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Unread 7 Feb 2004, 14:36   #1
Spinner
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Live from Speedgame #1

Its a small universe, but plotting and fighting has started.
2:1 is ahead atm, with 2:4 and 2:7 just behing.
PaTeam cant play to win ofc, but we can play to have fun , and so we have just launched at 2:1 to meet our makers on our own terms (:
Some galaxies are very slow in getting organized (i.e. why dont the two half ones join forces), but hey, their call.
Yes, we are currently the #4 galaxy, but, um, not sure how long that will last

I am having fun, and that is what matters to me!
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Unread 7 Feb 2004, 15:31   #2
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Re: Live from Speedgame #1

how many finally activated accounts?
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Unread 7 Feb 2004, 18:38   #3
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Re: Live from Speedgame #1

less then 75
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Unread 7 Feb 2004, 18:40   #4
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Re: Live from Speedgame #1

well thats £250
(75/3 * 10 = 250) and I guess some people have got credits for other rounds too?

Last edited by Appocomaster; 7 Feb 2004 at 18:49.
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Unread 7 Feb 2004, 18:41   #5
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Re: Live from Speedgame #1

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less then 75

wtf
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Unread 7 Feb 2004, 18:42   #6
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Re: Live from Speedgame #1

Quote:
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wtf
This speedround was announced on a very short notice, so it's not really surprising. I'm expecting numbers to be higher in the next two.
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Unread 7 Feb 2004, 18:43   #7
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Re: Live from Speedgame #1

Yes, hopefully the other speedgames will be more popular (they should be - theres been more warning, although next saturday is valentines day) because I think jolt wanted 100+ people in them
btw who won etc?
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Unread 7 Feb 2004, 19:48   #8
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Re: Live from Speedgame #1

still got 2moro
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Unread 7 Feb 2004, 19:50   #9
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Re: Live from Speedgame #1

er yeah... *cough* I knew that i meant who's winning atm? is there a clear leader?
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Unread 7 Feb 2004, 20:26   #10
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Re: Live from Speedgame #1

2:1 won already after 2 hours.

Warned Jolt enough, that game should be announced EARLY! But they didn't see a problem. Also we got less people, and they try to have 3 speedrounds with plenty people. Now you got 3 half rounds, where people complain, which is bad for planetarion image. Speedround was a good attempt to get some fun back in the game, but the way it's organised is the worst in pa history. Thx for spinner we could have one!, thx to this late announcement, crappy weekends, and having 3 in stead of one good speedround goes to jolt!

I will still play the last one.. But that's only because I love speedround, not because i think it's a good idea.
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Unread 7 Feb 2004, 20:41   #11
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Re: Live from Speedgame #1

so Thunder, what you basicly saying is that Jolt fcked up (again) ?
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Unread 7 Feb 2004, 21:58   #12
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Re: Live from Speedgame #1

Ofcourse, Zhukov.
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Unread 7 Feb 2004, 22:09   #13
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Re: Live from Speedgame #1

Heh, it is ok that this first one had too short notice, but I wouldnt worry too much about the next two. This one was a good refresher for us, as we havent ran these for a while.
Dont be so absolute and ready to critisize Jolt at every turn. Even if there were few people who could play this first one, which we knew from the start, its hardly a disaster.
The games will get better and better, I am sure and confident.
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Unread 7 Feb 2004, 22:21   #14
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Re: Live from Speedgame #1

Quote:
Originally Posted by Leshy
This speedround was announced on a very short notice, so it's not really surprising. I'm expecting numbers to be higher in the next two.
[R6B] still dares everyone for the last speedround :-)
make it a big universe, more fun for everyone!!!!
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Unread 8 Feb 2004, 00:45   #15
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Re: Live from Speedgame #1

doesn't overly help that the major gals all allied to each other thus creating a stagnant game within 4 hrs
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Unread 8 Feb 2004, 01:34   #16
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Re: Live from Speedgame #1

Rankings at the end of Day 1:

Code:
Planets - Top 100 
Rank Change Coord Ruler Planet Size Score 
1  2:1:10 I am a man Constant sorrow 1107 376.184 
2  2:1:5 The Master Pleasure 1310 331.021 
3  2:1:7 Teh General Battlehurzt 1463 308.441 
4  2:1:9 insert rulername insert planetname 950 298.496 
5  2:1:6 The Nature My Discontent 967 292.122 
6  2:1:2 Lord The Roids 884 268.372 
7  1 2:1:4 oi Did I rape ya? 1325 268.131 
8  1 2:4:6 blixxard Triffis 1000 264.596 
9  2:1:8 teh fool fools 948 261.604 
10  2:1:1 The Hole My Body 639 225.176 
  
