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Unread 1 Dec 2003, 14:43   #1
Andy_r
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Roidcounts reversed

It seems that you smaller you are, the more roids you can safely have.

In my galaxy, the player who gets the most incoming is twice my value, but has less roids than me - the biggest planets can't hit me, so they go for him.

In other galaxies, I see tiny players with more roids than me, that I can't launch at because they are too small, and in the free universe there are planets with thousands of roids but hady any ships.

How can this be fixed for round 11?
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Unread 1 Dec 2003, 15:15   #2
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Re: Roidcounts reversed

By changing the 30% value limit?
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Unread 1 Dec 2003, 15:22   #3
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Re: Roidcounts reversed

heh
the game sux
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Unread 1 Dec 2003, 15:55   #4
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Re: Roidcounts reversed

make roids add more value?

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Unread 1 Dec 2003, 16:18   #5
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Re: Roidcounts reversed

Scrap the whole new scoring/value system as it's utter shit?
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Unread 1 Dec 2003, 16:50   #6
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Re: Roidcounts reversed

Change the cap to be relative to the total firepower of the defender as calculated by whatever stats are in use at the time.

As a side effect it would force players to have more balanced fleets.
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Unread 1 Dec 2003, 17:05   #7
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Re: Roidcounts reversed

If people are going to start being slightly more constructive than "its shit" this thread might as well be in Suggestions...
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Unread 1 Dec 2003, 17:59   #8
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Re: Roidcounts reversed

Remove 30% cap and replace it with eta, cap and damage penalties when attacking small targets. This way you can still attack small players that don't target your ships at all. Adding a max value that you can send in combination with damage and cap reduction would prevent bashing.
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Unread 1 Dec 2003, 20:05   #9
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Re: Roidcounts reversed

forcing balanced fleets sounds dull to me. I suggest (now this thread has movd to suggestions) dropping the 30% limit, adding an auto-runaway feature to combat (if you lose x% of your ships at base, the other 100-x% run away and take no part in combat, you can set the value of x in prefereces) and giving progressively larger negative score for attacks below 40% of your size.
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Unread 1 Dec 2003, 21:32   #10
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Re: Roidcounts reversed

I'm still of the opinion that penalties based on losing score are ineffectual in the extreme. There needs to be some tangible punishment for hitting considerably smaller planets than yourself in the form of increased losses, slowed production speed for your planet while your fleet returns in disgrace, reduced resource mining for a similar period, something that actually disadvantages a player instead of 'score--'.
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Unread 1 Dec 2003, 22:44   #11
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Exclamation Re: Roidcounts reversed

Quote:
Originally Posted by Andy_r
It seems that you smaller you are, the more roids you can safely have.
Why is this a problem?
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Unread 2 Dec 2003, 14:15   #12
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Re: Roidcounts reversed

I've always been opposed to restrictions on who you can attack - and still am. But, if there's going to be one, why not base it on number of roids, rather than on value? Or base it on both - i.e. you are only prevented from attacking someone if they have less than X% of your value AND less than X% of your roids. One of the most frustrating effects of the attack limitations is when someone attacks you, you get defence and kill their fleet, then are unable to attack back as their suicide has made them too small for you to attack.

And if there MUST be some sort of attacking limit make it work in both directions - if player X can't attack player Y (even in retaliation) then player Y shouldn't be able to attack player X.
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Unread 2 Dec 2003, 15:07   #13
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Re: Roidcounts reversed

Quote:
I've always been opposed to restrictions on who you can attack
Why Sid, surely a [cough] l33t [/cough] player like yourself has no need to bash ppl just out of 72hr protection to pick up a few roids?

Quote:
And if there MUST be some sort of attacking limit make it work in both directions - if player X can't attack player Y (even in retaliation) then player Y shouldn't be able to attack player X.
And don't be scared of them either! I mean, you could always bring the awesome might of Fury to bear if he has more than 10 ships....

X = l33t 2mil score+ player
Y = n00b who builds Terran Fi cause he likes their names
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Unread 2 Dec 2003, 15:24   #14
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Re: Roidcounts reversed

Quote:
Originally Posted by Tactitus
Why is this a problem?
Jealousy!
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Unread 2 Dec 2003, 20:10   #15
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Re: Roidcounts reversed

Quote:
Originally Posted by Tactitus
Why is this a problem?
Heh, quite - surely those small guys with lots of rocks are gonna catch up pretty quick?
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Unread 3 Dec 2003, 03:47   #16
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Re: Roidcounts reversed

Quote:
Originally Posted by Andy_r
Jealousy!
O, beware, my lord, of jealousy!
It is the green-eyed monster, which doth mock
The meat it feeds on.
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Unread 7 Dec 2003, 20:34   #17
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Re: Roidcounts reversed

Quote:
Originally Posted by Synthetic_Sid
I've always been opposed to restrictions on who you can attack - and still am. But, if there's going to be one, why not base it on number of roids, rather than on value? Or base it on both - i.e. you are only prevented from attacking someone if they have less than X% of your value AND less than X% of your roids. One of the most frustrating effects of the attack limitations is when someone attacks you, you get defence and kill their fleet, then are unable to attack back as their suicide has made them too small for you to attack.

And if there MUST be some sort of attacking limit make it work in both directions - if player X can't attack player Y (even in retaliation) then player Y shouldn't be able to attack player X.
I concur
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