Calculations
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Re: Calculations
just got around to catching this thread, and I kinda skimmed it so I dunno if anyone already suggested it or not but how about when the planet is on merlins it only matches say 10 or 20% of the stat(s) in question instead of 50%? would still allow for perma merlined planets, but at the same time provide an incentive for players to keep planets off merlins, even though it would be at the risk of losing the planet. you still might want to consider re-works on planet defs and such along with this. thoughts?
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- R0B3RT
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Re: Calculations
change that damned codes lol
D. (Raw strike + planets) * AB: 2*((RS)+((0->10)*0.5RS)) (12RS) 1200%
that is actual code?
xxxx resisted the aggressors with:
2,213,739 Super Guards and 853,800 Home Guard
managed to inflict 13,427,673,438,200 damage
1200%
D. (Raw strike + planets) * AB: 2*((RS)+((0->10)*0.5RS)) (12RS) 1200%
that is actual code?
xxxx resisted the aggressors with:
2,213,739 Super Guards and 853,800 Home Guard
managed to inflict 13,427,673,438,200 damage
1200%
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Re: Calculations
No.R0B3RT wrote:change that damned codes lol
D. (Raw strike + planets) * AB: 2*((RS)+((0->10)*0.5RS)) (12RS) 1200%
that is actual code?
xxxx resisted the aggressors with:
2,213,739 Super Guards and 853,800 Home Guard
managed to inflict 13,427,673,438,200 damage
1200%
viewtopic.php?p=2627917#p2627917
WARNING: This post may contain traces of dry wit and sarcasm. If swallowed you should seek immediate medical advice. Gatewars.com accepts no responsibility for injury caused by taking any of this seriously.
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Re: Calculations
ok start selling anti-merlin torpedoes for $xx each with a 33% chance say of upon being fired at an enemy that one off there merlined planets (randomely chosen) becomes un merlined for a set period of time. Then its time too try beat the defence of said planet down before the merlins become active again.
Could be combined with GNR use maybe...
Could be combined with GNR use maybe...
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Re: Calculations
redstorm wrote:ok start selling anti-merlin torpedoes for $xx each with a 33% chance say of upon being fired at an enemy that one off there merlined planets (randomely chosen) becomes un merlined for a set period of time. Then its time too try beat the defence of said planet down before the merlins become active again.
Could be combined with GNR use maybe...
Thats actually pretty good.
Being able to buy somehting with $$ to counter something bought with $$, sounds fair too
Expanding on that subject, how about mothership and commandstar, weapons and shields, capacity damaging missles along the same line ? (ie damage to capacity levels = lowering their totals)
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Re: Calculations
I was sent here by clockwork...Potato.. opp wrong topic case 1,2 and 3 and redstorms Idea of anti merlin peanuts that can be thrown in the direction of a planet! ... it was peanuts?
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Re: Calculations
Well, I moaned/talked about this in the single -> dual planet discussion, so may as well as my thoughts here also.
I think all 3 cases are beneficial, and that is what I voted for. However, I think 1 and 2 would also be fine.
IMO, AB should be able to add 100% to your RAW strike/defence, your planets should be able to add 250% of your RAW strike/defence.
I think I have less of an issue with Motherships. As long as they only double your RAW strike/defence, that should be fine. Reason being, they can be damaged. Sure, the slots are still there, but the stats aren't permanent like those of planets or the ascended blessing.
My reasoning for the above is as follows:
The game has gone from most stats being destroyable, to most stats being untouchable. IMO, this is what causes wars to takes months or longer to complete. Before when you wanted a 10T strike/defense, it cost you ~25m units, and 25m weapons. At a rate of 300b/m units, that would be 22.5T in resouces you'd need to recover. Currently, with large enough planets, you'd only need 1/7th the resouces (1/7th from units, 1/7th from MS, 5/7th from planets), which would only cost ~3.5T to repair/rebuild.
I think, even if we just adjust Ascended Blessing to benefit RAW strike, and planets only add 25% instead of 50%, that would help greatly. It wouldn't take massively from planets, as it just means use 2x the units and weapons to benefit the same.
Perhaps give an option to sell the stats on the planets if its going to be that big of an issue for a month, whilst people adjust and work out the best military structure again.
I think all 3 cases are beneficial, and that is what I voted for. However, I think 1 and 2 would also be fine.
IMO, AB should be able to add 100% to your RAW strike/defence, your planets should be able to add 250% of your RAW strike/defence.
I think I have less of an issue with Motherships. As long as they only double your RAW strike/defence, that should be fine. Reason being, they can be damaged. Sure, the slots are still there, but the stats aren't permanent like those of planets or the ascended blessing.
My reasoning for the above is as follows:
The game has gone from most stats being destroyable, to most stats being untouchable. IMO, this is what causes wars to takes months or longer to complete. Before when you wanted a 10T strike/defense, it cost you ~25m units, and 25m weapons. At a rate of 300b/m units, that would be 22.5T in resouces you'd need to recover. Currently, with large enough planets, you'd only need 1/7th the resouces (1/7th from units, 1/7th from MS, 5/7th from planets), which would only cost ~3.5T to repair/rebuild.
I think, even if we just adjust Ascended Blessing to benefit RAW strike, and planets only add 25% instead of 50%, that would help greatly. It wouldn't take massively from planets, as it just means use 2x the units and weapons to benefit the same.
Perhaps give an option to sell the stats on the planets if its going to be that big of an issue for a month, whilst people adjust and work out the best military structure again.
viewtopic.php?f=13&t=162732
Suggestions, Comments please
Suggestions, Comments please
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