11  2:4:7 Bosk The Pirate Port Kar 791 223.407 
12  2:4:10 Belgarion Riva 633 216.752 
13  2:1:3 Desire Divine 831 207.462 
14  2:4:4 Mistress Pain and Pleasure 643 203.480 
15  2:4:9 Master the Universe 310 199.500 
16  2:4:5 Beauty The Beast 485 186.648 
17  2:4:8 Power Grey Skull 600 167.438 
18  2:7:7 Worthy A Throne 708 155.096 
19  2:4:2 Parzival Grail castle 449 146.780 
20  2:4:1 The Reporter The Battlefield 399 131.272 
21  2:7:8 Dr Arkeville the Decepticons 621 116.221 
22  2:9:1 Lord Smithy Smithtopia 54 114.162 
23  2:4:3 The Builder The StarForge 366 109.819 
24  1:1:1 Spinner Saturn 338 108.894 
25  1 1:1:6 Ice-Lady Newsletter 159 105.418

Code:
Galaxies - Top 100 
Rank Change Coord Name Size Score 
1  2:1 One Galaxy to rule you all 10424 2.837.009 
2  2:4 Supremacy! 5676 1.849.692 
3  2:7 stickers add 10 hp 3020 894.318 
4  2:6 New To This 1907 701.875 
5  1:1 A Galaxy Far Far Away 1758 695.975 
6  1:7 Clouds of Union 905 395.493 
7  2:2 Legions Of Iron 400 168.525 
8  2:9 A Galaxy Far Far Away 130 161.006 
9  1:3 A Galaxy Far Far Away 250 78.216 
10  1:4 PHOENIX 310 24.492 
  
11  1:2 Vengeance 18 18.858 
12  200:4 A Galaxy Far Far Away 93 17.561 
13  200:2 Galaxy Name 93 16.874 
14  203:2 A Galaxy Far Far Away 96 11.916 
15  202:8 A Galaxy Far Far Away 96 10.878 
16  203:1 Alcohlics Anonymous 9 10.548 
17  201:1 A Galaxy Far Far Away 102 7.324 
18  202:10 A Galaxy Far Far Away 0 7.188 
19  203:3 A Galaxy Far Far Away 0 5.739 
20  2:3 Eh ? Where are weeee 0 5.530 
21  202:1 W0te f0r SadoStruts! 0 5.468

Code:
Alliances - Top 100 
Rank Change Name Size Score 
1  [VsN] 4626 1.483.300 
2  DFA 1898 560.100 
3  PATEAM 1325 558.976 
4  Transformers 1462 351.373 
5  Ðragons 1310 331.021 
6  PHÖNIX 760 288.833 
7  LCH 831 207.462 
8  British Empire 54 114.162 
9  Je'Jerhyn 187 97.961 
10  SWaRM 250 78.216 
  
11  Wolfpack 210 74.114 
12  Legion Of Iron 95 42.232 
13  Fury 127 25.764
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Unread 8 Feb 2004, 01:34   #17
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Re: Live from Speedgame #1

Karmulian, what did you expect from this community? Seriously.

Spinner: After watching the way they ran r9, r9.5, pax, and now developing r11 without bringing in a paid person who can code, everyone should be asking how serious they are.

Ive been working in several organizations the last ten years off my life. And its pretty obvious that without alteast 1 paid person, its difficult to organize anything big. Simply becouse big things needs more than spare time to do, this I think also applies to coding.

And when it comes to reviving this community, I would rather spare the world for it.
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Unread 8 Feb 2004, 15:11   #18
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Re: Live from Speedgame #1

Worst Speed Round Ever

Even thou this is my first, it is most likely my last , even if my gal makes it thru
2:1's tactics were gain a lead by wuteva means then bash the others into a pulp.
Jolt have ****ed up big time, and are loosing people from this game
they need to sort there act out
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Unread 8 Feb 2004, 15:19   #19
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Re: Live from Speedgame #1

Speed games were a good idea to get people back, but FREE speedrounds!
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Unread 8 Feb 2004, 15:22   #20
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Re: Live from Speedgame #1

yep
suggested this yesterday and got laughed at
surely if free games were run people wld see it then miss it then pay for it
but again, this is too sensible for Jolt
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Unread 8 Feb 2004, 16:23   #21
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Re: Live from Speedgame #1

