damage cap for tiny ship builds NEEDS to go
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Legionaire
Joined: Fri Jul 22, 2011 10:59 pm Posts: 3184
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to be fair i think once you pass rank 200, you get set a higher battle cap damage so it would really screw with these players. but i dont care much these days since its a suggestion related to this topic. as for the system ages ago, yeah there was a real big use of it than what it is now and atm i only know 4 players who still use it, one of which quit the game when she got to rank 250 due to bigger players where knocking her down all the time and since she made lots of enemies with the low damage, practically near all legions had hit her so its up to these guys what to do with it since its their funeral. and if i remember didnt HC kicked the whole change the system during the war with the trust? then once it happened i remeber commonwelath really hammered down on ejjakai and then 2 weeks later the trust is gone. well whats left of them are in UI. and considering that active dragon 1 and 2 joined to help the trust you guys did good in beating them all at the same time lol 
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Sat Jan 07, 2012 4:25 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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conceptually speaking, taking crew into account will serve the orginal intend of the cap system, that is older/richer player will get a bit of a "nerf" but the previously suggested formula just won't do. I would perfer adding the 1.5th root or even square root of the crew numbers as cap, that probably would not be so horrible such that helmsman will eventually raise damage. 1.5th root of 1000, btw, is 100. of 8000 is 400 etc
Although realistically speaking, that makes no sense. So i would suggest an alternative plan: you cannot hire any more crews than cargo+10x ur deck. This is rather realistic tbh. For bigger ships, now their MSP actully have another use: increase crew cap w/o increasing dmg cap. so it won't be complained as much For the tiny ships, now if they wanna stay the build, they would likely need to waste some rank point on cargo. While not effectively eliminating the problem, it would lessen it.
The formulat, ofc, can be tweaked. But something like that would make sense: you need "room" to host all your personels. I don't know what the crew/deck/cargo counts are for the ppl who have more or less stopped adding deck(because it stopped helping etc) so I can't be sure if this is ok, but~ it's an idea.
(note: ppl who are at cap can no longer use any artifact that adds crew, nor use rank point on crew. so unless they stop ranking altogether, their balance will be restored eventually)
_________________ 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
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Sat Jan 07, 2012 4:57 pm |
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CapitainePaul
Joined: Tue Aug 16, 2011 3:02 pm Posts: 942
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Your ship size should increase Hull to compensate for smaller ships getting that much of a bonus. You need decks for modules. Smaller ships are just taking advantage of this rule for as long as they can.
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Sat Jan 07, 2012 5:36 pm |
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RavenDark13
Joined: Wed Feb 09, 2011 6:01 am Posts: 571 Location: Hudson County, NJ, USA
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It was a clever little loophole in it's inception; it was a really good gimmick. The thing with gimmicks is that they eventually play themselves out. In the end, you realize that the only reason it worked is because it caught you off guard. Now that everyone knows about it, it's only a matter of time before it phases itself out of GL permanently.
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Sat Jan 07, 2012 5:47 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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how about a tweaking of the crew to damage ratio then.... how about for every 3 or 4 (or whatever # seems right) your damage cap increases by one or two.
These are just suggestions/brainstorming. if your small ass ship is destroyed by a 'deathstar' and it was 'easy' then so be it. i think it would also still be viable for the larger ships to still make use of defence. you should get X % reduction to damage dealt to you because of your defence modules.... tiny ship builds DONT have defence but I DO, why make that worthless....
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Sat Jan 07, 2012 6:44 pm |
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Rambojr
Joined: Wed Apr 13, 2011 8:09 pm Posts: 1237
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Legionaire wrote: ok i know this is directed about UI due to i know you lot are fighting them and ejjakai is in there. heres the top faults with small ship builds.
1. slow ranking means that they would most likely quit the game before raching rank 500 due to ships thats ranked 700 and over can see them and whoop them about easy so small ship build is easy kill and wont be able to kill back.
2. low arti shipment so chances are cant get the good stuff.
3. crap at taking planets. so relies on ppl alerting unowned planets for them.
4. research is crap but only good on hull so im betting there planet defense is crap.
5. desperately relies on getting help for planets and artis.
