Minimum Decks for Crew Support
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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Chade wrote: DarkMar wrote: Chade wrote: Another option:
Split Attack & Damage. Add a new research chain for "Targeting Modules" which combined with TO's give you an attack rating, your attack is then compared vs defense to see what % of your damage you can hit for
Cannons would be then given a "Damage" stat. What the Max Damage you could do is then a Total of the damage of all your cannons added together. Damage is then limited by how many cannons you have installed and what the damage rating on each cannon is. So lets say for example a Heavy Quasi-Chaotic Blaster gives 430 Damage instead of attack (this could be increased, or just add a new "Damage stat to them and leave the attack bonus), if you only have those cannons installed and have all of them then your max possible damage would be 3440
Basically each time you would attack your attack it would be "*(Attack / Defense) * 100)*Damage = How much damage that shot did last I checked I had around 20K attack from cannons and other modules on ship but been scrapping Heavy Thetacron Cannons to make room for the new LM modules as I have been adding more TO's still 20.000 dammage cap vs 1.000.000 hull = 1.000.000 / 20.000 = 50 hits and most ships out theire doesnt even have 1.000.000 hull so this is basickly just as bad as the pressent dammage cap - only difrence is it give the adavntage in PvP to Huge ships that have as many modules as posible installed Please Re-Read, you missed the entire point.. Tactical officers would no longer be added to your "Damage" (New stat), Attack Rating would not Determine Max Damage, Max Damage would be calculated by the "Damage Rating" of the Cannons you had Installed. so if you only had 2 cannons installed each with a damage rating of 500, your max possible damage you could do to ANY Ship would be 1,000 (the amount of damage you actually hit for calculated out by the forumla based on attack and defense) you can re read your self what I sayed Quote: last I checked I had around 20K attack from cannons and other modules on ship and that is not counting my TO's acording to your formular that would be a 20K dammage cap vs other ships (if we presume 1 attack = 1 dammage, based on your Chaotic Blaster gives 430 Damage instead of attack ) unless you dont count systems like Lazuli Tevrazon Core x4 Lepus Widecaster x2 Mylarai Plasma Lance x4, Sha'din Security Terminal - Type A x4, etc etc etc that also add attack, as they add attack, they are basickly weapons - even if they are notlisted as sutch if you want the stats for my weapons/cannons only you can look up these Quote: Heavy Thetacron Cannon x4, Radiant Surge Cannon - Mark IX x2, Darmos Drone, Raix Megaweapon, Gammacron Trap Bay, Dark Smuggler Chassis, Sniper Drone, Bralkir Ritual Chamber, Cerulean Autosync Beam, Carjean Scatterlauncher, Uldri Wave Ejector, T.O. Cyclobeam Charger x3, Cosmic Rail, CK69 Assault Sentry, Chronostatic Pulser, Galakis Pirate Ray, Dominion Tri-Blaster x4, Taltherian Sentry x4, Terrorcharged Bane Emitter x4, Modulated Xecti Disruptor x4, T-Plasma Gemini Cannon x3, Chromatic Cannon 2.0 x2, Vorean Bio-Ray x2, Zebeeren's Cannon x2, Korteth Twin-Blaster x4, Leviathan Rift-Emitter x4, Composite Ray - Type S x4, Exotic Bio-Disruptor 2.0, Ion Pulse Ballistae x4, Biospheric Decimator x2, Psionic Amplifier, Lazuli Mind Controller x3, Exotic Pulser x3, Prototype Mech XV, Combat Analyzer, Drone Cluster and add up the total proberly still around 10 to 15K attack / dammage even with a few Heavy Thetacron Cannon missing also, you are forgetting 1 Little thing here Chade wrote: [ So lets say for example a Heavy Quasi-Chaotic Blaster gives 430 Damage instead of attack (this could be increased, or just add a new "Damage stat to them and leave the attack bonus), if you only have those cannons installed and have all of them then your max possible damage would be 3440 Heavy Quasi-Chaotic Blaster and other standart weapons can be upgraded with Havoc Coils from the Foundry of War LM so the cap for a full set of Quasis isnt 3440 dammage, but 6880 dammage once you get them fully upgraded so things add up quite farst
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Sun Jul 13, 2014 6:06 pm |
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Chade
Joined: Thu Jun 20, 2013 7:17 pm Posts: 298
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Ok, so not including TO's.. sure, If from all the modules / cannons that currently add attack now have a Damage Rating, maybe not all modules will get it? either way, I would have no problem with the max damage being around 20k. So MAX possible damage you could do. sure, does that mean thats what your going to hit for? No, because then attack versus defense comes into play to determine the % of damage that the actual hit does.