Quote:
Originally Posted by Smudge
2:1's tactics were gain a lead by wuteva means then bash the others into a pulp.
Yes, that's generally how you win a speedround.
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Unread 8 Feb 2004, 16:27   #22
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Re: Live from Speedgame #1

you cant pay cash for speed rounds can you?
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Unread 8 Feb 2004, 16:51   #23
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Re: Live from Speedgame #1

what 5 attacks inside 10 mins? thats overkill
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Unread 8 Feb 2004, 17:19   #24
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Re: Live from Speedgame #1

Quote:
Originally Posted by Smudge
what 5 attacks inside 10 mins? thats overkill
Is it effective? Do you expect Arsenal to stop attacking when they're 2-0 up against Wolverhampton Wanderers 10 minutes into the game, because it's overkill to trash them 10-0?
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Unread 8 Feb 2004, 18:12   #25
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Re: Live from Speedgame #1

Quote:
Originally Posted by Qdeathstar
you cant pay cash for speed rounds can you?
nope, they closed all payment centers and don´t accept paypal
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Unread 9 Feb 2004, 09:25   #26
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Re: Live from Speedgame #1

Quote:
Originally Posted by Smudge
Worst Speed Round Ever

Even thou this is my first, it is most likely my last , even if my gal makes it thru
2:1's tactics were gain a lead by wuteva means then bash the others into a pulp.
Jolt have ****ed up big time, and are loosing people from this game
they need to sort there act out
You know just as well as I that what you say there is utter bull***t. Your gal could at any timeduring the round have allied with 2:4 and you could have taken us down (ofc not in the VERY end) and just as well as I you know that they were willing to allie your gal... you also know that you actualy did allie in the beginning of day 2, but who was it that didn't carry out that alliance, but actualy only send fake attacks on us (with our notice) so that we could consentrate on only defending aggainst 2:4?
Its also a matter if fact that 1:1 would be willing to help out attacking us( hehe yeah that was proven quite a few times) and what 1:1, 2:4 and 2:7 could have done together I don't even want to think about.
All I say here is that, you are not exacly the right person to say that its others fault than your own (and your gal) that the round was over that soon.

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Unread 9 Feb 2004, 10:21   #27
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Re: Live from Speedgame #1

Absolutely, 2:4 and 2:7 could have taken down 2:1, and I dont think 2:6 would be difficult to get help from either. The plan was there, but it was not executed properly. 2:1 won fair and square because they got the best start, and because the opposition did not take advantage of their opportunities.

However, one can safely say, the motivation for pulling off such big plans wasnt quite there, as all the top 4 galaxies would go on to the finals.

This speedgame was "ok"-ish imho, but simply lacking players.
Which was unfortunate but not surprising, being the first one with little time to prepare.
We learnt a few lessons about PaX in a speedgame here too, which we will use for the next ones.

I am excited to see what the next weekend will bring, I am sure it will work out much better with just a few more people (which it should have according to my intel). It will be a tough 24-hour no-breaks game though, so not for the weaklings.

I'll be there (:
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Unread 9 Feb 2004, 10:22   #28
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Re: Live from Speedgame #1

Quote:
Originally Posted by Smudge
Worst Speed Round Ever

Even thou this is my first, it is most likely my last , even if my gal makes it thru
2:1's tactics were gain a lead by wuteva means then bash the others into a pulp.
Jolt have ****ed up big time, and are loosing people from this game
they need to sort there act out
To me, that sounds like a good tactic. Get ahead, then kill the opposition. Hard to find a flaw in that plan (:
And just how was this Jolt's fault??
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Unread 9 Feb 2004, 10:52   #29
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Re: Live from Speedgame #1

Quote:
Originally Posted by Spinner
Absolutely, 2:4 and 2:7 could have taken down 2:1, and I dont think 2:6 would be difficult to get help from either. The plan was there, but it was not executed properly. 2:1 won fair and square because they got the best start, and because the opposition did not take advantage of their opportunities.

However, one can safely say, the motivation for pulling off such big plans wasnt quite there, as all the top 4 galaxies would go on to the finals.

This speedgame was "ok"-ish imho, but simply lacking players.
Which was unfortunate but not surprising, being the first one with little time to prepare.
We learnt a few lessons about PaX in a speedgame here too, which we will use for the next ones.

I am excited to see what the next weekend will bring, I am sure it will work out much better with just a few more people (which it should have according to my intel). It will be a tough 24-hour no-breaks game though, so not for the weaklings.

