril strike, and less than 1/3 the losses. So lest do this as stated before, make it 1/2 the total. IE, your MS strike will be then 250bil, your strike planet 250bil on a 500bil strike. This way, it severly limits the amount of power that COMES from both planets and MS's to give a better balance.
Why would an attack from space be cut in half? Gravotational fields disipate 50% of the strike comming from the mothership.
Why would attack planets be cut in half? Same as above!
Errr. I remember reading somewhere that mentioned the fact that attack/def planets don't follow you, and fire lazars on the enemy, but it's the people on the planet...
And hereby, I propose that, say,
strike planets don't get damaged if the player hits a def smaller than their strike. When their strike is (down to) 75% the enemy's def, the planet loses 'points' (kind of like weapons, but in this case, just lots of wounded/almost none killed), if the def is more than double the strike, the strike planet begins to lose attributes (lots of wounded/lots of killed).
Strike planets should only be able to give 1/3 your RAW, MS should only be able to add 1/2. Def planets should be able to give 1/2, and MS should be able to give 100% your def raw.
However for merlins, instead of making them invulnerable, perhaps something which makes planet defs like, 200% more effective or something and increasing the % you need to take down defs to something like 60% anything less and your fleets are gone
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Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 6:54 pm
by Sarevok
Tetrismonkey wrote:New/small MS Fix/idea:
Impliment the MS techs, cheaply, for unascended accounts ONLY. They can buy up to 10 MS techs. Adds a total of 30% more power to there motherships. However, when they ascend to Prior, the Techs will turn into RAW SLOTS. Now for then on, they only upgrade RAW SLOTS. This means, NO MORE MS TECHS ONCE ASCNEDED.
Sorry Tetris, but this is blind-sighted...
Think about it. I have 100k slots. I de-ascend myself to a normal race. I buy all techs, giving me 130k, and then ascend. Once i ascend, i AGAIN de-ascend, and AGAIN, buy techs, giving me 169k slots, and ascend. Repeat this 5 times, and my 100k slots goes to more then 300k, in 5 ascensions...
Tetrismonkey wrote:-Added power is only 1/2 of the ground strike. Example: 150bil ground strike, 550bil MS strike added, 700bil strike planets. You get 300bil strike with MS adding only 150bil! So you get 450bil strike from this at max. MS power doesn't change, just power added being capped.
Would completely nerf ALL stat improving planets... Say i have a 1T strike. But i can only add 500B from planets, 10 attack planets, are worthless upgrading above 50B... ALSO, you forget, the ability for attacks to damage a defense at only 30%. Basically, defense planets would become worthless... completely worthless. Even if the defense is 3T, you can only get a TOTAL of 1.5T from the planets bonuses, but the attack planets, can equal this, yet, in effect, are 3x more effective at what they do
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 6:56 pm
by Sarevok
Tetrismonkey wrote:interesting.
Planet defenses are just fine as they are. I think most defesnes can hold back smaller accounts, but for bigger accounts, investing into 1, planet and using all platforms and full planet defense, it will make it very very very hard to get the planet.
Keep in mind, planets are ment to be taken. Losing attributes is just another thing with planets.
Also, as put before, when a planet is merlined, it is only able to produce 75% of its full power.
And no again. As was pointed out here...
BenjaminMS wrote:A few things...
Some time ago, at the introduction of the def platforms, Silent Bob (at least he told me) he had 3 platforms and a def on a planet... total power 5 tril+. Got stripped away by Orpheus and others.
So, don't tell me that planets can be un-takeable with defenses, when a planet with over 5T defense was taken (since, for some bazaar reason, that defense can be massed by 750B fleets, that's just silly...)
Though i don't know how this was possible, unless you only needed 15% of the PLANETS defense (not total, which is what i thought it was) to damage the defenses
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 8:05 pm
by schuesseled
When the PDP's first came out, I dont think they worked properly maybe this is why the guy who claimed to loose 5 tril in planet defences did indeed loose.
That said, PDP's ... just cant figure out how they work, was doing some testing in Beta to see. And even though with how admin describes.
10% of Fleet Power of PDP's needed to not get destroyed.
15% of Fleet Power of Planet Defences needed to not get destroyed. (And actually, even to attack).
It seems as though, The total is figured out on 10%
So say you have 1.5 tril in Planet Def and 3 T in platforms. It should take 15% of 1.5 and 10% of 3, = 525 bil fleet power.
/ 1,156,000 = 454,000 fleets. Which no one (as far as im aware)... even now... over a year later has.
So it should be unmassable, But in testing in Beta, it seemed to be more like this equation to working out fleets needed.
10% of the beaneath in Total Fleet Power to not get fleets to 0.
75-100% (Current PDP Power) of PDP power *as it varies from total*
