Minimum Decks for Crew Support
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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Flux wrote: now seriously dude, when you stop working with old statements? or do you really think, others are so lazy to check the full history? yes, i do think others are too lazy ... otherwise they wouldn't keep bringing up suggestions that are COMPLETELY OPPOSITE to the dev's stated intentions. the damage cap was nerfed three times in the first 14 months of the game and has not been changed in the subsequent 39 months. the excerpts that i have included show that this feature is working as he intended at the time of the change. here, let me show you how the OP should have made his argument, using the dev's previous decisions for support: Quote: the last nerf to the damage cap formula in april 2011 was implemented because some players were ranking up without adding decks. this meant that they could keep getting stronger without ever having any more damage being dealt to them. the nerf meant that as folks ranked up, their damage cap would be increased no matter what, so that they could no longer rely exclusively on their low deck amounts as defense in PvP.
we now have a situation where folks at high ranks are acquiring large amounts of crew and no longer adding decks. they are again getting stronger without any need to add decks. so, just like the damage cap was adjusted for the third time to include decks, we feel that the damage cap formula should be adjusted for the fourth time to include the effect of helmsmen. the new damage cap would thus be the largest of: 1. decks / 2 2. ranks + 19 / 2 3. 10 * SQRT (helmsmen) for my ship, this would more than double my damage cap from 404 to 1141. Peticks' damage cap would move from 315 to 780. Golgotha would go from 1025 to 2431. icarium's would stay at 3597 instead of the 1842 from factor 3. so SSB's would be nerfed ... but so would the massive helmsmen armies. this will have little to no effect on low ranks where PvP is still generally healthy. see how easy that was ?
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
Last edited by senatorhung on Mon Jul 14, 2014 11:10 am, edited 2 times in total.
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Mon Jul 14, 2014 10:30 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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senatorhug, let the data speak, everybody can check on their own: http://www.appdata.com/apps/facebook/12 ... axy-legionhttp://www.appmtr.com/facebook/app/1273 ... xy-legion/in some words: viewtopic.php?p=420038#p420038People do not quit a game, which is good and balanced ..other way said, keep posting and protecting the status-quo, I already wrote back at the beginning: viewtopic.php?p=419574#p419574Flux wrote: senatorhung wrote: ...
i kill and raid plenty of matched.rank ships, some even better than laughable (what?!, this is the fact, while you are right? Try to battle same reputation folks only and come back with your results please, Then we are debating about the same). GL's implementation of PvP is still better than most fb.based games. (even the old and new Mafia on FB has better PvP setup, so kindly name them - also pls note, that the limit to FB is causing the major decline in DAU of GL) would i like to see more interesting interactions ? sure. but as you have indicated, the deck-based damage cap is not the only element that would need to be addressed, so focusing on it in isolation without addressing the other deficiencies would be totally unfair.
personally, i would like to see features like automatically guarding planets under attack, active defense of bases, more contested planets, event-based match-ranked npc's that can be guarded for benefits, a regular PvP battle arena / tourney, etc., but those all would presumably require major coding efforts. I am sorry to state the following, but I think you are already speaking against yourself in your own above statement. By multiraiding and/or multihacking some even better than laughable players you just point out, why for majority the PvP element of GL is not interesting. Of course, for you the current setup is beneficial and while you did not achieve your goals, you will most probably oppose any changes, which can delay or make harder to achieve them, but hey, do you know, that this game needs to be good enough and interesting not only to you & few dozens of players? Imagine greater - if 50% of players from DAU would take PvP seriously, because they would have a chance by more fair rules and balanced rules implemented... ....
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Mon Jul 14, 2014 10:56 am |
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Major Kirrahe
Joined: Wed Jun 29, 2011 5:22 am Posts: 200
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-1 nuuuu even though I'm not a huge huge fan of SSB myself.... I can not condone the changing of the laws of physics cap'n!!!
_________________ -Major Kirrahe -"HOLD THE LINE!" -Shadowbroker777 GD (Galaxy Defenders) -TreeOfLife111 GD (Galaxy Defenders)
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Mon Jul 14, 2014 11:20 pm |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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You do know that, except for the flavor of the day twitch/spam game, FB games are on a general decline, right? This is old news ( 2012 at least), so is it any surprise that GL's DAU and MAU have dropped over time?