I'll be there (:
all but 2:4 were in for an attack on 2:1 at any moment,so heh. 2:7 started a war with 2:6 not caring about the #1 galaxy cause they would be 'too weak' or something. In any way i think that 2:7 have played the round wrong and couldn't win with their fencesitting into the final, on the other hand 2:4 and 2:1 allied at the start to get secure of the final spot, seemed to be there wasnt any resistance at all, and 2:1 went on roiding while 2:4 tried to sort out any cooperative thing with the other galaxies. there wasnt enough participation so clearly 2:1 won because they had the best position (not looking at the class of players this is)
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Unread 9 Feb 2004, 14:55   #30
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Re: Live from Speedgame #1

Quote:
Originally Posted by Rember
all but 2:4 were in for an attack on 2:1 at any moment,so heh. 2:7 started a war with 2:6 not caring about the #1 galaxy cause they would be 'too weak' or something. In any way i think that 2:7 have played the round wrong and couldn't win with their fencesitting into the final, on the other hand 2:4 and 2:1 allied at the start to get secure of the final spot, seemed to be there wasnt any resistance at all, and 2:1 went on roiding while 2:4 tried to sort out any cooperative thing with the other galaxies. there wasnt enough participation so clearly 2:1 won because they had the best position (not looking at the class of players this is)
I think you should be a little carefull with such a statement (the last one)

What was it that brought us to the position you call "the best position"?

Well as I see it both your gal (2:4) and my gal (2:1) was in the EXACLY same position in the beginning. What can posibly give us a better position than you beside skills? The only thing that can posibly posess skill in a game is the persons that play so the matter of fact is that 2:1 had a better team than the rest of the gals (maybe political (mainly Forest), might it be military, might it be all round).

I do not disagree when you say that 2:7 didn't play the round as they "should" but you just as well as I know that 2:7 wasn't as good a gal as you were so if the 2 of you had taken us down 2:4 would be the winners and not 2:7. 2:7 MIGHT have ended as number 2 but they might also never be able to get the upper hand enough to get over 2:1. I myself would have taken the chance, if not for the positions (since all were trough to the final anyways) then just for the fun.

And well then its most likely not a suprise for you that I will at any time claim that 2:1 had far more skill than any of the other gals (including 2:4) player by player :-). Momatter what thanks a lot for the fight and good luck in the finals.

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Unread 10 Feb 2004, 01:19   #31
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Re: Live from Speedgame #1

Can anyone who played comment on the combat differences vs the first 1500 ticks of round 10? With increased capping/damage and fleet analysis working properly...
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Unread 10 Feb 2004, 02:53   #32
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Re: Live from Speedgame #1

Quote:
Originally Posted by Leshy
This speedround was announced on a very short notice, so it's not really surprising. I'm expecting numbers to be higher in the next two.
I doubt it, this will prolly be the same ammount of people signing up for round11 ^^
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Unread 10 Feb 2004, 09:27   #33
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Re: Live from Speedgame #1

Quote:
Originally Posted by Blazde
Can anyone who played comment on the combat differences vs the first 1500 ticks of round 10? With increased capping/damage and fleet analysis working properly...
Well there is not really much to say. Actualy I will just say what is obvious namely that now it is posible to get roids from a target even though it has a little def. That was almost imposible in r10. Also now you can't just send a few ships to def and then be more or less sure that the attacker will not cap many roids, but you will have to send quite some amounts of def.

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Unread 10 Feb 2004, 09:44   #34
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Re: Live from Speedgame #1

Any estimated % that needs to be killed in order to stop capping? (like the 22% in PAX)


Hard to make a honest estimation with so few players though i reckon...
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Unread 10 Feb 2004, 10:09   #35
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Re: Live from Speedgame #1

Later on in round 10 the main problem wasn't just not capping roids in the face of a little defence, but you'd also lose too much fleet to make it worthwhile (with salvage often making it a 'victory' for the defence). With extra damage that can only be worse... but perhaps it doesn't apply so much earlier on, I'm struggling to remember anything but the painful final ticks of round 10.

Estimate of the % would be nice yes, perhaps you could give us a clue Spinner

Also, what kind of sizes were people initiating up to?
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Unread 10 Feb 2004, 13:08   #36
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Re: Live from Speedgame #1

Of the ships that take part in the capping part of combat (those assigned to prioritise capping), you need to kill 17% now, as opposed to 33% in PaX Rnd 10. Where you got 22% from, I have no clue (:
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Unread 10 Feb 2004, 13:32   #37
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Re: Live from Speedgame #1

Quote:
Originally Posted by Spinner
Of the ships that take part in the capping part of combat (those assigned to prioritise capping), you need to kill 17% now, as opposed to 33% in PaX Rnd 10. Where you got 22% from, I have no clue (:

Errr..17 is lower than 33 to me..that would make it a lot easier to stop roid-capping.
We must be talking about different numbers than you Spinner..which wouldnt be surprising as PAX was all about estimates and cracking-the-combat-game

According to the most frequently used Bcalc there was around, APPROX 22% was enough to stop roid-losses. It calced class-by-class, and if any CLASS of ships had gotten LESS than 22% killed, you would cap roids.
So when you sorted a def-call you and wanted to not overkill, but just cover, you simply gathered enough ships to kill 22%+ of attackers ships (of each class) and you knew there woule be no roid-losses. Hope you get how i mean..


