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Complete Destruction

Posted: Fri May 22, 2009 10:05 am
by Dmonix
Hardcore name for an idea that starts off roughly lamely :lol:

Ok so most people will know that there are a number of accounts with 0 defensive action (This is not a thread against those beautiful suppliers of resources ) and with that 0 defensive action is an overwhelming 19 defenders, as on their obliterated motherships is a massive amount of shields and volleys remaining.

Why do I point this out? Simple:
Add in an extra "if" statement into the code stating that if there is say 14shields left on a mothership and another attack is launched from someone that those last few shields are destroyed. It would clean up a bunch of nasty numbers everywhere, it would mean that people raiding with their motherships don't lose those 6 or whatever inconvenient number of shields it is.

I realise that is pretty much a waste of time on it's own all it does is remove a little "niggle" in the game but stick with me it gets better...

Get a system put in place to measure the time the mothership is completely 0'd, and if say after a week nothing has been rebuilt subsequent attacks on the target start destroying capacities on the motherships, I'm not entirely sure what good it would do but it would mean motherships take proper damage after sufficient attacks.

What you guys think?

Re: Complete Destruction

Posted: Fri May 22, 2009 10:53 am
by muffafuffin
i was on board til the destroyed capacity part. I dont think there is a fair way to judge the amount of time zeroed before capacaities are destroyed. To many reasons for absences during period where your stuff can get zeroed.

however getting rid of those pesky invincible defenders and left over sheilds that just peck at your lovely MS sounds great. theres no reason a ms with like 30 lasers and 12 sheilds should be damaging a MS with 150k sheilds and 225k lasers it just doesnt seem right lol.

Re: Complete Destruction

Posted: Sat May 30, 2009 6:58 pm
by Tekki
I like the idea of taking the MS weapons to 0 but not the reduction in capacity. That makes it fundamentally flawed against the larger MSs and yes I'm biased on this but -shrug- it costs 100s of trillions to get a large MS these days and while it can be massed the safety of the capacity is something that is assumed.

Though once a MS gets to 'flattened' even though it still has some attack/defence weapons it doesn't damage another MS at all. it's just the intermediate state where it does kill some tiny MS amounts.

Re: Complete Destruction

Posted: Tue Jul 14, 2009 7:09 am
by Kroony
if a MS has been zeroed the owners would be foolish to send it into battle. It should just stay in the MS garage until it can actually do something.

Re: Complete Destruction

Posted: Tue Jul 14, 2009 7:26 am
by Caladon
Kroony wrote:if a MS has been zeroed the owners would be foolish to send it into battle. It should just stay in the MS garage until it can actually do something.


What if sending a MS into battle was optional?

Re: Complete Destruction

Posted: Tue Jul 14, 2009 7:44 am
by Kroony
off topic but i would like it...

Re: Complete Destruction

Posted: Tue Jul 14, 2009 10:25 pm
by muffafuffin
optional ms's in battle would kind of suck for those people that took the time to make there MS's the biggest in the game.

Re: Complete Destruction

Posted: Wed Jul 15, 2009 12:35 am
by Kroony
then wouldn't their mother ship just swoop in uncontested and add huge bonuses to their side?

Re: Complete Destruction

Posted: Sun Jul 19, 2009 6:12 pm
by Sarevok
I agree with Kroony, if they were optional, it would just allow for the owner of bigger MS to improve their offensive/defensive capabilities. Plus it would be more skillful in a way, having to catch someone unawares, like missing PPT, to mass their MS, and they then have to rebuild it

Re: Complete Destruction

Posted: Sun Jul 19, 2009 9:31 pm
by Ashu
Caladon wrote:
Kroony wrote:if a MS has been zeroed the owners would be foolish to send it into battle. It should just stay in the MS garage until it can actually do something.


What if sending a MS into battle was optional?

Off topic but tbh i think it would take the game to another level...i mean think of the strats!

Re: Complete Destruction

Posted: Thu Jul 23, 2009 11:59 am
by Norbe
Caladon wrote:
Kroony wrote:if a MS has been zeroed the owners would be foolish to send it into battle. It should just stay in the MS garage until it can actually do something.


What if sending a MS into battle was optional?


It is optional, just send it on a search mission...

Re: Complete Destruction

Posted: Thu Jul 23, 2009 4:41 pm
by Jim
Norbe wrote:
Caladon wrote:
Kroony wrote:if a MS has been zeroed the owners would be foolish to send it into battle. It should just stay in the MS garage until it can actually do something.


What if sending a MS into battle was optional?


It is optional, just send it on a search mission...

then you cant send it into battle against a smaller opponent or attack planets, and some people have 10 planets ya know?

Re: Complete Destruction

Posted: Thu Jul 23, 2009 5:17 pm
by Sarevok
Plus, if you just want it protected over night, while you sleep, unless you sleep for 24 hours, this would just leave you in the same situation as the day before. I think there should be some time delay however, like vacation. Maybe not as long, but like 12 hours before you can exclude it, where your guys are getting off, and your hiding it somwhere on your home world

Re: Complete Destruction

Posted: Sun Jul 26, 2009 12:13 pm
by MEZZANINE
I dont think destroying MS capacity is really an option given the ratio between cost of upgrades and cost of massing but mopping up the tiny amount of weapons/shields/superguards would be good.

Sadly several suggestions about multiple MSs and multiple MS missions have been suggested before by me and others to no avail.

Re: Complete Destruction

Posted: Sun Jul 26, 2009 8:10 pm
by Sarevok
I agree about the 19 or 29 whatevers left. Should be something in the coding,
If(total < 30)
{
total = 0;
}
else
{
*normal calculation of deaths*
}