6. i can take out ejjakai now myself last i checked but shes off leaderboard....hmm wonder why.
7. low scan and cloak so again easy to find by much higher ranking players and its practically food for hackers so losing planets by critical hacks must be a common problem.
8. need help with minerals to pay for better planet structures.
9. not liked by everyone
10. no sheilds so constantly repairing hull damage so losing credits Very good points BUT they dont apply to Ejjakai=DrakOblivion=ERICA 
_________________  The Galaxy Pub = A casual place to discuss anything off-topic, whatever suits your mood. - Forum topics are not the proper place to bring up inter-legion conflicts.
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Sat Jan 07, 2012 6:47 pm |
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Obscura
Joined: Sat Nov 06, 2010 3:43 pm Posts: 580
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Vanir wrote: What if the size of the ship was determined by the decks and say 1/2 of crew... 100 decks 500 Engineers. 2000 Tactical Officers 1750 Helmsmen 1000 Scientists = 2625 + 100 from decks = 2725.
that would protect the noobers from having "too big" of a ship and balance the ultra small ships...cause honestly a tiny ship cant have a very strong power core to to even run the cool gadgests...you can call this the space limiting factor but it just seems wrong to me... Then you will have some one the high end you will meet later with massive crews. I have over 8000+ at this time and I am only in the 500's.
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Sat Jan 07, 2012 7:01 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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icarium81 wrote: how about a tweaking of the crew to damage ratio then.... how about for every 3 or 4 (or whatever # seems right) your damage cap increases by one or two.
These are just suggestions/brainstorming. if your small ass ship is destroyed by a 'deathstar' and it was 'easy' then so be it. i think it would also still be viable for the larger ships to still make use of defence. you should get X % reduction to damage dealt to you because of your defence modules.... tiny ship builds DONT have defence but I DO, why make that worthless.... linear ratios are bad. because there will eventually come to a point where thousands or even tens of thousands of helmsman will only decrease single digit % of an attack. And that's just horrible. (single digit % meaning, for example, from 1000/shot to 950/shot which is only 5%) And it would also make scientist a bad thing, as for many they are just a CR generator which isn't all that important. don't make them into the new MSP.... if crews are to be figured into damage cap, they need to be in the form of log or root, which for the lower lvl tiny builds is a lot while it doesn't add too much to the big ones(as the value of crew increase, the marginal increase of dmg cap decreases)
_________________ 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
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Sat Jan 07, 2012 7:04 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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ill apologize ulysee, I'm TERRIBLE at the math aspect for trig functions and log. whatever else... my ideas ARE based on someone else who's smarter and knowledgeable to put forth a more exact formula... I'm just wanting to see if anyone else thinks the abuse of the system should stop.. MY defence modules shouldn't be worth less because someone else has NONE and is tiny.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sat Jan 07, 2012 7:15 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Let it go... Let those SSB's get all cocky and secure in their "superiority." It won't be too long until they get smoked regularly. People really make a big jump around 150 or so, with lots more energy, lots more attack, and the beginnings of decent defense. Simply put, you'll be able to flat-out outlast them in a fight. You will cap on them more, while they will have diminishing returns on counter-attacks. They won't have the energy to keep hitting for less and less damage the longer they rank with this build while a "standard" build will have plenty of energy to kill them over and over. It's a losing strategy in the long run. If they want to die a slow death, allow it...
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Sat Jan 07, 2012 7:25 pm |
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icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
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my earlier suggestion was that for each helmsman/tac officer, that your damage cap go up (maybe I just thought that in my head  ) that way, if you were doing ONLY research and had 2000 scientists and a TINY ship build because thats all you increased, then your damage cap would still be miniscule, but if you stayed a low level and pumped attack/defense, then youd be more open to receiving damage, since thats what your aiming to dish out.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
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Sat Jan 07, 2012 7:26 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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If I made a tiny ship, it would be only there to annoy ppl... i won't put any helms/tac on it... instead, ONLY hull and shield modules well, at the current build I would probably put in helms~ but anyway, if that was changed I won't even put in helms....
