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2 Jun 2005, 23:17
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#1
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Registered User
Join Date: Oct 2003
Location: Norway
Posts: 367
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[Declined] Structure Armour
I today got roided .
I then found out I have lost structures. I am a alliance Scanner, I did have 94 amps, and 104 structures. So I guess that I hadd lost some amps wich wouldn't be so bad. I then looked at the breport and found out that I hadd lost 2 FACTORIES, and 2 sec centers.
They was in the 6% wich was not amps. I joined support and asked how that could happend. I was in the beliving that Struct killers should attack randomly at the Structures. and I got told that to. So I then started to think.
Factories are the structures that make's it possible to defend your own planet. Without them, your nothing.
So I suggest there should be different Armour on different structures.
Factories should have high armour. amps/disorters/res labs/sec centers/ etc wich is not so important for your planet running, should have lower armour.
It still need to be that the struct killers attack randomly , or attacking the struct who there is most of. Like other ships do. ( they say its random now, but most likly you will lose a factory anyways )
What does everyone think ?
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NewDawn - Soaring where angels fear to fly
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2 Jun 2005, 23:30
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#2
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Ex-Visionary
Join Date: Aug 2004
Location: Manchester, Eng
Posts: 325
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Re: Structure Armour
yes i notice this despite having 20+ amps and 15+ sec center and 20+ fin center, my 3 factories got destroyed, in a coupla landings :/, is there some bias toward destroying factorys or am i just damn unlucky :/
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3 Jun 2005, 00:46
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#3
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The Original Terran
Join Date: May 2003
Location: Afghan atm
Posts: 1,633
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Re: Structure Armour
i think it kinda works down the list :/
Coz no matter how much i got of everything else if i lose one structure it would always be the light factory first and so on.
always seems to hit amps etc... last.
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3 Jun 2005, 07:12
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#4
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Structure Armour
Quote:
Originally Posted by noah02
i think it kinda works down the list :/
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No. It works by finding out how many structures are killed (damage done / 500) then randomly picks one from each available type. So if you have 1 of each fac, and 100 amps, you have a 3/4 chance per structure lost of losing a fac. The math gets a bit hairier if you look at it in detail, but that's the gist of it.
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3 Jun 2005, 07:50
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#5
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NewDawn
Join Date: Oct 2003
Location: Stavanger, Norway
Posts: 468
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Re: Structure Armour
Quote:
Originally Posted by Banned
No. It works by finding out how many structures are killed (damage done / 500) then randomly picks one from each available type. So if you have 1 of each fac, and 100 amps, you have a 3/4 chance per structure lost of losing a fac. The math gets a bit hairier if you look at it in detail, but that's the gist of it.
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to be honest, i dont think it works..
Ive had 60 termites land on me, no def, i never lost on amp, despite having 90% of them..
I havent lost one amp all round, except to covop, and i have lost my factories numerous of times..
Either the code isnt working, or i believe its fcked up..
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Proud to be Newdawn
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3 Jun 2005, 07:58
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#6
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Structure Armour
Quote:
Originally Posted by SteInMetz
to be honest, i dont think it works..
Ive had 60 termites land on me, no def, i never lost on amp, despite having 90% of them..
I havent lost one amp all round, except to covop, and i have lost my factories numerous of times..
Either the code isnt working, or i believe its fcked up..
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That isnt what he said. He said that if you had four types of structure - 3 factories and amps, then 3/4 of the time you'll loose a factory and 1/4 time you'd loose an amp.
Considering that there are like 11 types of structure, the probability of loosing an amp is quite low. the reletive probability of loosing a factory is considerably higher.
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#Strategy ; #Support - Sovereign
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3 Jun 2005, 08:31
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#7
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Structure Armour
Quote:
Originally Posted by SteInMetz
to be honest, i dont think it works..
Ive had 60 termites land on me, no def, i never lost on amp, despite having 90% of them..
I havent lost one amp all round, except to covop, and i have lost my factories numerous of times..
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Consider how many attacks land with SKs. Consider then that there is a rather large chance that some of these attacks never destroy an amp. Henceforth, consider the likelihood of at least one person not losing an amp to SKs all round. Should that likelihood be lower than 0.025%, you may be on to something.
Quote:
Either the code isnt working, or i believe its fcked up..
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Believe all you want. I'll stick to my assumption that coincidences happen.
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3 Jun 2005, 08:33
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#8
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King of The Fat Boys
Join Date: Feb 2001
Location: UK
Posts: 3,331
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Re: Structure Armour
I see.
