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 90% Fails 
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We've all had them and there always annoying, now while i have no problem failing an invade i do feel that on some occasions a planet having 10% chance to succeed is very overacted especially on planets with only a few hundred att/def

I propose a very simple method to adapt the current system we have in place.

Currently your attack needs to be about 3x the current planets att/def to get a 90% on it.

I propose a system of diminishing returns with your attack so for example on a planet with 10k attack defense you would need 30k attack to get 90%

92% you would need 40k attack
94% you would need 50k attack
96% would be 60k attack
97% would be 70k attack
98% would be 80k attack
99% would be 90k attack
100% would be 100k attack

So for a player to guarantee to take a planet they would need to have 10x the planets attack and defense this is just an idea numbers can be tweaked and changed but i feel it is a much fairer system.

To give a real world example i have 90% chance on a planet with 15k att/def but i also have a 90% chance on a planet with only 200 defense this makes no logical sense, so while we shouldn't be running around taking planets with 100% success this would at least allow players taking incredibly poor defended worlds without failing for no obvious reason.

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Sun Feb 03, 2013 10:07 pm
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I give this a +1. I have had it happen to me where I critically fail an invasion with a 90% chance on a planet with no defense or attack. This is for sure something that needs to change.


Sun Feb 03, 2013 10:57 pm
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-1

Quote:
red leader .... going in ....

i can't shake him ... ahhhhh


sometimes, the other guy just gets you first.

BUT, if you create a GP arti that drops invasion attack % by say 20% ... maybe size 5 ? ... that would compensate for the 'guaranteed' invasion, then that might balance things out.

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Sun Feb 03, 2013 11:29 pm
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senatorhung wrote:
-1

Quote:
red leader .... going in ....

i can't shake him ... ahhhhh


sometimes, the other guy just gets you first.

BUT, if you create a GP arti that drops invasion attack % by say 20% ... maybe size 5 ? ... that would compensate for the 'guaranteed' invasion, then that might balance things out.



Horrible idea and does nothing to the fact that you have the same invasion chance on a planet with no att/def as to one with 15k att/def.

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Sun Feb 03, 2013 11:41 pm
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-1 Sorry, but the 10% fail chance is the only defense that some players have as TOs just keep increasing on high rank ships.

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Sun Feb 03, 2013 11:54 pm
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I say it should stay the same except planets with 0 attack or defence should always be 100% chance of success

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Mon Feb 04, 2013 12:11 am
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Um... nobody else is enraged at the statistical anomaly present in the frequency of 90% failures? I'm at like a 75% success rate of 90% invades... How does that make sense?


Mon Feb 04, 2013 12:57 am
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Dr Doom wrote:
Um... nobody else is enraged at the statistical anomaly present in the frequency of 90% failures? I'm at like a 75% success rate of 90% invades... How does that make sense?



You see a thread about it in forums every month or so + in legion pages etc, like i've said i have no problem failing But there should be a point when victory is guaranteed due to the overwhelming force of the ship compared to the planet and while this should not be easy 100k attack is no mean feat to get and this would only guarantee you 100% on planets of 10k def or under which is barely defended.

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Mon Feb 04, 2013 1:12 am
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Like how the heck do you fail on a planet with no atk or def? Just wrong, lain wrong.

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Mon Feb 04, 2013 2:20 am
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asdfgr wrote:
Like how the heck do you fail on a planet with no atk or def? Just wrong, lain wrong.



Exactly this method would actually give you 100% chance against planets like that. but it's scaled up a player with 50k att shouldn't fail on a planet with 500 defense either ofc the numbers and values are just what i think is fair i am open to suggestions and tweaks if anyone has anything constructive to add.

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Mon Feb 04, 2013 2:25 am
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It is like colonizing a planet, there arent any defences to stop you for heaven's sake.

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Mon Feb 04, 2013 3:19 am
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asdfgr wrote:
It is like colonizing a planet, there arent any defences to stop you for heaven's sake.

There's still that fiercely loyal civilian(s) that your colonists would have to get into a fist fight with. Nevermind the barriers and minefields, just pride and fists. and spinach of course.

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Mon Feb 04, 2013 3:46 am
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1. We killed all the civilians.
2. We are talking mainly about 0atk and def planets. Where do the minefields and shields come from?

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Mon Feb 04, 2013 4:03 am
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I said nevermind the minefields and shields for a reason; they don't exist on the planet in question. And no matter what, there's still one guy, ONE, I mean, this could be Chuck Norris we're talking about being the last guy on the planet. lol

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Mon Feb 04, 2013 4:10 am
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Chuck Norris will get killed by one of those cannons firing at him ehen the invasion starts, or get rounded up by the 1k tactical officers.

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Mon Feb 04, 2013 4:13 am
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Chuck Norris got into a fight with one thousand tactical officers once... they didn't realize the true power of his round house kicks...

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Mon Feb 04, 2013 4:15 am
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He would just get shot... anyways, chuck norris cant be on every undefended planet at once, correct?

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Mon Feb 04, 2013 4:26 am
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Correct. The reason why the 90% invasion succeeded. He simply wasn't there.

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Mon Feb 04, 2013 4:28 am
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The complaining about the 90% fails needs to stop! It's simply luck. Some people get shafted just like everything else

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Mon Feb 04, 2013 9:56 am
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asdfgr wrote:
Like how the heck do you fail on a planet with no atk or def? Just wrong, lain wrong.


seen worse, criticaly failed against a planet with 0 attack and 0 defence and lost an enginer....


but still a -1
this only benefit high rank players, making it even more easy for them to steal planets from new players

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Mon Feb 04, 2013 3:14 pm
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