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Tue Jul 15, 2014 3:37 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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ICBLF wrote: You do know that, except for the flavor of the day twitch/spam game, FB games are on a general decline, right? This is old news ( 2012 at least), so is it any surprise that GL's DAU and MAU have dropped over time? well, CA is not under Zynga, Zynga had several games with fluctuation, there were forecast, that Zynga will out from market, yet still on market with very solid market share - GL is nothing compared to these listed (considering number of players). Again, I do not see the point to use 05/2012 article about one group of FB games for debate in 07/2014 for totally different game GL. Also shorty I mention, that it is some time, since I and several others suggested to open GL also to non-FB users (mobile app, google+, twitter or whatever).
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Tue Jul 15, 2014 7:10 am |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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It seems to me there needs to be some sort of diminishing returns, somewhere. But rather than getting shot at as soon as I open my mouth, I am not going to propose a way to do that and instead let someone else figure it out.
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Fri Jul 18, 2014 12:04 am |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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--this has been argued to death a million times over.
--problem is not ssb, it is any ship with hull > damage cap with a decent ratio, ssb just hit it earlier.
--read the million suggestions that solve the problem without screwing damage caps. --- need interactive pvp, not just faster kills, or just devaluing all current ships.
-- screw with damage caps, destroy base/npc health system, not a small change.
-- give large ship builds advantages due to size, not take away the advantages of small ships.
Sigh.
3Davideo, thats a better way of thinking that just "smash damage caps with a hammer". Currently, rank weakens the effects of hull, but ironically this acts as a demotivator to gameplay. I have a voice in my head every time that I level that tells me I am a little closer to taking more damage, forever. It really prevents me from activly playing/leveling.
Heck, you could even just do something like durt brackets give 1 less hull after 100k base hull, 2 less after 200k, etc. High arti ships keep getting stronger, but not -quite- as fast.
Does not solve problem, but will slow the exacerbation of the problem.
Seriously though, there have been multiple good suggestions to deal with the problem that add interactivity to the game, instead of reducing ship strength. Suggestions should start there and improve, not cut away content.
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Fri Jul 18, 2014 9:02 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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Golgotha wrote: --this has been argued to death a million times over. ...
Seriously though, there have been multiple good suggestions to deal with the problem that add interactivity to the game, instead of reducing ship strength. Suggestions should start there and improve, not cut away content. I agree, yet till the suggestions will be ignored like no time to implement new formulas etc, then the focus will remain on damage cap incl. damage cap vs critical hits (also dozen-times discussed). No change = final outcome can be easily foreseen.
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Fri Jul 18, 2014 11:36 am |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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Ok, how about this: So the idea is that smaller ships are harder to target. So why don't we make weapons specialized in targeting small, fast targets? Say, a Point Defense Turret that instead of increasing attack, increases the damage cap of the target by X. Maybe players only, maybe both npcs and players. It would be most effective on targets that have small damage caps (a fixed number would then represent a larger percent increase) and on targets that one hits near their damage cap (wouldn't it be great to get 20 points more damage on every hit?).
Or maybe some sort of Reflection Field: X% of all damage done to you is dealt to your opponent. I don't know, get creative!
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Wed Jul 23, 2014 5:51 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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3Davideo wrote: Ok, how about this: So the idea is that smaller ships are harder to target. So why don't we make weapons specialized in targeting small, fast targets? Say, a Point Defense Turret that instead of increasing attack, increases the damage cap of the target by X. Maybe players only, maybe both npcs and players. It would be most effective on targets that have small damage caps (a fixed number would then represent a larger percent increase) and on targets that one hits near their damage cap (wouldn't it be great to get 20 points more damage on every hit?).
