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Posts Made By:
mathematician
Forum:
Planetarion Suggestions
24 Feb 2016, 15:14
Replies:
21
Alliance limits 40/60 split
Views:
4,664
Posted By
mathematician
Re: Alliance limits 40/60 split
would have to be counted score. Or else an alliance can just recruit some high score planets just before end of round.
sort alliance members by counted score, discard the bottom 10% and build the...
Forum:
Planetarion Suggestions
23 Feb 2016, 18:08
Replies:
21
Alliance limits 40/60 split
Views:
4,664
Posted By
mathematician
Re: Alliance limits 40/60 split
how about n alliance members contributing to score, but each member contributes only the alliance average score?
So the formula is
alliance_score := min(allianze_size, n) *...
Forum:
Planetarion Suggestions
8 May 2014, 17:26
Replies:
32
Round Lengths
Views:
4,718
Posted By
mathematician
Re: Round Lengths
yes. at least this is what some whinings in the forums are about. 'End the round now because the top ... is already secured' and such.
A random round end also makes certain last-tick strategies...
Forum:
Planetarion Suggestions
6 May 2014, 15:40
Replies:
32
Round Lengths
Views:
4,718
Posted By
mathematician
Re: Round Lenghts
how about a random round length?
have a round last 6 weeks, then disable vacation mode, and end the round at a random tick 7-14 days after.
If the round end is random, ppl don't know how long...
Forum:
Planetarion Suggestions
5 Nov 2013, 11:34
Replies:
7
Xp as a commidity
Views:
2,569
Posted By
mathematician
Re: Xp as a commidity
how do you prevent two friendly alliances pretending to be at war with each other, but in fact only do roid swapping, gaining XP and the bonuses associated with it in the process?
Forum:
Planetarion Discussions
20 Sep 2013, 12:16
Replies:
39
A hope for Change.
Views:
22,941
Posted By
mathematician
Re: A hope for Change.
how about a new concept?
- make round length infinite
- make planets age (i.e. disappear after (say) 2 months)
- new planets would be placed in C200 and held there for 12 ticks. At the next...
Forum:
Planetarion Suggestions
11 Sep 2013, 10:19
Replies:
13
MoW and other ministerial business
Views:
3,399
Posted By
mathematician
Re: MoW and other ministerial business
ministers are only useful if they have significant powers that other galaxy members don't have.
for example:
- give each planet a 4th fleet slot which can only be used by the MOW (and only...
Forum:
Planetarion Discussions
3 Jul 2012, 14:43
Replies:
81
Prelaunch discussion...again
Views:
21,030
Posted By
mathematician
a possible solution to "killed in 1 night"
1. increase armor of ships/structures/roids by a factor of at least 10
2. re-introduce multi-tick combats
this makes combat slower (spread over more ticks) and gives both sides the option to...
Forum:
Planetarion Suggestions
4 Jan 2012, 12:06
Replies:
15
Payment for Scanners ?
Views:
9,058
Posted By
mathematician
Re: Payment for Scanners ?
Is PA a social network or is it a war game?
Forum:
Planetarion Suggestions
22 Dec 2011, 14:29
Replies:
15
Payment for Scanners ?
Views:
9,058
Posted By
mathematician
Re: Payment for Scanners ?
let everyone buy a scan by paying the difference in amps.
say, if you have 30 amps and want to buy a 45-amp scan, then you pay the scan cost + 15*x (the value of x is up to discussion) and get the...
Forum:
Planetarion Suggestions
6 Aug 2009, 08:30
Replies:
1
some ideas regarding constructions
Views:
2,241
Posted By
mathematician
some ideas regarding constructions
1) you may build multiple constructions at the same time, but constructions of the same type still have to be built one after the other.
2) the resource cost for a new construction is based on the...
Forum:
Planetarion Suggestions
26 Jun 2009, 10:43
Replies:
32
Regarding Sk´s
Views:
5,374
Posted By
mathematician
Re: Regarding Sk´s
Right. That's what their minions do.
Forum:
Planetarion Suggestions
14 May 2009, 11:19
Replies:
5
Alert Status on being attacked.
Views:
3,379
Posted By
mathematician
Re: Alert Status on being attacked.
this is too abusable via "friendly hostiles".
Get yourself attacked with 1 ship by friendly planets every 4 ticks to have your losses permanently minimised.
Forum:
Planetarion Suggestions
26 Mar 2009, 15:26
Replies:
1
Galaxy roid field
Views:
2,409
Posted By
mathematician
galaxy roid field: why not?
what if ALL the roids initiated or captured by planets are placed in the galaxy, rather than the planets?
so... fleets wouldn't attack or defend PLANETS but the GALAXY roid field.
each planet...
