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 3 suggestions(lame title, I know) 
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Joined: Fri Sep 16, 2011 12:04 am
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Here are three completely unrelated suggestions. I simply didn’t want to make 3 different threads about it and semi-spam the forum. If you guys feel those should be separate, I will separate them.
1. (Limited) auto null-fuse. I personally feel it’s a hassle to null fuse when I hit a KV while hunting for red badges. And hence I ask for a setting you can use to auto-null-fuse whenever you hit a KV or QF, if you still have them. Now, to make minimal change to the game, here is where the “Limited” part comes in:
Option 1: If the target is currently active, this will not auto apply. The problem with this is that it “gives away” whether the target is currently active, which would not be otherwise possible to know (usually). This is why I prefer option 2.
Option 2: Auto null fuse will only trigger once per target per locking. The problem with this would be the definition of “locking”. A simple way to do this might be once per target per set period of time (say 2 hours?)
With one of the above 2 limitations, this should not change “hot” combat and only really apply while hunting for random badges on BT. I can’t really think of any negatives for this outside of coding effort, thou I invite the community to find them, if they exist.
Now, I foresee the arguments of “you could have trap probed” or “you could use tabs” etc, but really… when you want to hunt a fairly large quantity of badges in a relative small period of time, it really get tedious. Now I would welcome a “short cut” to lunching trap probes, as that would help too, but I can’t see why auto-fusing can’t be done too.




2. Enhanced newbie protection:
For starters, this hereby suggested plan would no longer benefit me in any way or fashion (unless variables are changed) and only hurt myself (as it will protect newbies from me soon enough) so it’s definitely not for selfish reasons.
Simply speaking, I really feel that the current newbie protection (up to rank 20+an aegis) is extremely insufficient. Frankly, newbies cannot protect their planets from the big boys for at least 200 ranks after exiting the current newbie protection. Not that they have many that really worth protecting but…
So here is my proposal:
First: Planets that is colonized or invaded within the last 7 days or owned by inactive (“newbie”) players will not enjoy this protection. This is obviously anti-abuse.
Second: Only players who are under 200 will enjoy this form of limited protection.
Formula: PL=player level (that of the “newbie”), AL (attacker level, the one attacking or invading the planet), LAL (legion average level of the newbie’s legion), LHL (legion highest level of the newbie’s legion)
F=AL/MAX(PL, LAL/2, LHL/3)
If F>1.5, planet defense, invasion defense and attack for both damage calculation and invasion will be boosted by a factor of sqrt(F)
For example, if a planet of a lvl 60 player is in a legion of average lvl 120 which have a highest lvl player of 180 being attacked by a rank 240, then F=240/MAX(60, 120/2, 180/3)=240/MAX(60,60,60)=240/60=4. 4>1.5, therefore the defense, invasion defense and attack will be increased by a factor of sqrt(4)=2. In other words, if the planet has 1000 defense, then it acts as 2000 defense against THIS SPECIFIC attacker. (Note the value is different for each attacker)
By increasing the values by a factor as opposed by a constant, it will make it so that the newbie will still need to defend the planet with something instead of leaving it unprotected and using all space for production AND get defended.
By using sqrt of F instead of F itself, this does not make the bonus mega large. Even if a rank 2000 is attacking the planet of rank 20, it is only x10, which frankly won’t be much (what can you expect from a rank 20 anyway?)
I understand the concept of “rank isn’t everything” and for all intends and purposes, a rank 50 might have OB. But I cannot find a better standard. Furthermore, by taking LAL and LHL into calculation, this somewhat minimize this problem. OP tiny are usually based from super base productions, which requires a strong legion which have either high LAL or high LHL thus causing the F value to decrease. So except in the case of super slow ranker, this should not be a big problem.



3. Complex planet combat to increase the value of: Planet Time Vortex, Planet Vortex Deflector, Unstable Wormhole Emitter.
Proposition 1: Add “stability” value to a planet. This value increase by 1 per 24 hours the planet is not attacked OR increase by 2 for each planet time vortex used. This value decrease by 5% (or *.95 rounded down) for each 200 population killed by ATTACKING and decrease by 1 for each bio-vap used. The planet population regeneration rate equals to the square root of the stability value or 1, whichever is higher (an alternative is +0.1% max pop per min for each square root of stability). So for a year old planet with a few PTV, it can have 400 stability and hence 20 pop/min (under alternative plan, this will regen about 2% of max per min). This will increase the value of PTV quite a bit (especially on newly conquered planets, 12 of those will greatly increase the regenerate rate until it gets killed down a bit which you can refill with more PTV) Furthermore, it gives a little extra reason to attack a planet when you can Bio-vap it.
The values of this can be tweaked ofc, this is just the concept.
Proposition 2: Tactical Planet assault modification involving calming (Amp or halc), PVD and UWE.
Sure, PVD is already useful if you do not expect a need to clone pod the planet (which is often true), but you can only really use so many of them, and eventually the production will outmatch the usage. So I’m dragging it down too.
Here is how I imagine it:
a. Ship warped away by UWE cannot re-guard for 5 min, unless a TM is used in which case the duration is shortened to 20 seconds. (for the cost of UWE, 20 sec time window is fair enough)
b. You can use multiple PVD on a planet. If you do, there will be a PVD counter which increase by 1 for each PVD used. PVD will expire and all PVD counter removed when the FIRST PVD activated expires.
c. Truced ships can no longer be attacked on planets, but UWE can now be used on planets with PVD when there is a Truced ship guarding it. The UWE will ALWAYS warp a Truced ship. Truced ship cannot use TW to reduce the guarding cd. However, if there are more than 2 PVD counter on the PVD when a UWE is used, remove 2 PVD counter to negate the UWE. (changing the battle from “who have more nanos” to “who have more UWE/PVD”)
This plan will hopefully increase the value of aforementioned artifacts while maintaining game balance and prevent abuse. Proposition 1 of suggestion 3 (or some modification of it by tweaking the values) will

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Fri Mar 16, 2012 12:19 am
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Joined: Tue Dec 06, 2011 3:17 pm
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Why couldn't this have been implemented a few hours ago when I took a VL 3X Mega Rich mining planet from a rank 366 guy... :(
He would have had to wait til I ranked up another 166 ranks to get it back!

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Sat Mar 17, 2012 12:37 am
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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For starters,
Uy23e wrote:
First: Planets that is colonized or invaded within the last 7 days or owned by inactive (“newbie”) players will not enjoy this protection. This is obviously anti-abuse.


Secondly, it's a % boost, at most 428% bonus to ur planet stats, it does NOT make ur planet immune.
And the % boost is smaller if u r above 20 more, ur legion have higher avg lv(above 40) or a big player(above 60)

So your statement won't be true~ but if u were smaller and the planet was not a recent invade, it will give u some extra fighting chance

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Sat Mar 17, 2012 2:41 am
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