Or maybe some sort of Reflection Field: X% of all damage done to you is dealt to your opponent. I don't know, get creative! And that's where attack comes into play... Total Attack = Amount of Damage you can do AND your Ability To Attack/Target the ship. this takes into account your ships targeting ability, the higher the attack the more advanced, superior your targeting systems and the easier it is to target those pesky little ships. So... Attack = Targeting & Damage Defense = Dodge & Damage Reduction (thrusters and dampeners).. These things are Already accounted for without adding in limitations based on 'deck size'. Damage cap based on deck size instead of weapon(s) used is backwards and illogical, take this scenario for example: Guy with a RPG, shoots small boat with RPG, boat is obliterated and in pieces. Guy with exact same RPG shoots Air Craft Carrier, Causes some damage, carrier launches retaliation, guy with RPG = dead... That is LOGICAL.. what we currently have is the exact Opposite, illogical and backwards... What the SSB's are saying is that because their Ship is smaller the sameweapon should do less damage to it than it should a bigger ship..
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Wed Jul 23, 2014 6:54 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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Chade wrote: What the SSB's are saying is that because their Ship is smaller the sameweapon should do less damage to it than it should a bigger ship..
Actually what they say is that they are speedier, more nimbler and harder to aim at, therefore would be harder to hit, no matter how big the weapon. Using your RPG example- Try hitting a fly that is in rapid flight with an RPG or try and hit an elephant/ large sloth... I think you will agree one would be much harder to hit. Given as how their isn't a mechanism for 'Missed Hits' in Galaxy Legion combat, then capped damage is the only way to show this effect. And that is without me even touching the Density of Durtanium Bracket Spread (DDBS for short) issue...
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Wed Jul 23, 2014 7:22 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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umbongo wrote: Chade wrote: What the SSB's are saying is that because their Ship is smaller the sameweapon should do less damage to it than it should a bigger ship..
Actually what they say is that they are speedier, more nimbler and harder to aim at, therefore would be harder to hit, no matter how big the weapon. Using your RPG example- Try hitting a fly that is in rapid flight with an RPG or try and hit an elephant/ large sloth... I think you will agree one would be much harder to hit. Given as how their isn't a mechanism for 'Missed Hits' in Galaxy Legion combat, then capped damage is the only way to show this effect. And that is without me even touching the Density of Durtanium Bracket Spread (DDBS for short) issue... And that is already accounted for in Attack (Attack = Amount of Damage done & Ability to HIT the ship, Targeting computers etc, the higher the attack, the more accurate and easier to hit the little ships) Your right, in a perfect system we would have 2 stats, Attack and Damage, here the are combined into 1, Attack. But at the same time Defense accounts for damage reduction (dampener modules) and Dodge (Thrusters). Dodge makes a ship harder to hit. These things are already accounted for without Limiting the Damage a weapon can do based upon its targets size. IF anything a small, very small % percent bonus to defense could be added to ships based on their size, either way, putting a cap damage done based on size is backwards, you have to admit that.
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Wed Jul 23, 2014 7:38 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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Chade wrote: [ And that is already accounted for in Attack (Attack = Amount of Damage done & Ability to HIT the ship, Targeting computers etc, the higher the attack, the more accurate and easier to hit the little ships)
Your right, in a perfect system we would have 2 stats, Attack and Damage, here the are combined into 1, Attack. But at the same time Defense accounts for damage reduction (dampener modules) and Dodge (Thrusters). Dodge makes a ship harder to hit. These things are already accounted for without Limiting the Damage a weapon can do based upon its targets size.
IF anything a small, very small % percent bonus to defense could be added to ships based on their size, either way, putting a cap damage done based on size is backwards, you have to admit that. Only it isn't accounted for is it. Under no definition of Attack in Galaxy Legion can I find a claim that it increases your ability to hit an opponent. No, no, no... the higher the attack simply the more power put out by the guns, nothing about accuracy in there (unless you want Dan to introduce a new set of ship parameters that increases your ships ability to target/avoid being targeted. I dont particularly view it as backwards... different yes, interesting yes, backwards no. There are so many ways you can explain the SSB (non-) issue that most of the arguments just come across as "I don't like this ship set up, it should be removed"
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Wed Jul 23, 2014 7:48 pm |
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3Davideo
Joined: Fri Jan 28, 2011 5:55 am Posts: 102
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umbongo wrote: ...unless you want Dan to introduce a new set of ship parameters that increases your ships ability to target/avoid being targeted... I would love it if he did. Actually, it kinda sounds like scan and cloak should do. But yeah.
