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7 Apr 2009, 09:08
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#1
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Registered User
Join Date: Apr 2008
Posts: 30
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Farms
As i see it every round happening and there are serveral planets that never attack just init roids and are roided try again. The problem for multihunters is here ofc to prove that they are cheating.
My suggestion is that there is a limit to which u can init roids (same like FC this round) for example 400 or 500 roids (in total, makes around 150 of each) as its not worth initing more.
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7 Apr 2009, 09:22
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#2
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Registered User
Join Date: Apr 2008
Posts: 30
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Re: Farms
Also it should not be possible to init roids when under attack for example a planet is under attack with few roids only and init up before attacker land etc.
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7 Apr 2009, 09:38
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#3
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You've Seen The Light
Join Date: Nov 2008
Posts: 1,152
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Re: Farms
Quote:
Originally Posted by NOV
Also it should not be possible to init roids when under attack for example a planet is under attack with few roids only and init up before attacker land etc.
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That doesnt really solve much, as the farm could just init the roids 1tick prior to the attacker launching.
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First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it.
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7 Apr 2009, 12:02
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#4
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Farms
Initing the 151st roid is an investment that takes about 48 hours to break even, with max mining bonus (66%). Your limit is too low. The break even point of the much more reasonable limit of 96 tick lies at the 259th roid, which is plenty for farms as well, making it ineffectlve.
In short, ignoring whether or not it's a good idea or not (which in my opinion it isn't), there is no way you can actually pull it off effectively without hampering legitimate strategies.
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7 Apr 2009, 15:16
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#5
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Farms
Maybe just let the multi-hunters do their job, rather than trying to fiddle with game mechanics.
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Utterly useless since r3
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7 Apr 2009, 17:24
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#6
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Registered User
Join Date: Apr 2008
Posts: 30
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Re: Farms
Quote:
Originally Posted by Cochese
Maybe just let the multi-hunters do their job, rather than trying to fiddle with game mechanics.
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Yeah, but i talked to them about a clear farm. But the problem it looked only clear as a farm there was no prove so they couldn't close it, so either they do some abstract rules or do something similar to that, ofc i know that it most likely wont come but at least expression what i think
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7 Apr 2009, 18:21
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#7
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Miles Teg
Join Date: Nov 2001
Location: Dom City
Posts: 5,192
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Re: Farms
Yeah but man, you've been Denial and CT, it is not as if it will affect your rankings. It will be #2 or lower anyway.
(ps. multihunters should do less with proof and just more with 'blatant obviousness'. At the moment they rather let 523523 go unpunished before they close down 1 guilty one, which I think is hurting the game.)
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Audentes Fortuna Iuvat
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8 Apr 2009, 07:38
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#8
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Farms
You mean they shouldn't close that last one?
I agree with Mz (hardcoded limits are generally bad). Many smaller players get hit and init again. They actually 'feed' asteroids into the asteroid system of the universe. Also, people might init when they have incoming because they're covered.
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r8-10 RaH r10.5-12 MISTU
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8 Apr 2009, 21:05
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#9
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Registered User
Join Date: Apr 2008
Posts: 30
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Re: Farms
Quote:
Originally Posted by Appocomaster
You mean they shouldn't close that last one?
I agree with Mz (hardcoded limits are generally bad). Many smaller players get hit and init again. They actually 'feed' asteroids into the asteroid system of the universe. Also, people might init when they have incoming because they're covered.
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Not that someone cant init all round more then a number like 200 roids per type, i mean that he cant init if hes over it, when roided ofc he should be able to init back, but well seems no one likes my idea :P
Just then MH close close close ppl u suspect cheating
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10 Apr 2009, 16:11
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#10
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Farms
Just work on limiting attacking small people. People should allways attack people close to their range.
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If the opponent resists, CaRnage there will be!
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11 Apr 2009, 00:27
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#11
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Drunken Boozer
Join Date: Apr 2003
Posts: 298
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Re: Farms
Quote:
Originally Posted by Ave
Just work on limiting attacking small people. People should allways attack people close to their range.
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Its not that eays to do........
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14 Apr 2009, 03:13
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#12
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Farms
I agree with NOV, once you reach 500 roids you should get a message like: "sorry you can't init more roids, if you want more go out and steal some you lazy f...". This is a wargame not Simplanet.
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14 Apr 2009, 16:42
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#13
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Mind-boggling
Join Date: Dec 2006
Location: Devon, England
Posts: 1,468
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Re: Farms
NOV maybe it wasn't a farm and just some new player to the game.
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18 Apr 2009, 00:45
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#14
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: Farms
"Simply" add something like score/roid ratio to be shown on players front page (or there where resources and stuff are) and make a note eachtime the ratio gets too "good."
- Your roid amount is dangerously too high compared to the defence u hold. Build up more troops asap to not attract enemies.
And its not that hard to prevent people to hit noobs, just give good enough boosts to land on people on your range. And SpM has/had a good system... your fleet moral/reputation suffers if you launch on smaller players and you will have to pay/bribe people not to turn against you, if your reputation gets too low and you dont pay to boost it, random hits will be made towards your flying troops and u can lose some.
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If the opponent resists, CaRnage there will be!
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