In the end, a tiny build, while useless in every which way, will require 300 energy to kill each time at least regardless of attacker's strength, and that's just wrong
_________________ 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
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Sat Jan 07, 2012 7:43 pm |
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wolfprince01
Joined: Sun Sep 19, 2010 6:52 am Posts: 448
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Uy23e wrote: In the end, a tiny build, while useless in every which way, will require 300 energy to kill each time at least regardless of attacker's strength, and that's just wrong Never seen a small ship that takes more then 200 energy to kill and they spent money on Durtanium Brackets. icarium81 wrote: tiny ship builds DONT have defence but I DO, why make that worthless.... Try taking off you're defense mods and see how useless it is.
_________________ Take the Magic: The Gathering 'What Color Are You?' Quiz.Never argue with an idiot - they'll bring you down to their level then beat you with experience.
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Sat Jan 07, 2012 9:09 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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wolfprince01 wrote: Uy23e wrote: In the end, a tiny build, while useless in every which way, will require 300 energy to kill each time at least regardless of attacker's strength, and that's just wrong Never seen a small ship that takes more then 200 energy to kill and they spent money on Durtanium Brackets. a ship with 200- rank that researched nothing but hull and puts on 5xPerfect Syncopated Plating with a base, it's perfectly possible~ no defence, no weapon, just gosh darn it hulls.... 5500+ hulls at 215 deck, 107/shot and if he grows bigger(in rank), he can put up 2x Kalvium Fortified Plating too~ this is usable for ppl up to rank 236 and if even higher, Protean Armory will "last" another 24 ranks(he can farm out the badge early, when tiny build is completely OP) push come to shove, now his rank is enough for Korteth Plating, lasts another 20 ranks so a player up to rank 280 at least can POSSIBLY take at least 250 energy to kill~ although after that, they will run out of good hull/deck stuff at the moment so they will actully become easier to kill. But even at the weakest moment, it would only have to carry around 2 Heavy Obviator Shield, hull total 7k, shield 1500 or so, 8500/200=42, still 200+ energy And then it will get Scythe Plating. So assuming a tiny ship is in a good enough legion that does NPC shares and stuff and let him tag, theortically speaking, as soon as he reaches final hull research, he will require 200+ energy to kill all the way up to rank 500~ So ideally speaking, once a ship gets the best hull tech, it's gonna be a pain in dah arse, and u can't get around it. u might not have seen one because ppl aren't that extreme, but they CAN be that kinda pain in the arse
_________________ 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
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Sat Jan 07, 2012 9:27 pm |
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wolfprince01
Joined: Sun Sep 19, 2010 6:52 am Posts: 448
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Uy23e wrote: a ship with 200- rank that researched nothing but hull and puts on 5xPerfect Syncopated Plating
with a base, it's perfectly possible~
no defence, no weapon, just gosh darn it hulls.... 5500+ hulls at 215 deck, 107/shot
and if he grows bigger(in rank), he can put up 2x Kalvium Fortified Plating too~ this is usable for ppl up to rank 236 and if even higher, Protean Armory will "last" another 24 ranks(he can farm out the badge early, when tiny build is completely OP) push come to shove, now his rank is enough for Korteth Plating, lasts another 20 ranks so a player up to rank 280 at least can POSSIBLY take at least 250 energy to kill~
although after that, they will run out of good hull/deck stuff at the moment so they will actully become easier to kill. But even at the weakest moment, it would only have to carry around 2 Heavy Obviator Shield, hull total 7k, shield 1500 or so, 8500/200=42, still 200+ energy And then it will get Scythe Plating.
So assuming a tiny ship is in a good enough legion that does NPC shares and stuff and let him tag, theortically speaking, as soon as he reaches final hull research, he will require 200+ energy to kill all the way up to rank 500~
So ideally speaking, once a ship gets the best hull tech, it's gonna be a pain in dah arse, and u can't get around it.
u might not have seen one because ppl aren't that extreme, but they CAN be that kinda pain in the arse You forgot to add Lazuli Fixer  , It's still a joke of a ship that can't do anything to a good combat ship.
_________________ Take the Magic: The Gathering 'What Color Are You?' Quiz.Never argue with an idiot - they'll bring you down to their level then beat you with experience.
