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Unread 18 Mar 2009, 23:50   #14
Mzyxptlk
mz.
 
Join Date: Aug 2005
Posts: 8,587
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Re: New scanning system

Quote:
Originally Posted by Appocomaster View Post
Though slightly less so now the cap has been reintroduced? (as a whole separate issue, it'd be nice to have more variety in what you can build as constructions)
It would have, yes, if the metagame hadn't shifted. The increase in salvage for small planets that was implemented a few rounds ago has made its way into strategies. As a result, going Feud/FC pays off twofold. On the one hand the increase in income from FCs works multiplicative with Feud, and on the other, Feud benefits more from salvage than other governments. The salvage aspect might not seem significant, but in an action-packed round such as this one, it really is.

To be quite honest, I don't think there's anything you can do to improve disting, it will always be a fringe strategy, because the increase in value you get from Feud/FCs is so big that the lack of incoming of disting doesn't really compensate any more.


Quote:
Originally Posted by MrLobster View Post
In your suggestion Mz, you said

"Cloak Scan: a unit scan which shows cloaked ships. It retains the uncertainty the current unit scan has."

By uncertainty you mean a 10% (or whatever the value is) deviance on values?
Yes. I figured one of the advantages of having a real scanner in your alliance should be accuracy.

Quote:
Originally Posted by MrLobster View Post
I'm in favour of using randomness to get through, like it was in the "good" old days. But if you have it so the higher the scan type the bigger the gap. Some how utilising the Scan ID that is used in XP formula.
Well, you know my opinion on breaking KISS generally as well as in this case specifically.
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