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15 Aug 2008, 17:14
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#51
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: New Covert Op Changes
10x as many security guards as roids
OR
% scs * 2 + % population = 100
OR
some combination of the two (e.g. 5 sgs per roid AND % scs * 2 + % population = 34)
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r8-10 RaH r10.5-12 MISTU
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16 Aug 2008, 09:27
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#52
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Registered User
Join Date: Aug 2001
Location: France
Posts: 80
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Re: New Covert Op Changes
Quote:
Originally Posted by Appocomaster
10x as many security guards as roids
OR
% scs * 2 + % population = 100
OR
some combination of the two (e.g. 5 sgs per roid AND % scs * 2 + % population = 34)
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Easy no?
__________________
Ad Mortem Festinamus -Gorynytch- The Ğragon(ex-scanner) / ex-Xanascanner
Top scanner.
Top cooper.
0 pods; I never attack.
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16 Aug 2008, 09:55
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#53
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xVx
Join Date: May 2008
Posts: 13
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Re: New Covert Op Changes
For my part you could kill cov op forever.
But sinse you wanna make it harder for ppl to understand, you create a new type of game now. those who actually read this and thinking about how to get imune or are going to covopp all round will do the round ok....those others will not even be at top 150 anymore. so when new ppl start using the game add a big f...ing banner about read the covopp manual 10 times before even play.
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20 Aug 2008, 09:47
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#54
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Bullbars
Join Date: Jun 2003
Location: Emerald Isle
Posts: 18
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Re: New Covert Op Changes
Quote:
Completing consecutive covert operations gives you a bonus to your maximum stealth rating, an extra bonus of 1 per covert operation, capped at 5 successful covert operations. This gives a covert ops immunity at an alertness rating of 100.
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so dose that mean 2 things ?
A) you get a bonus for each sucessfull covert attack of 1 , added to your stealth
and
B) after reaching 5 consectuive sucessful covert attacks, you are also immune to covert attacks
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|-^^^^^^^^^^^^^^^^^^^^^^^^-||
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__(@)(@)_________(@)(@)__(@)___ Keep On Truckin' !!
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20 Aug 2008, 11:00
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#55
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: New Covert Op Changes
Quote:
Originally Posted by bullbars
so dose that mean 2 things ?
A) you get a bonus for each sucessfull covert attack of 1 , added to your stealth
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Yes, until you fail, then the bonus goes to 0
Quote:
and
B) after reaching 5 consectuive sucessful covert attacks, you are also immune to covert attacks
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No, it means after 5 your bonus stops.
So if I had 10 covert ops that went: S S S S S S S F S S (s=success, f=fail), and my current max stealth was 100, then after each of the covert ops, my max stealth would be as follows:
101,102, 103, 104, 105, 105, 105, 100, 101, 102
Note that I'd still lose 10 (or whatever) stealth when doing my covert op .. it's just that when regaining my stealth, it'd stop at a slightly higher (or lower) level than before.
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r8-10 RaH r10.5-12 MISTU
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20 Aug 2008, 12:01
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#56
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Tilting at windmills
Join Date: Nov 2003
Posts: 579
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Re: New Covert Op Changes
Planetarion is going in the wrong direction. It should be easier to play, with simpler concepts and less pointless complication.
These changes make covops even more impenetrable to the new player.
__________________
[Fury] [1up] [Ascendancy]
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20 Aug 2008, 12:14
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#57
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Up The Hatters!
Join Date: Nov 2004
Location: Kenilworth Road
Posts: 3,012
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Re: New Covert Op Changes
Totally agree. Im fracking annoyed with all these useless changes that doesnt change **** all.
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Planetarion veteran
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20 Aug 2008, 13:26
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#58
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NewDawn
Join Date: Oct 2003
Location: Stavanger, Norway
Posts: 468
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Re: New Covert Op Changes
I dont like that i have to make an effort to actually understand the game
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Proud to be Newdawn
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20 Aug 2008, 14:36
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#59
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self-entitledly superior
Join Date: Aug 2004
Location: Finland
Posts: 341
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Re: New Covert Op Changes
I'm afraid I have to agree that this doesn't really add anything to the game play, it actually just brings more unnecessary complexity...
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24 Aug 2008, 21:13
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#60
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Registered User
Join Date: Aug 2008
Posts: 1
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Re: New Covert Op Changes
Quote:
Originally Posted by Appocomaster
10x as many security guards as roids
OR
% scs * 2 + % population = 100
OR
some combination of the two (e.g. 5 sgs per roid AND % scs * 2 + % population = 34)
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Not much effort needed to understand that. You could ultimately just ignore the fact that cov-op is there, but this feature should remain for those who want to use it - plus it adds to the gameplay of this galactic struggle to become top galaxy/planet.
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26 Aug 2008, 20:43
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#61
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Alive and kicking
Join Date: Oct 2003
Location: Kingdom of the Netherlands
Posts: 220
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Re: New Covert Op Changes
Quote:
Originally Posted by manual
(50+5*min(security_guards/(total_asteroids+1),10))*(1+(%security_centres*2 + %government alert bonus + %population security workers)/100)
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Since when is Security Guards capped at min(...,10)?
Why wasn't this anounced? It wasn't there when I logged in a week ago.
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27 Aug 2008, 00:29
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#62
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: New Covert Op Changes
You're wrong. That bit simply limits the base rate to 100 (not security guards to 10), to prevent overflow problems. Since anything over 100 is useless anyway, it doesn't influence game play, which is why I imagine it wasn't announced.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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27 Aug 2008, 05:18
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#63
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Alive and kicking
Join Date: Oct 2003
Location: Kingdom of the Netherlands
Posts: 220
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Re: New Covert Op Changes
You're wrong. Since the base rate can be multiplied by a factor <1 it does affect game play. With government Feudalism or Unification, you can now no longer depend on Security Guards alone (no Security Centers or population on security). I only found out after buying Security Guards that no longer did anything. If all you wanted to achieve is maximize the alertness to 100, then maximize it to 100, but don't reduce the effectiveness of my Security Guards.
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27 Aug 2008, 10:32
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#64
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: New Covert Op Changes
Damn! You're correct.
This is a Bad Thing. Voting for the solution Gerbie2 suggested.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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5 Sep 2008, 06:12
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#65
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Alive and kicking
Join Date: Oct 2003
Location: Kingdom of the Netherlands
Posts: 220
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Re: New Covert Op Changes
2*[ covert op # + int(number of agents used / 10) ]
Why not:
2*covert op # + int(number of agents used / 5)
(giving you 1 additional xp for every 5 agents, rather then 2 additional xp for every 10 agents)
ps1: not sure if they changed that this round or if it was this way already, haven't used cov ops for a while
ps2: get someone who understand maths to check formula before implementing them please
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