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Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 7:24 am
by Sarevok
GeneralChaos wrote:Forum wrote:I could have a 'probe' attack type (1 at no damage...)
or using 1at simply does not damage enemy (just you).
Brilliant idea, probably very easy to introduce too, aslong as the 1 AT does not count towards NOX or Crit phasing, this will stop someone being phased by a team mate to stop attacks on them, you also need to make it that Motherships take the damage but do not give it aswell.
IMO, as long as the "probe" can't be used to mass someone, and the prober takes some losses. I'm happy with this being introduced
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 8:20 am
by Sarevok
Sarevok wrote:So, i figure, since there's a whole heap of tweaks we'd like to see, that I'd start this sticky, to list them for Jason to add for us.
I figure, if we can give him a few, he can at least do these, whilst we wait for the next update (if it comes lol)
DoneNeed ConfirmationNot DoneTweaks:
*Check boxes for:
-
Reset personal relations -
Reset personal and officer relations -
Kicking an officer*
Make "Race Rankings" option visible whilst viewing relation for personal and alliance ranks*
Provide Date AND Time time-stamp on logs from days prior to the current (similar to market page)*
Ability to specify whom can send out alliance-wide PMs (though, we should wait and see if this is included in the alliance update)*
Show new and unread messages similar to the forum in-game*
Modify Recon logs to contain alliance, army size, and available naq in the report*
Ability to enable/disable the display of (' ', ',', '.') for digit groupings, and select which the user wishes to see*
Ability to be able to see whom is on vacation. Perhaps just for CO and 2IC*
3IC or diplomat position*
Be able to view officer relations. Be it just for war settings or all*
Fully customisable income percentages for officers AND/OR ability to say 'give no income' to your officersAny more, post in here, and I'll update the list.
If you post quickly, i might be able to ask at the meet in like 9 hours

As per Admin Request
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 9:22 am
by Andariel
1 turn isn't necessarily broken anymore. its just that when you hit with 1 turn 15 times you damage the weapons more by the time you get to that 15th 1 turn hit than it was damaged at the first hit, so less losses along the way, but it isn't damaged anymore than it would have been if you had just done a single 15 turn hit.
the advantage lies in the fact that you slowly "decay" the defense now as its a more gradual process than just throwing 30 15 turn hits.
with that in mind 3 turns doesn't fix the problem only makes the attacker suffer a little more losses.
that having been said I don't know why we are doing away with the 1 turn >.>
also I'm against this combining of supers. when you get hit you lose a % of your attack supers as well as defense? it seems awkward. and kind of unnecessary with the coming increased power of sabotage.
since when did we start basing everything around defense?
"blah blah no way to kill attack units blah blah".
if you kill an attackers weapons the rest kind of takes care of itself...
either they re-arm or farm it down/ mass it down themselves. either way you are damaging your opponent.
and another thing... with the coming nerf of covert and a/c power by removal of the 10x multiplier, i don't see a reason why we should not base house bonus on over all power.
the main abuse-ability was by building a massing covert/ac and with this its gone.
stats are a better indicator of power than army size imo.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 9:36 am
by renegadze
1 turn is rubbish, and does need doing away with
Your attackers should revert to trying to defend your realm if you have no defence...else your attackers will have no home to return to!
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 3:06 pm
by Sir Phoenix Knight
Hi Admin.. or someone who can fix this
I am getting this for
Covert Action 8,842,753,008,500 +
AntiCovert Action 16,077,724,560,908
with 10 mill UU on each with LVL 37 on both
i am very sure that it is missing a digit as i was getting 1.6 QUAD on anti when i had 100 Mill UU on it so i should be getting 160 trill fro 10 MILL UU on it now.
so both are off..
thanx ppl
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 4:21 pm
by MaxSterling
I haven't actually spent time on Beta, but it sounds like you guys are toying with making attackers destroyable when being massed? If so, this makes absolutely no sense. If my army is divided between offense and defense, my attackers will always be offworld and my defenders will always be home. If you guys are so set on destroying attackers, I created a thread that provides a solution to the problem... taking a queue from one of the few things that are good about the ascended server.
viewtopic.php?f=13&t=164489
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 5:03 pm
by Sarevok
Andariel wrote:1 turn isn't necessarily broken anymore. its just that when you hit with 1 turn 15 times you damage the weapons more by the time you get to that 15th 1 turn hit than it was damaged at the first hit, so less losses along the way, but it isn't damaged anymore than it would have been if you had just done a single 15 turn hit.
the advantage lies in the fact that you slowly "decay" the defense now as its a more gradual process than just throwing 30 15 turn hits.
Actually, there is quite a few semi-bugs with 1AT hits. Things like the defender takes like 15at damage to weapons, whereas attacker only takes 1at damage. I think similar situation to MS battles as well.
Andariel wrote:with that in mind 3 turns doesn't fix the problem only makes the attacker suffer a little more losses.
With my statement in mind, it mean the attacker is at less of an advantage then they are now
Andariel wrote:that having been said I don't know why we are doing away with the 1 turn >.>
Read other 2 statements...
Andariel wrote:also I'm against this combining of supers. when you get hit you lose a % of your attack supers as well as defense? it seems awkward. and kind of unnecessary with the coming increased power of sabotage.