_________________ I'm an engineer. If something doesn't work well, I try to find a way to fix it, rather than just accepting the status quo.
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Wed Jul 23, 2014 8:14 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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3Davideo wrote: umbongo wrote: ...unless you want Dan to introduce a new set of ship parameters that increases your ships ability to target/avoid being targeted... I would love it if he did. Actually, it kinda sounds like scan and cloak should do. But yeah. And guess what would happen. People would be SSB and pump points into the avoidance stat, that way you would struggle to hit them and when you did hit them, you would hit for a low amount... I can see why Darth Flag gets pissed with people not thinking their ideas through now...
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Wed Jul 23, 2014 8:19 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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umbongo wrote: Chade wrote: [ And that is already accounted for in Attack (Attack = Amount of Damage done & Ability to HIT the ship, Targeting computers etc, the higher the attack, the more accurate and easier to hit the little ships)
Your right, in a perfect system we would have 2 stats, Attack and Damage, here the are combined into 1, Attack. But at the same time Defense accounts for damage reduction (dampener modules) and Dodge (Thrusters). Dodge makes a ship harder to hit. These things are already accounted for without Limiting the Damage a weapon can do based upon its targets size.
IF anything a small, very small % percent bonus to defense could be added to ships based on their size, either way, putting a cap damage done based on size is backwards, you have to admit that. Only it isn't accounted for is it. Under no definition of Attack in Galaxy Legion can I find a claim that it increases your ability to hit an opponent. No, no, no... the higher the attack simply the more power put out by the guns, nothing about accuracy in there (unless you want Dan to introduce a new set of ship parameters that increases your ships ability to target/avoid being targeted. I dont particularly view it as backwards... different yes, interesting yes, backwards no. There are so many ways you can explain the SSB (non-) issue that most of the arguments just come across as "I don't like this ship set up, it should be removed" Eh, years and years of gaming got the better of me there, no your correct it does not 'specifically' say that, So, have me there. But it would be safe to assume that since Officers dont actually make a cannon stronger, they are responsible for the targeting aspect of the Attack Stat. So basically every attack hits. But, the argument that smaller ships should take less damage from the exact same gun that a larger ship would take more damage from? absurd. The biggest argument for SSB is that, its smaller, harder to hit because it can dodge better, but.. Dodge/Maneuvering IS accounted for in the defense Stat, thrusters, so saying that a smaller ship is harder to hit because it can dodge easier, is ALREADY included in the defense stat. Thus Damage should be Attack vs Defense, period, ship size not accounted for.. if ANYTHING smaller ships should take More damage per hit  Backwards yes, Different? not in a good way, Interesting? for the love of deep space no, Annoying? yes, when you hit a cocky loud mouth arrogant s.o.b. that is 800 ranks lower than you, and you hit them for 300 damage when your attack is more than 10x their defense? and you should blow their ship into little tiny debris floating in space in one shot, yes. I mean at that point, whats the use of increasing your attack, to do more damage, when its going to be limited by the size of someone elses ship... Is it one of the reasons that new Gamers coming to the game quit? I have no doubt about that. Is it the reason I despise and normally avoid pvp here if I can? yes.. and sadly, i've loved pvp in other games...
