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Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 4:42 pm
by Forum
1) so that ac/cov got 5x and not 10x change (easier to take)
1.5) so that something is 'gained' as well as lost (one gets bigger, one smaller, versus one smaller)
2) so that big single att/def planets not as affected by the 50% natural update
3) some other reason that i forget right now

Neimenljivi wrote:Forum a quick question - I understand why you changed the 10x multiplier in covert & AC to a 2x one, but why add a 2x multiplier in defense/strike?
That will unbalance defense & strike vs MS vs strike/def planets big time ;) So why is there a need for the multiplier?

~N

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 4:47 pm
by Neimenljivi
Forum wrote:1) so that ac/cov got 5x and not 10x change (easier to take)
1.5) so that something is 'gained' as well as lost (one gets bigger, one smaller, versus one smaller)
2) so that big single att/def planets not as affected by the 50% natural update
3) some other reason that i forget right now

Neimenljivi wrote:Forum a quick question - I understand why you changed the 10x multiplier in covert & AC to a 2x one, but why add a 2x multiplier in defense/strike?
That will unbalance defense & strike vs MS vs strike/def planets big time ;) So why is there a need for the multiplier?

~N


Yes although with it medium sized planets are affected in the negative sense and MS as well. So the only "gain" from this is for big planets not to be too affected by fixing a glitch that doesn't actually change their stats.

Like I said I do understand the C&AC thing but besides people who relied on the planet glitch and have a big planet or two, the importance of everything else gets decreased (MS and smaller planets as well)

~N

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 4:50 pm
by Wepwaet
BMMJ13 wrote:
Forum wrote:i dont quite understand the Q
Wepwaet wrote:Edit: @ Forum
Are platforms and planet defenses supposed to work how they do now, independently or were the platforms supposed to enhance the planet defense?

I believe, they work together now, the power to hit a natural defense is the only part that is independent, and then blowing up fleets is an independent part related to the platforms.


This is what im getting at, everyone has different ideas on how the mechanics work with planet defenses and platforms. Could you set the record straight?


@BMMJ13
how is that working together? You've described the essential parts as NOT working together...

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 4:59 pm
by BMMJ13
Wepwaet wrote:
BMMJ13 wrote:
Forum wrote:i dont quite understand the Q
Wepwaet wrote:Edit: @ Forum
Are platforms and planet defenses supposed to work how they do now, independently or were the platforms supposed to enhance the planet defense?

I believe, they work together now, the power to hit a natural defense is the only part that is independent, and then blowing up fleets is an independent part related to the platforms.


This is what im getting at, everyone has different ideas on how the mechanics work with planet defenses and platforms. Could you set the record straight?


@BMMJ13
how is that working together? You've described the essential parts as NOT working together...

You need 15% in fleets to engage a natural defense, 15% up to 10% of the total defense and your fleets blow up (related to the platforms) and above 10% and they survive. So in other words they work together, but there are multiple parts involved.

Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 5:03 pm
by Wepwaet
Do I really need to go searching for threads that claim the counter is true BMMJ13? I'd like to hear from the horses mouth as it were.

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 5:06 pm
by stuff of legends
seems like a fine mix, then :)

:razz:

But that still voids the sniper issue. It still wont be fixed and can't be by just doubling the sabotage effectiveness.

Edit
Forgot to ask; i have played a few other games with similar system, doing surveys etc and gain some commodity, however as far as i could see 99% were false and full of crap, they never rewarded and usually had some sort of twist which you could never do. Some surveys you completed after a half hour or so and a messaged popped up at the end saying, you are not eligible or some crap. Thus not receiving your rewards.
Are these survey people solid? or are they just random companies you found on the web?

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 5:18 pm
by Wepwaet
BMMJ13 wrote:Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.



FYI this example doesn't show anything because the platform(s) is(are) strong enough on their own to kill 200-260k fleets.

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 5:21 pm
by BMMJ13
Wepwaet wrote:
BMMJ13 wrote:Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.



FYI this example doesn't show anything because the platform(s) is(are) strong enough on their own to kill 200-260k fleets.