Yes, with the coming updates, it does seem a little strange. Remove all the weapons, then kill all the supers. But on the flip side, it means you only need 1/2 the units you do now. Since instead of having 5m attackers and 5m defenders. You have JUST 5m supers, which can do both jobs. You get massed, it means your attack is gone to. Which atm can't be touched. And if someone masses you, and ever has a strike or defence again, you can go in an kill either one, rather then just killing defence
Andariel wrote:since when did we start basing everything around defense?
Lol, that's kinda the point of the increases to defence lately. To make it more worth wild, and more useful. Rather then just a liability
Andariel wrote:"blah blah no way to kill attack units blah blah".
if you kill an attackers weapons the rest kind of takes care of itself...
either they re-arm or farm it down/ mass it down themselves. either way you are damaging your opponent.
Pfft no. Though your argument is sort of self defeating.
either they re-arm
this is exactly the problem. Defences have their weapons removed, then the units killed. Attackers just have their weapons lost. Once you past the UU buying cap, and especially the raiding cap, loosing units is quite annoying compared with weapons. And again, sure, they can self mass, but if you catch them with an attack which isn't self-massed, you can mass it for revenge.
Andariel wrote:and another thing... with the coming nerf of covert and a/c power by removal of the 10x multiplier, i don't see a reason why we should not base house bonus on over all power.
the main abuse-ability was by building a massing covert/ac and with this its gone.
stats are a better indicator of power than army size imo.
Ok, so what happens, when an entire alliance dedicates to getting someone AC level to lets say 38. This would give the alliance ALOT of power, compared to everyone else. And thus a power inballance. Since covert/AC power is doubled every level, this would give them a clear power advantage still.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 5:06 pm
by GeneralChaos
Ive been looking at this survey system, is this like a 3rd party site that does all the surveys as they all link to 1 website, and they want all your details,
Name
Address
Phone
etc etc......
I can see people signing up for something they dont want via this, admin needs to clarify.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Fri Apr 09, 2010 9:35 pm
by Sir Phoenix Knight
GeneralChaos wrote:Ive been looking at this survey system, is this like a 3rd party site that does all the surveys as they all link to 1 website, and they want all your details,
Name
Address
Phone
etc etc......
I can see people signing up for something they dont want via this, admin needs to clarify.
the surveys remind me of the ones that were on MySpace.com games and most likely on FaceBook games
too were you have to register at other sites to get your bonuses not ingame surveys...
obviously admin didn't listen to what was said is will will do surveys if it is INGAME surveys and about SGW/GW.....
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 3:41 am
by Sarevok
MaxSterling wrote:I haven't actually spent time on Beta, but it sounds like you guys are toying with making attackers destroyable when being massed? If so, this makes absolutely no sense. If my army is divided between offense and defense, my attackers will always be offworld and my defenders will always be home.
That doesn't make sense. Sure, perhaps if they have attacked that turn, they are off-world. But what military in their right mind would always leave their troops in enemy territory? Such that attacks on their home-land wouldn't kill them. I would think that those whom were away, and heard that they were under attack, would race back to try to defend their loved ones
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 5:53 am
by GeneralChaos
I like the proposed idea about merlins,
If a planet is on Merlin you do not benefit from its boost,
As not to punish those smaller accounts maybe it needs to be pre-set at 50% if on Merlin.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 6:13 am
by Sarevok
GeneralChaos wrote:I like the proposed idea about merlins,
If a planet is on Merlin you do not benefit from its boost,
As not to punish those smaller accounts maybe it needs to be pre-set at 50% if on Merlin.
I dunno. Some people spend $200/month keeping their planets always merlined.
If you are going to make merlins less useful, make defences MORE useful. Or simply remove the doubling that occurs every 100k over 500k. And perhaps also MS techs.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 8:17 am
by GeneralChaos
Well after 500k defenses the doubling is fine, but i dont think every 100k is right, it should be every 300k after that, as an alliance will fund 1 motheship to take down a planet with huge defense, but an alliance would not spend the same naq to defend a planet.
Actually while he is at it, he should make it that people in perg who have planets only receive 30% boost from them, should state
Due to the mass of the planet in your realm it is impossible to move it into pergatory, so the resources must be sent via other means, alas because of the radiation out there, 70% of the resources perish before they reach your realm.
PERG is meant for slower game play, its not meant for those to sit with 10 x 150k up planets, to leave once a month to sell off UU to return, nor is it designed for people to sit with massive attack planets to just attack those who really need the protection.
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 8:35 am
by Sir Phoenix Knight
GeneralChaos wrote:Well after 500k defenses the doubling is fine, but i dont think every 100k is right, it should be every 300k after that, as an alliance will fund 1 motheship to take down a planet with huge defense, but an alliance would not spend the same naq to defend a planet.
Actually while he is at it, he should make it that people in perg who have planets only receive 30% boost from them, should state
Due to the mass of the planet in your realm it is impossible to move it into pergatory, so the resources must be sent via other means, alas because of the radiation out there, 70% of the resources perish before they reach your realm.
PERG is meant for slower game play, its not meant for those to sit with 10 x 150k up planets, to leave once a month to sell off UU to return, nor is it designed for people to sit with massive attack planets to just attack those who really need the protection.
I totally agree GC purg should not have all the benefits,, besides for the trade and turn limits..
it is to easy to have monstrous planets that will never be seen in main unless a serious amount of naq is put on the def
Re: BETA UPDATES MARCH/APRIL 2010
Posted: Sat Apr 10, 2010 12:31 pm
by Neimenljivi
What exactly do you need to do to get resources via surveys? Didn't quite understand that part..
~N