Forum:
Planetarion Suggestions
12 Mar 2009, 16:50
Replies:
18
Ideas against fencesitting
Views:
4,080
Posted By
mathematician
Ideas against fencesitting
have roids age (become depleted)
alternative A)
- each roid produces 250 resource per tick
- each tick, roid production decreases by 1, capped (say) at 100
- for each capped roid, roid...
Forum:
Planetarion Discussions
26 Nov 2008, 14:30
Replies:
55
re-write the manual for the combat code!
Views:
9,513
Posted By
mathematician
Re: re-write the manual for the combat code!
Some rounds ago, each ship HAD its own initiative - from zero (spider, cath emp fi) to 38 (guardian, cath norm bs), then came the zik stealers and finally the pods (SK didn't exist then).
Forum:
Planetarion Suggestions
28 Oct 2008, 13:40
Replies:
25
"Gang Bang Protection"
Views:
6,157
Posted By
mathematician
Re: "Gang Bang Protection"
which led to the question whether the defender ran his fleet in the last second before landing, or the attacker recalled his kill fleet, also in the last second. It was a matter of guessing the right...
Forum:
Planetarion Suggestions
9 Sep 2008, 15:53
Replies:
22
More "realistic" fleet sizes and prizes
Views:
3,858
Posted By
mathematician
Re: More "realistic" fleet sizes and prizes
proportionally changing stats isn't a problem with damage carried over. however, if a single gun can kill at most one enemy ship, overkill becomes a problem, as it was in older rounds (with...
Forum:
Planetarion Suggestions
2 Sep 2008, 12:39
Replies:
11
Roid Initing
Views:
2,652
Posted By
mathematician
Re: Roid Initing
if i want to init 10 roids of each type (assume i have no roids yet):
a) i init first 10 M roids, then 10 C roids, then 10 E roids
=> M cost is (M1+M2+...+M10)+20*M11
=> C cost is...
Forum:
Planetarion Suggestions
12 Aug 2008, 12:05
Replies:
9
portable cloaking device / planetary fleet scanner
Views:
3,327
Posted By
mathematician
Re: portable cloaking device / planetary fleet scanner
actually, my idea was to have a scan which is targetted at your own planet (planetary based). it may list type, eta and amount of all incoming ships within a certain eta range. somewhat like the...
Forum:
Planetarion Suggestions
7 Aug 2008, 13:48
Replies:
9
portable cloaking device / planetary fleet scanner
Views:
3,327
Posted By
mathematician
portable cloaking device / planetary fleet scanner
- have a research "planetary fleet scanner mark x" (x=1,2,3,4)
- reveals fleet composition of incoming fleets with eta <= x
- have a research "cloaking device mark x" (x=1,2,3,4)
- enables...
Forum:
Planetarion Suggestions
5 Aug 2008, 12:21
Replies:
7
PDS as a construction
Views:
3,803
Posted By
mathematician
PDS as a construction
ok the main old argument against pds is that they can't run. But how about this:
- PDS are constructions
- there is a PDS type for each target class
- PDS fire first and destroy 0.5% (maybe even...
Forum:
Planetarion Suggestions
5 Aug 2008, 11:59
Replies:
14
Fleet Recalls
Views:
3,539
Posted By
mathematician
Re: Fleet Recalls
If my fleet gets recalled automatically, it may run into a fleetcatch.
So no to auto-recalls.
Forum:
Planetarion Suggestions
23 Jul 2008, 16:23
Replies:
41
Alliance Flags, (New) Battlegroups, and in-game politics system
Views:
5,663
Posted By
mathematician
Re: Alliance Flags, (New) Battlegroups, and in-game politics system
this game is hostile to casual players and newcomers:
- a single mistake (crashing a fleet or running into a fleetcatch) can ruin your entire round
- if you don't spend xxx h per day in irc, you...
Forum:
Planetarion Discussions
24 Jun 2008, 08:44
Replies:
20
No Fun no Future
Views:
4,710
Posted By
mathematician
Re: No Fun no Future
maybe we really need two universes per round. one for the experienced hardcore players, and one for newcomers and casual players.
Forum:
Planetarion Suggestions
25 Apr 2008, 20:00
Replies:
39
Getting more action during day
Views:
3,810
Posted By
mathematician
Re: Getting more action during day
each tick, add the spent resources of all planets, then distribute a small percentage equally among all planets (or among all planets not in c200) as additional resource income.
(may work on galaxy...