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Sat Jan 07, 2012 9:40 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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ah, that too~
but it's not supposed to "do anything" to a combat ship.... all it's gotta do is to guard some planet that you wanna take and that's plenty annoying.
It can't kill you, but you have to kill it, and it's darn hard to kill
_________________ 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
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Sat Jan 07, 2012 10:06 pm |
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RavenDark13
Joined: Wed Feb 09, 2011 6:01 am Posts: 571 Location: Hudson County, NJ, USA
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Rambojr wrote: Legionaire wrote: ok i know this is directed about UI due to i know you lot are fighting them and ejjakai is in there. heres the top faults with small ship builds.
1. slow ranking means that they would most likely quit the game before raching rank 500 due to ships thats ranked 700 and over can see them and whoop them about easy so small ship build is easy kill and wont be able to kill back.
2. low arti shipment so chances are cant get the good stuff.
3. crap at taking planets. so relies on ppl alerting unowned planets for them.
4. research is crap but only good on hull so im betting there planet defense is crap.
5. desperately relies on getting help for planets and artis.
6. i can take out ejjakai now myself last i checked but shes off leaderboard....hmm wonder why.
7. low scan and cloak so again easy to find by much higher ranking players and its practically food for hackers so losing planets by critical hacks must be a common problem.
8. need help with minerals to pay for better planet structures.
9. not liked by everyone
10. no sheilds so constantly repairing hull damage so losing credits Very good points BUT they dont apply to Ejjakai=DrakOblivion=ERICA  I site number 9 again. 
_________________
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Sun Jan 08, 2012 10:56 pm |
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Jackie
Joined: Wed Dec 21, 2011 8:55 am Posts: 245
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Uy23e wrote: wolfprince01 wrote: Uy23e wrote: In the end, a tiny build, while useless in every which way, will require 300 energy to kill each time at least regardless of attacker's strength, and that's just wrong Never seen a small ship that takes more then 200 energy to kill and they spent money on Durtanium Brackets. a ship with 200- rank that researched nothing but hull and puts on 5xPerfect Syncopated Plating with a base, it's perfectly possible~ no defence, no weapon, just gosh darn it hulls.... 5500+ hulls at 215 deck, 107/shot and if he grows bigger(in rank), he can put up 2x Kalvium Fortified Plating too~ this is usable for ppl up to rank 236 and if even higher, Protean Armory will "last" another 24 ranks(he can farm out the badge early, when tiny build is completely OP) push come to shove, now his rank is enough for Korteth Plating, lasts another 20 ranks so a player up to rank 280 at least can POSSIBLY take at least 250 energy to kill~ although after that, they will run out of good hull/deck stuff at the moment so they will actully become easier to kill. But even at the weakest moment, it would only have to carry around 2 Heavy Obviator Shield, hull total 7k, shield 1500 or so, 8500/200=42, still 200+ energy And then it will get Scythe Plating. So assuming a tiny ship is in a good enough legion that does NPC shares and stuff and let him tag, theortically speaking, as soon as he reaches final hull research, he will require 200+ energy to kill all the way up to rank 500~ So ideally speaking, once a ship gets the best hull tech, it's gonna be a pain in dah arse, and u can't get around it. u might not have seen one because ppl aren't that extreme, but they CAN be that kinda pain in the arse You seem to be unaware that there are 2 damage caps, first one is decks/2, second is rank+19. Whichever is HIGHEST trumps. As the secondary cap is currently in effect, the shots would be doing rank+19, or 219 damage per shot.
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Sun Jan 08, 2012 11:05 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Jackie wrote: You seem to be unaware that there are 2 damage caps, first one is decks/2, second is rank+19. Whichever is HIGHEST trumps. As the secondary cap is currently in effect, the shots would be doing rank+19, or 219 damage per shot. (Rank+19)/2.
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Sun Jan 08, 2012 11:18 pm |
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Jackie
Joined: Wed Dec 21, 2011 8:55 am Posts: 245
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I stand corrected. however...on that note, who thinks they should just scrap the .5 and just make it rank +19? 
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Sun Jan 08, 2012 11:41 pm |
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