so what should take 454,000 fleets can now, with a little luck be done in, 340,000 fleets.
So as too how PDP's work I would like an answer from someone who coded it lol.
At one point in my testing, it was something like 5 tril in PDP 495 bil in fleets and they didnt 0, it was at 9.5% of PDP which means it should go to 0 but it didnt, confusing confusing confusing.
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As for the nerf of the stat pushing planets, IMO, they are over powered anyway, so is it really a bad thing.
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 8:25 pm
by schuesseled
CABAL wrote:And hereby, I propose that, say,
strike planets don't get damaged if the player hits a def smaller than their strike. When their strike is (down to) 75% the enemy's def, the planet loses 'points' (kind of like weapons, but in this case, just lots of wounded/almost none killed), if the def is more than double the strike, the strike planet begins to lose attributes (lots of wounded/lots of killed).
I prefer my damage idea
, more based on enemies damaging your planets via a special attack, rather than you damaging them via attacking and need to repair them to continue. Strike planets should only be able to give 1/3 your RAW, MS should only be able to add 1/2. Def planets should be able to give 1/2, and MS should be able to give 100% your def raw.
Yeah something along these lines could be good for the game, and continue along the lines of the last update to make defence harder to take out. However for merlins, instead of making them invulnerable, perhaps something which makes planet defs like, 200% more effective or something and increasing the % you need to take down defs to something like 60% anything less and your fleets are gone
Thats not a bad idea actually, instead of Merlins making them untakeable, just making them a lot harder to take. Would need some thought, as a merl'd planet with 500k defences should be practically impossible to take.
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 8:48 pm
by Byrnes
Jedi~Tank wrote:Tetrismonkey wrote:Well planets, if you think about it, you can make 1 planet untakable. 3 full built platforms and max defenses on planet. Id like to see someone pull that off.
As for the MS's, the competition is already there. Its not bringing anything down JT, its actually making more of it. The more you want MS techs, the more your gonna have to put into them. The MS techs give you a cheap boost.
so whats wrong with a boost? it gives small ones a boost as well, hell when your ms is 3 tril the boost is irrelevant if the opponent is no where close
Exactly it also makes smaller accs boost there MS
Re: MS fix/Planet fix
Posted: Sat Oct 17, 2009 9:23 pm
by Sarevok
schuesseled wrote:As for the nerf of the stat pushing planets, IMO, they are over powered anyway, so is it really a bad thing.
Attack planets are the most overpowered... followed by defense planets, then covert ones. My reasoning for this order?
1) Attack planets can damage 3x their power, making them 3x as powerful as defense planets
2) Defense planets, can essentially increase a users defense by 500%, to a limit, where as covert planets, compared to even having a mediocre covert level (25 say), only add like 1-5% for each that you have...
schuesseled wrote:CABAL wrote:And hereby, I propose that, say,
strike planets don't get damaged if the player hits a def smaller than their strike. When their strike is (down to) 75% the enemy's def, the planet loses 'points' (kind of like weapons, but in this case, just lots of wounded/almost none killed), if the def is more than double the strike, the strike planet begins to lose attributes (lots of wounded/lots of killed).
I prefer my damage idea
, more based on enemies damaging your planets via a special attack, rather than you damaging them via attacking and need to repair them to continue. Strike planets should only be able to give 1/3 your RAW, MS should only be able to add 1/2. Def planets should be able to give 1/2, and MS should be able to give 100% your def raw.
Yeah something along these lines could be good for the game, and continue along the lines of the last update to make defence harder to take out. However for merlins, instead of making them invulnerable, perhaps something which makes planet defs like, 200% more effective or something and increasing the % you need to take down defs to something like 60% anything less and your fleets are gone
Thats not a bad idea actually, instead of Merlins making them untakeable, just making them a lot harder to take. Would need some thought, as a merl'd planet with 500k defences should be practically impossible to take.
2 & 3 IMO are worth considering
Re: MS fix/Planet fix
Posted: Sun Oct 18, 2009 7:02 pm
by jedi~tank
Leave my ms alone

Re: MS fix/Planet fix
Posted: Sun Oct 18, 2009 11:24 pm
by schuesseled
Jedi~Tank wrote:Leave my ms alone


Re: MS fix/Planet fix
Posted: Mon Oct 19, 2009 3:32 am
by Tekki
schuesseled wrote:Jedi~Tank wrote:Leave my ms alone


We need to form a league for the protection of the big MSs

Re: MS fix/Planet fix
Posted: Mon Oct 19, 2009 4:06 am
by Lithium
building a big MS is a hard work and its not good to kill it. might be worth trying to limit the bonus they provide to def/strike when using them to mass or farm so the def (unit/weaps) are still worth