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 Damage Cap on planets Review. 
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Joined: Tue Sep 28, 2010 7:50 pm
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I've looked at the damage caps on planets.

Its a maximum of 20, Regardless. what really i think is harsh.
Specially when you have a planet with 50,000 Defense with 5,000 Population.

Its just stupid.
1-5 damage maximum, 1,1,1,2,1,1,1,2,1,1,1,1,1.

So how about this? instead of 20 max damage cap regardless.
can we have a 10% or 5% of the population cap.

This means, if your population increases. so does the damage cap.
Its the same with all the other damage caps. Shouldn't this be the same?

This would be a most fair on all the planets. if you have 5,000 population with 50,000 defense. you'll never hit the 10% cap of
500. But people will be able to take down the population in a reasonable amount of time.

5% cap might be even better.

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Tue Jan 15, 2013 6:06 pm
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Damage caps should not be based on hit points (and population is essentially the planet's HP). Otherwise why add more HP if it just makes the HP worth less the more you add?

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Tue Jan 15, 2013 6:27 pm
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This makes about as much sense as going back to the hull based damage cap.

The point of adding pop is so it takes awhile and some energy to get down.

Go find some bio vaps, or alert it and get help.

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Tue Jan 15, 2013 7:07 pm
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Joined: Fri Sep 16, 2011 12:04 am
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-1
It would be stupid to make it based on population, makes no sense.
One of the factor of whether a planet is worth taking would be the difficulty of getting it, nothing wrong with that.

now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.

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Tue Jan 15, 2013 8:12 pm
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John Falls wrote:
I've looked at the damage caps on planets.

Its a maximum of 20, Regardless. what really i think is harsh.
Specially when you have a planet with 50,000 Defense with 5,000 Population.

Its just stupid.
1-5 damage maximum, 1,1,1,2,1,1,1,2,1,1,1,1,1.

So how about this? instead of 20 max damage cap regardless.
can we have a 10% or 5% of the population cap.

This means, if your population increases. so does the damage cap.
Its the same with all the other damage caps. Shouldn't this be the same?

This would be a most fair on all the planets. if you have 5,000 population with 50,000 defense. you'll never hit the 10% cap of
500. But people will be able to take down the population in a reasonable amount of time.

5% cap might be even better.

~John Falls~


If the damage cap is 25 times what it is now, you would do 25 times as much damage. Thus, if you would have been doing 10 damage before, you would now be doing 250. Thus, doubling the planet's population would double the enemy's damage, and that would render population worthless.


Tue Jan 15, 2013 8:15 pm
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Uy23e wrote:
now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.


this, would be better (although... who will colonize 'very tiny', and moreover, invade it? lololololol)


Wed Jan 16, 2013 7:12 am
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asquall wrote:
Uy23e wrote:
now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.


this, would be better (although... who will colonize 'very tiny', and moreover, invade it? lololololol)

Yeah, dont think ive ever seen an occupied Very Tiny.
Though max pop damage based on size would be better than the system we have now.


Wed Jan 16, 2013 12:33 pm
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Uy23e wrote:
now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.


Actually, it wouldn't. That idea for damage cap works with ships because ships can be excessively small, and can more easily avoid enemy fire. This could never be the case with a planet; a planet could never avoid enemy fire.


Wed Jan 16, 2013 12:41 pm
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if you dont like your damage ability on the planets you have on scan, then you need more attack.. seems like a simple enough solution.
really some of the ideas lately are just very very dumb.

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Wed Jan 16, 2013 10:24 pm
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FerrusManus wrote:
Uy23e wrote:
now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.


Actually, it wouldn't. That idea for damage cap works with ships because ships can be excessively small, and can more easily avoid enemy fire. This could never be the case with a planet; a planet could never avoid enemy fire.

Actually it does. Cap logic is based off of a smaller cross section.
A smaller ships ability to avoid damage is reflected in the damage formula (includes the cap in it as cross section would increase with size)

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Wed Jan 16, 2013 10:56 pm
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Um, smaller planets should have a higher damage cap because the population density would be greater. It would work in the opposite way to ship decks...

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Wed Jan 16, 2013 11:40 pm
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thunderbolta wrote:
Um, smaller planets should have a higher damage cap because the population density would be greater. It would work in the opposite way to ship decks...


this make sense :)

so maybe the cap will be :

max pop/constant, where the constant will be going from 20 to 1 from very tiny to mega colossal ?

-----
Oh well, it's going to give bigger planets more bonuses :P
-----
I hope there will be something pop up that make smaller planets more attractive.


Thu Jan 17, 2013 2:31 am
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thunderbolta wrote:
Um, smaller planets should have a higher damage cap because the population density would be greater. It would work in the opposite way to ship decks...

thats assuming pop is the same which is not necessarily, or even likely true.

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Thu Jan 17, 2013 3:04 am
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KJReed wrote:
FerrusManus wrote:
Uy23e wrote:
now, what I would like to see would be make it based on size, where VT can have 10 and MC have 30-40.
based on the "logic" of damage cap, that would make sense.


Actually, it wouldn't. That idea for damage cap works with ships because ships can be excessively small, and can more easily avoid enemy fire. This could never be the case with a planet; a planet could never avoid enemy fire.

Actually it does. Cap logic is based off of a smaller cross section.
A smaller ships ability to avoid damage is reflected in the damage formula (includes the cap in it as cross section would increase with size)


Yes, the ship's ability to avoid damage is included in the formula as the damage cap. A planet can't avoid damage, and even small planets are much larger than small ships, so it doesn't make sense just based on the "logic" of the damage cap.


Thu Jan 17, 2013 3:58 am
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FerrusManus wrote:
KJReed wrote:
FerrusManus wrote:

Actually, it wouldn't. That idea for damage cap works with ships because ships can be excessively small, and can more easily avoid enemy fire. This could never be the case with a planet; a planet could never avoid enemy fire.

Actually it does. Cap logic is based off of a smaller cross section.
A smaller ships ability to avoid damage is reflected in the damage formula (includes the cap in it as cross section would increase with size)


Yes, the ship's ability to avoid damage is included in the formula as the damage cap. A planet can't avoid damage, and even small planets are much larger than small ships, so it doesn't make sense just based on the "logic" of the damage cap.


small planets are much larger than small ships yes
but is small planets larger than large ships?

And while ship def is "mobility" planet def is "shield", given the same amount of shield power (via same amount of generators etc) wont's small planets have a more concentrated shield? i.e. when total power is the same, smaller area means more power/area.

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Thu Jan 17, 2013 4:34 pm
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Uy23e wrote:
And while ship def is "mobility" planet def is "shield", given the same amount of shield power (via same amount of generators etc) wont's small planets have a more concentrated shield? i.e. when total power is the same, smaller area means more power/area.


We have no way of knowing if that's how it works.


Thu Jan 17, 2013 5:03 pm
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