Forum:
Planetarion Suggestions
7 Apr 2008, 23:13
Replies:
38
Incoming Report
Views:
3,562
Posted By
mathematician
Re: Incoming Report
This is exactly the opposite of what I like. I want to play PA using in-game tools, not external tools.
Forum:
Planetarion Suggestions
28 Sep 2007, 12:10
Replies:
30
shoot in the back of cowards
Views:
5,658
Posted By
mathematician
Re: shoot in the back of cowards
are you kidding, i mean seriously.
remove defence missions, they are defence orientated and just shit :P
Forum:
Planetarion Suggestions
27 Sep 2007, 17:30
Replies:
30
shoot in the back of cowards
Views:
5,658
Posted By
mathematician
another approach for a star base
you always have one (and only one) starbase and it can't be destroyed.
- starbase can store x% of your fleet
- ships in starbase are safe from attackers and may have some bonuses (e.g. initiative...
Forum:
Planetarion Suggestions
17 Aug 2007, 17:36
Replies:
15
spy probes (aka probe droids)
Views:
3,432
Posted By
mathematician
Re: spy probes (aka probe droids)
a probe has traveltime like any other fleet, it's just that the probe stays on the target planet instead of returning (and the fleet slot is occupied until the probe is recalled and has travelled...
Forum:
Planetarion Suggestions
17 Aug 2007, 12:41
Replies:
15
spy probes (aka probe droids)
Views:
3,432
Posted By
mathematician
Re: spy probes (aka probe droids)
you say it's silly. why? is it useless, too weak, too powerful?
basically, the idea is to get (continued) intelligence on the target planet at the expense of a fleet slot.
Forum:
Planetarion Suggestions
17 Aug 2007, 11:31
Replies:
15
spy probes (aka probe droids)
Views:
3,432
Posted By
mathematician
Re: spy probes (aka probe droids)
because the news scan does not show news from the last 3 ticks.
and, the probe will stay at the planet and report all combats for free. regardless of how many distorters the planet has.
Forum:
Planetarion Suggestions
17 Aug 2007, 09:03
Replies:
15
spy probes (aka probe droids)
Views:
3,432
Posted By
mathematician
spy probes (aka probe droids)
a special device which can be sent to a planet.
the probe does not return home unless recalled. instead, it shows all future combat reports on that planet.
the probe is cloaked, indestructible,...
Forum:
Planetarion Suggestions
8 Aug 2007, 13:21
Replies:
5
public scan database
Views:
2,278
Posted By
mathematician
public scan database
My idea is to establish a scan database where every player has access to.
- When scanning, a player may tick a checkbox to store the scan in the database. As a little reward, the scan will cost...
Forum:
Planetarion Suggestions
31 Jul 2007, 19:16
Replies:
9
get rid of hct researches
Views:
5,748
Posted By
mathematician
get rid of hct researches
currently, only 7 planets have between 3k and 4k roids, the rest is all below 3k.
there is no need for hct researches up to 10k roids.
aside from that, why not make storage facilities a...
Forum:
Planetarion Suggestions
24 Jul 2007, 15:31
Replies:
17
bring back fuel cost
Views:
3,105
Posted By
mathematician
Re: bring back fuel cost
a little change in how eonium works can help.
eonium is not use to fuel the fleet, but to power the jumpgates.
without eonium, eta of ships is as if you haven't researched any eta
you may pay 1x E...
Forum:
Planetarion Suggestions
9 Jul 2007, 08:43
Replies:
2
new fleet slot for production line
Views:
2,387
Posted By
mathematician
new fleet slot for production line
idea: ships do not arrive all at one tick, but are produced tick by tick.
each tick, the already completed ships are added to the production fleet slot.
- ships in that fleet slot can be scanned...
Forum:
Planetarion Help Desk
5 Jul 2007, 16:08
Replies:
3
tricky production
Views:
4,106
Posted By
mathematician
tricky production
i have ordered 1 syren 1 dragon 1 wyvern (allocated 1 heavy factory).
cost=2806+10000
i added to it an order of the same amount and i get
cost=5812+10000
then i cancelled the order and...
Forum:
Planetarion Discussions
4 Jul 2007, 11:38
Replies:
71
End of my round allready. thx guys!
Views:
7,461
Posted By
mathematician
Re: End of my round allready. thx guys!
[QUOTE=Mzyxptlk]The simple solution is always the best. Reduce. The. Stealth. Bonus.
QUOTE]
or, raise the minimum alert level.
To make cov-op planets still useful, I propose population...
Forum:
Planetarion Discussions
4 Jul 2007, 06:01
Replies:
71
End of my round allready. thx guys!