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Wed Jul 23, 2014 8:20 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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Chade wrote: Eh, years and years of gaming got the better of me there, no your correct it does not 'specifically' say that, So, have me there. But it would be safe to assume that since Officers dont actually make a cannon stronger, they are responsible for the targeting aspect of the Attack Stat. So basically every attack hits. But, the argument that smaller ships should take less damage from the exact same gun that a larger ship would take more damage from? absurd. Assumption is the mother of all cock ups... Never assume, but work on the facts as they are presented. Tac Officers increase power, the game mentions nothing about them being good at aiming. I am picturing them as Stormtroopers/James Bond villain henchmen... Powerful but couldn't hit a barn door with a banjoThe biggest argument for SSB is that, its smaller, harder to hit because it can dodge better, but.. Dodge/Maneuvering IS accounted for in the defense Stat, thrusters, so saying that a smaller ship is harder to hit because it can dodge easier, is ALREADY included in the defense stat. Thus Damage should be Attack vs Defense, period, ship size not accounted for.. if ANYTHING smaller ships should take More damage per hit And here is where the aforementioned DDBS comes into place. Picture each ship as a simple 2d square. An LSB, for example, is a 10X10 square, whilst an SSB may be a 4x4 square grid. Durtanium Brackets take up a single square. SSBs, being much smaller would build up a much thicker layer of Durtanium Brackets, therefore requiring much more effort to blast through and damage the ship. Using rough numbers of 160 Durt Brackets- An SSB square would end up as a 4x4x10 3D cube, whereas those same 160 Brackets on an LSB would only produce a 10x10x 1.6 3D cube...To sum up my mini ramble about Durtanium Density- Put thick layer of stuff between your delicate bits and big bang bang = much harder to damage those delicate bits and longer to wear through the thick layer
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Wed Jul 23, 2014 8:32 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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umbongo wrote: Chade wrote: Eh, years and years of gaming got the better of me there, no your correct it does not 'specifically' say that, So, have me there. But it would be safe to assume that since Officers dont actually make a cannon stronger, they are responsible for the targeting aspect of the Attack Stat. So basically every attack hits. But, the argument that smaller ships should take less damage from the exact same gun that a larger ship would take more damage from? absurd. Assumption is the mother of all cock ups... Never assume, but work on the facts as they are presented. Tac Officers increase power, the game mentions nothing about them being good at aiming. I am picturing them as Stormtroopers/James Bond villain henchmen... Powerful but couldn't hit a barn door with a banjoThe biggest argument for SSB is that, its smaller, harder to hit because it can dodge better, but.. Dodge/Maneuvering IS accounted for in the defense Stat, thrusters, so saying that a smaller ship is harder to hit because it can dodge easier, is ALREADY included in the defense stat. Thus Damage should be Attack vs Defense, period, ship size not accounted for.. if ANYTHING smaller ships should take More damage per hit And here is where the aforementioned DDBS comes into place. Picture each ship as a simple 2d square. An LSB, for example, is a 10X10 square, whilst an SSB may be a 4x4 square grid. Durtanium Brackets take up a single square. SSBs, being much smaller would build up a much thicker layer of Durtanium Brackets, therefore requiring much more effort to blast through and damage the ship. Using rough numbers of 160 Durt Brackets- An SSB square would end up as a 4x4x10 3D cube, whereas those same 160 Brackets on an LSB would only produce a 10x10x 1.6 3D cube...To sum up my mini ramble about Durtanium Density- Put thick layer of stuff between your delicate bits and big bang bang = much harder to damage those delicate bits and longer to wear through the thick layer Brackets add to Hull, Hull does not reduce damage but reflects how much damage a ship can take before it is obliterated, and we have a stat called Hull. That does not reflect any limitations on how much damage my cannons can do, just how many shots or damage from my cannons tha tyour ship can take, period, Regardless of size of the ship.
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Wed Jul 23, 2014 8:54 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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Chade wrote: Brackets add to Hull, Hull does not reduce damage but reflects how much damage a ship can take before it is obliterated, and we have a stat called Hull. That does not reflect any limitations on how much damage my cannons can do, just how many shots or damage from my cannons tha tyour ship can take, period, Regardless of size of the ship.
The thicker the hull.. the more work you need to do to do any real damage. Kinda missed the point of my post but oh well.
_________________ UmBongo, UmBongo, they drink it in the Congo....
I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton
Alumni of the Crimson Lances and Lords of Infinity
Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Wed Jul 23, 2014 8:56 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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umbongo wrote: Chade wrote: Brackets add to Hull, Hull does not reduce damage but reflects how much damage a ship can take before it is obliterated, and we have a stat called Hull. That does not reflect any limitations on how much damage my cannons can do, just how many shots or damage from my cannons tha tyour ship can take, period, Regardless of size of the ship.
The thicker the hull.. the more work you need to do to do any real damage. Kinda missed the point of my post but oh well. And I think you might have missed mine. We have a stat called hull, tells us how much hull the ship has (Density included). Cannons do X amount of damage to a hull, that is reduced from the Total Hull, kind of the same as hit points in an MMO. Not how much damage my ships weapons can do per hit.
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Wed Jul 23, 2014 9:10 pm |
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