You must be using the numbers in another way than us?
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Unread 11 Feb 2004, 00:46   #38
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Re: Live from Speedgame #1

I'm guessing Spinner meant 17% in Round 10, 33% in the speedround?

17% sounds about right, 22% was basically a conservative estimate people used (in Ely most BCs used 20% or even less).
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Unread 11 Feb 2004, 00:50   #39
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Re: Live from Speedgame #1

Quote:
Originally Posted by dabult
Errr..17 is lower than 33 to me..that would make it a lot easier to stop roid-capping.
We must be talking about different numbers than you Spinner..which wouldnt be surprising as PAX was all about estimates and cracking-the-combat-game

According to the most frequently used Bcalc there was around, APPROX 22% was enough to stop roid-losses. It calced class-by-class, and if any CLASS of ships had gotten LESS than 22% killed, you would cap roids.
So when you sorted a def-call you and wanted to not overkill, but just cover, you simply gathered enough ships to kill 22%+ of attackers ships (of each class) and you knew there woule be no roid-losses. Hope you get how i mean..


You must be using the numbers in another way than us?
^^ the 22% only worked if they didn't have one of the priorities set as roids
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Unread 11 Feb 2004, 01:17   #40
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Re: Live from Speedgame #1

Gah, my bad, sorry.
See, in the code, it isnt called disturbance, but the "opposite" which fudge called "freeness", how "free" a ship is to do what it is meant to do, i.e. capping. So if a number goes down, it can be "less free" or, "more disturbed", and still cap.

But it seems I was off on the numbers as well.

In rnd 10, the "required freeness to do what you wanted" was 33. So, if you shot at 33% of the ships meant to cap, you stopped capping. Now, after the speedgame tuning, this number is set to 60.
Which means, it is much easier to cap, and much harder to stop capping alltogether.
I have to admit, there are things in fudge's code I dont understand, but the freeness factor is not a definate hard limit. A ship which is 59% disturbed may only use a small part of its damage to cap roids, while a ship which is 30% disturbed can use much more etc.
So the more free it is, the more it can cap.

I hope this made you just as confused as I am after reading this code-snipplet (:
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Unread 11 Feb 2004, 01:18   #41
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Re: Live from Speedgame #1

Keep in mind, this is just for the ships in the group that go to do other things than shoot at ships, not the total.
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Unread 11 Feb 2004, 01:29   #42
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Re: Live from Speedgame #1

In practise 90% of attacks used ships/roids tactics, and 99% of defence used ships/ships. Perhaps it works out to around 20% in those circumstances...
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Unread 11 Feb 2004, 07:48   #43
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Re: Live from Speedgame #1

Quote:
Originally Posted by cbk100
I think you should be a little carefull with such a statement (the last one)

What was it that brought us to the position you call "the best position"?

Well as I see it both your gal (2:4) and my gal (2:1) was in the EXACLY same position in the beginning. What can posibly give us a better position than you beside skills? The only thing that can posibly posess skill in a game is the persons that play so the matter of fact is that 2:1 had a better team than the rest of the gals (maybe political (mainly Forest), might it be military, might it be all round).

I do not disagree when you say that 2:7 didn't play the round as they "should" but you just as well as I know that 2:7 wasn't as good a gal as you were so if the 2 of you had taken us down 2:4 would be the winners and not 2:7. 2:7 MIGHT have ended as number 2 but they might also never be able to get the upper hand enough to get over 2:1. I myself would have taken the chance, if not for the positions (since all were trough to the final anyways) then just for the fun.

And well then its most likely not a suprise for you that I will at any time claim that 2:1 had far more skill than any of the other gals (including 2:4) player by player :-). Momatter what thanks a lot for the fight and good luck in the finals.

cbk
forest kinda stopped 2:7 from attacking 2:1 and let them fake it, that's quite some position ;-) and ofcourse u are right in have the best players, but not about that. First session last 2 hours we had VERY much difficulties in talking with the other galaxies to bring 2:1 down, that means we coulndt really focus on roiding coz we were napped with 2:1 and tlaking with the others.

so let me rephrase, due to the quality of 2:1 they had the best position to win after 4 hours, with forest talking 2:7 out on the 2nd day 2:1 clearly indoctrinated the universe, besides the winning skillz
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