If you have a 1 tril natural and a 1 tril platform:
1. You would need 150 bil to engage the natural (15%)
2. You would need 200 bil to mass the total (10% of 2 tril)
3. Your fleets would blow up between 150 bil and 200 bil.

Max's suggestion is that fleet use doesn't change that much besides making the figure from 1. larger, and the figure from 3. a smaller range.

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 11:06 pm
by caesar2
* Nox is removed if more than (240) attack turns are used in 24 hours. (no warning given..they just get flustered at your warlike actions and revoke policy). Sabotage is not noticed by the Nox so does not affect the policy. You can turn Nox back on at will, though it will cost to get a new policy.


After 16 attacks (when 15 ATs are beeing used) player will be target for everyone who wants to mass him. Well, this update has no point. It will bring this game to nowhere cuse everyone defence will be massed in few seconds if suiciders decides so.

1) massing with no nox is just a game of conection speed and PC
2) players need no skill to mass
3) average player makes more than 16 attacks daily
4) if this update will be applied, i think Nox can be completly removed since statbuilders will be just sitting and watching.
5) if someone thinks, that this will bring game back to "tactics", hes not thinking about how it will change this game to a sniper mode

I tested online fight with no nox, and even if i killed triple troops with my defence, i was massed in aprox 30 seconds. Resume after this fight was, oposite player did around 50 attacks, few repairs and i did barely 5 attacks and once repaired, cuse my browser do not alowe me to do multiple actions so fast.

At the end i want just to point on some facts:
1) turning nox off will lead to "burn resources" and everyone knows where they can be bought
2) turning nox off will only benefit players who can affort to buy naq or have donations to burn resources
3) rather than 240 ATs used i sugest admin should think about 2400 ATs used and than turn nox off


EDIT: do we want GW change to a "statbuilders heaven"?
EDIT2:
* The max hits on you before phasing out (while on nox) is raised from base of 140 to base of 200 (x15 turns). (since weapons are harder to damage...) -reminder that realm alert decreases the base by a % from 10 to 50 (used to be 70).
* The max insurance delay between attacks went from 7 to 5 seconds.


It seems Nox will alowe us to attack faster (from 7 secs delay to 5 alowes you to make 12 attacks per minutes, befoer it was only 8 8) ). Nox will turn on after more attacks. All these mentioned upcoming updates are simply ruining this game.

No nox for everyone or not these updates on nox

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 11:30 pm
by Noobert
Change the Nox Timer. Starts out as 1, and as your level of %age on your account increases..so does the time.

Do not remove Nox, that's a horrible idea. It's like giving an attack planet Monkey the key to the city.

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 11:46 pm
by stuff of legends
agreed

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 11:50 pm
by caesar2
Am playing since 2006. (aprox 1825 days)
Attack Turns Used(1) 1,860,271
Average ATs used per day is 1019, if i count every day.
But if we count aprox 50% spent on PPT... than my average use per day is somwhere around 2038 per day.

Basicly i wont hve nox forever :D

How much nox will YOU have?

Re: June 29th Updates (big / many...)

Posted: Mon Jun 28, 2010 11:56 pm
by Brythalious
I agree doesn't look like a great idea.

Re: June 29th Updates (big / many...)

Posted: Tue Jun 29, 2010 12:00 am
by [BoT] Jason
Nox gets removed automatically after 16 attacks. after that you just have to reapply for it....Just means if you massing online then you both lose your nox.


Thats my understanding ATM.

Re: June 29th Updates (big / many...)

Posted: Tue Jun 29, 2010 1:02 am
by Sarevok
A possible compromise.

Rather then War being set, and you have no Nox (thus the problem with slow internet/browsers etc), what about loosing a level? If you have low realm alert, you get no delay, medium gives you 1 second, and high gives you 3.

Basically, set each delay down 1 level. Reason I say this is 2 fold.
1) Everyone agree the Nox are a peaceful, non-aggressive race, why would they protect you if your making attacks against others.
2) A smaller delay, yet a delay, allows those for slower connections/browsers to STILL compete against others, and won't mean anyone living outside the USA is royally screwed.