Everyone seems to have an issue with being able to do large amounts of damage.. and I cant fathom it.. IF you play any other game that has PVP, that has ranks/levels if a level 60 attacks a level 5 with a level 60 spell or attack.. sure it KILLS THEM IN 1 HIT.. so why does everyone think that their rank 500 ship shouldnt be destroyed by a rank 1500 ship in one hit? its illogical
Its like a destroyer class naval ship attacking a small boat... one shot.. boom explosion and small boat is gone..
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Sun Jul 13, 2014 10:19 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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Chade wrote: Everyone seems to have an issue with being able to do large amounts of damage.. and I cant fathom it.. IF you play any other game that has PVP, that has ranks/levels if a level 60 attacks a level 5 with a level 60 spell or attack.. sure it KILLS THEM IN 1 HIT.. so why does everyone think that their rank 500 ship shouldnt be destroyed by a rank 1500 ship in one hit? its illogical you dont get it  how to explain it to you then.... yes the system is broken, and a rank 1000 SSB ship with a dammage cap of 500 dammage pr hit and 1.000.000 hull, is more or less imposible to kill (1.000.000 hull) / (500 dammage / hit) = 2000 hits to kill or 10.000 energy but it not about the dammage or beeing able to disable a lot of other ships in 4 to 5 shots with the cannons I have online I made a choice when I added the decks I have, and already knew that with a high deck count like I have PvP would be a challenge, but I still did it what you are sugesting here will simply be the death of SSB ships a ship build players have spendt months, if not years to slowly build up to be a to be an exelent PvP ship overnight, you want to throw away that, making theire ships utterly useless that is not fixing Things....that is simply replacing one broken system with another broken system and making sure a lot of players quit the game
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Mon Jul 14, 2014 1:34 am |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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Chade wrote: Everyone seems to have an issue with being able to do large amounts of damage.. and I cant fathom it.. IF you play any other game that has PVP, that has ranks/levels if a level 60 attacks a level 5 with a level 60 spell or attack.. sure it KILLS THEM IN 1 HIT... cuz Dan doesn't want it that way: http://galaxylegion.com/wiki/index.php/ ... _%28PVP%29Quote: Webguydan 14feb2010:
Post Re: Ship Defenses The formula is more complex than just attack - defense. If this were true, many ships could be 1-shotted. It is based instead a hyperbolic tangent formula, random variances, and a single shot damage cap. The damage cap means that it has to take at least 4 shots to disable any ship (even a level 1). 4 shots when the game started .. so KVT ... omicron ... halc. now that we have more traps, the number of min shots expected might even be due for an increase to 5 or 6. you are correct that some other games allow one.shotting of victims ... most of those games die quickly. GL is still here after over 4 years. note that Zynga is one of the brands that is expected to expire in the coming year ...
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Mon Jul 14, 2014 1:41 am |
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Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
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senatorhung wrote: Chade wrote: Everyone seems to have an issue with being able to do large amounts of damage.. and I cant fathom it.. IF you play any other game that has PVP, that has ranks/levels if a level 60 attacks a level 5 with a level 60 spell or attack.. sure it KILLS THEM IN 1 HIT... cuz Dan doesn't want it that way: http://galaxylegion.com/wiki/index.php/ ... _%28PVP%29Quote: Webguydan 14feb2010:
Post Re: Ship Defenses The formula is more complex than just attack - defense. If this were true, many ships could be 1-shotted. It is based instead a hyperbolic tangent formula, random variances, and a single shot damage cap. The damage cap means that it has to take at least 4 shots to disable any ship (even a level 1). 4 shots when the game started .. so KVT ... omicron ... halc. now that we have more traps, the number of min shots expected might even be due for an increase to 5 or 6. you are correct that some other games allow one.shotting of victims ... most of those games die quickly. GL is still here after over 4 years. note that Zynga is one of the brands that is expected to expire in the coming year ... now seriously dude, when you stop working with old statements? or do you really think, others are so lazy to check the full history?
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Mon Jul 14, 2014 8:00 am |
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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!!!
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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
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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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