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Unread 15 Aug 2008, 17:14   #51
Appocomaster
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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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Unread 16 Aug 2008, 09:27   #52
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Re: New Covert Op Changes

Quote:
Originally Posted by Appocomaster View Post
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)
Easy no?
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Unread 16 Aug 2008, 09:55   #53
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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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Unread 20 Aug 2008, 09:47   #54
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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.
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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Unread 20 Aug 2008, 11:00   #55
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Re: New Covert Op Changes

Quote:
Originally Posted by bullbars View Post
so dose that mean 2 things ?

A) you get a bonus for each sucessfull covert attack of 1 , added to your stealth
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
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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Unread 20 Aug 2008, 12:01   #56
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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.
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Unread 20 Aug 2008, 12:14   #57
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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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Unread 20 Aug 2008, 13:26   #58
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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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Unread 20 Aug 2008, 14:36   #59
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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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Unread 24 Aug 2008, 21:13   #60
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Re: New Covert Op Changes

Quote:
Originally Posted by Appocomaster View Post
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)
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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Unread 26 Aug 2008, 20:43   #61
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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)
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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Unread 27 Aug 2008, 00:29   #62
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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.
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Unread 27 Aug 2008, 05:18   #63
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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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Unread 27 Aug 2008, 10:32   #64
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Re: New Covert Op Changes

Damn! You're correct.

This is a Bad Thing. Voting for the solution Gerbie2 suggested.
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Unread 5 Sep 2008, 06:12   #65
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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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