Views:
7,461
Posted By
mathematician
change in security settings :down: :down: :down:
now covop planets are worthless again.
at least, have one of the scans reveal population settings. It's ok for a planet to be immune, but then cov-oppers should be able to estimate their chance of...
Forum:
Planetarion Discussions
4 Jun 2007, 10:25
Replies:
152
Congratulations Greenhills
Views:
23,053
Posted By
mathematician
Re: Congratulations Greenhills
was this a single 75m donation, or repeated donations, taking advantage of the fact planet score isn't updated until the next tick?
If a single 75m donation would have gotten the planet above...
Forum:
Planetarion Suggestions
22 May 2007, 09:05
Replies:
14
Player Trading?
Views:
3,977
Posted By
mathematician
Re: Player Trading?
well, that would be interesting ... and remove the ability to change alliance (*). This forces players to play with different ppl every round.
Established alliances can ofc still remain, but without...
Forum:
Planetarion Suggestions
9 May 2007, 15:21
Replies:
14
possible way to combat piggying
Views:
3,681
Posted By
mathematician
Re: possible way to combat piggying
well, do we want PA as a game for hardcore cracks only (skill and/or 24/7 activity), or do we want less skillful, less active players have fun in PA, too?
Forum:
Planetarion Suggestions
9 May 2007, 15:14
Replies:
14
possible way to combat piggying
Views:
3,681
Posted By
mathematician
Re: possible way to combat piggying
So, drop everything which is hardcoded. alliance limit, bash limit. Drop even the rules for support planets, multiing and farming.
Let PA be a game of cheaters, farmers, bashers, exploiters. :down:...
Forum:
Planetarion Suggestions
9 May 2007, 12:49
Replies:
14
possible way to combat piggying
Views:
3,681
Posted By
mathematician
Re: possible way to combat piggying
i meant attack fleet with highest value vs. defence fleet with highest value, planet value or score doesn't matter here.
a more sophisticated algorithm would be:
- sort attacking and defending...
Forum:
Planetarion Suggestions
9 May 2007, 12:08
Replies:
14
possible way to combat piggying
Views:
3,681
Posted By
mathematician
possible way to combat piggying
Only the fleet with the highest value takes part in combat.
Maybe both for attackers AND defenders.
So if there are multiple fleets landing, the combat is only the strongest attack fleet vs. the...
Forum:
Planetarion Suggestions
28 Apr 2007, 19:30
Replies:
34
Change or remove xp
Views:
3,737
Posted By
mathematician
Re: Change or remove xp
Making fleets less valuable is possible without losing the wargame aspect of PA. Add more ways of combat, like:
- covert ops: already implemented in PA, make covert ops more powerful
- new covert...
Forum:
Planetarion Discussions
23 Feb 2007, 10:16
Replies:
28
New Planets Signing up
Views:
5,535
Posted By
mathematician
Re: New Planets Signing up
isn't that multiying? you may have only one account at any time, so a player trying to get into a top gal should delete his/her old planet first.
BTW why should new players get into ANY possible...
Forum:
Planetarion Suggestions
21 Feb 2007, 13:05
Replies:
17
Piggy's
Views:
3,293
Posted By
mathematician
Re: Piggy's
Teaming can be made an alliance feature (only players from the same alliance can team up).
But i have no practicable idea how to implement this, nor how to resolve combat with more than 2 parties...
Forum:
Planetarion Discussions
12 Feb 2007, 15:17
Replies:
16
I demand to be attacked properly !
Views:
3,267
Posted By
mathematician
Re: I demand to be attacked properly !
how many crystal roids do you have?
In some earlier PA rounds your roids were save if you had less than 7, iirc it was per type, so if you have below 7 crystal roids, you can't lose any of them.
...
Forum:
Planetarion Suggestions
7 Feb 2007, 10:09
Replies:
2
combat tactics
Views:
1,548
Posted By
mathematician
combat tactics
have each fleet choose between 3 combat styles:
- agressive: ships do 25% more damage but have 25% less armor
- normal: ships have damage and armor as stated in the stats
- defensive: ships do 25%...
Forum:
Planetarion Suggestions
31 Jan 2007, 14:23
Replies:
56
'Fix' the combat engine its damage distribution
Views:
6,742
Posted By
mathematician
Re: 'Fix' the combat engine its damage distribution
what I expect from "stats used" combat is (for each initiative/target_class):
compute total_damage_attacker (D) and total_armor_defender (A)
kill_ratio := D/A
if kill_ratio is above 1, all ships...
Showing results 1 to 52 of 52
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