The way it should work is that each structure has an equal chance of being hit as any other. So if 80% of your structures are amps then 80% of the structures that you lose will be amps. The current way of calcing it is silly.
Oh, and to answer Spritfire's question, I disagree. All structures should have the same armour.
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They mostly come at night. Mostly.
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3 Jun 2005, 08:57
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#9
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Banned
Join Date: Jul 2003
Location: ******
Posts: 2,326
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Re: Structure Armour
Quote:
Originally Posted by ChubbyChecker
I see.
The way it should work is that each structure has an equal chance of being hit as any other. So if 80% of your structures are amps then 80% of the structures that you lose will be amps. The current way of calcing it is silly.
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If you search PS and its under forums I think you'll find that this has been approved. If someone (a mod perhaps?) could be bothered to make a singe thread with a list of suggested features with status denied, approved, pending or open to discussion, that would be much appreciated.
Quote:
Oh, and to answer Spritfire's question, I disagree. All structures should have the same armour.
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I dunno, it might make for some interesting options.
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3 Jun 2005, 11:17
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#10
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Structure Armour
Quote:
Originally Posted by Banned
If you search PS and its under forums I think you'll find that this has been approved. If someone (a mod perhaps?) could be bothered to make a singe thread with a list of suggested features with status denied, approved, pending or open to discussion, that would be much appreciated.
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I'll get onto that once i have sorted out my 6k Cath CR incoming.
Sigh @ Roaches :\
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#Strategy ; #Support - Sovereign
--- --- ---
"The Cake is a Lie."
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3 Jun 2005, 11:20
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#11
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Registered User
Join Date: Oct 2003
Location: Norway
Posts: 367
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Re: Structure Armour
The part about losing factories than other structures. I only know from my planet that I have allways lost factories and never amps.
Can we get back to the point about different armour on different structures ?
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NewDawn - Soaring where angels fear to fly
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3 Jun 2005, 11:33
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#12
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Registered User
Join Date: Jan 2005
Posts: 3,174
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Re: Structure Armour
Quote:
Originally Posted by Ultimate Newbie
That isnt what he said. He said that if you had four types of structure - 3 factories and amps, then 3/4 of the time you'll loose a factory and 1/4 time you'd loose an amp.
Considering that there are like 11 types of structure, the probability of loosing an amp is quite low. the reletive probability of loosing a factory is considerably higher.
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Maybe, but every brep i've seen, including my own results in every factory killed and despite most having at least one of nearly all of the structures. I dont believe there is an equal chance involved here..
I also dont think there should be different armour for structures..
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If one person is in delusion, they're called insane.
If many people are in delusion, it's called a religion.
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3 Jun 2005, 12:04
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#13
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[Vision]
Join Date: Jul 2001
Location: The Netherlands
Posts: 897
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Re: Structure Armour
even if factories have a higher chance on getting destroyed.. what is the problem? in a 'real' war you would go for the constructions that are potentionally the most harmfull to you. And those are in this game the factories that produce ships, any 'smart' commander would try to nuke those first
I still think though there should be some repair option for destroyed buildings, much like the production page. I.e. you had 4 constructions destroyed, the que to repair a construction would be 4 ticks, and you can repair all the 4 constructions at once at the cost of say 50% of the current construction cost. That way the nuking of building is less disruptive, but still a viable tactic. With this option the qued ship productions would have to hold though, if the required factory is destroyed.
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[Vision] in a lost dream, contributing to The 5th Element at present
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3 Jun 2005, 21:32
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#14
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..comeback kid
Join Date: Apr 2005
Location: The Netherlands
Posts: 41
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Re: Structure Armour
Quote:
Originally Posted by Wandows
I still think though there should be some repair option for destroyed buildings, much like the production page. I.e. you had 4 constructions destroyed, the que to repair a construction would be 4 ticks, and you can repair all the 4 constructions at once at the cost of say 50% of the current construction cost. That way the nuking of building is less disruptive, but still a viable tactic. With this option the qued ship productions would have to hold though, if the required factory is destroyed.
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construction salvage?
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3 Jun 2005, 23:12
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#15
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Antagonist
Join Date: Mar 2005
Location: UK
Posts: 95
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Re: Structure Armour
isn't the whole point of SK's that they are meant to be debilitating?
besides more armor wouldnt solve the problem, people would just buy more SKs
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4 Jun 2005, 11:25
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#16
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Registered User
Join Date: Feb 2005
Posts: 77
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Re: Structure Armour
Quote:
Originally Posted by barney
yes i notice this despite having 20+ amps and 15+ sec center and 20+ fin center, my 3 factories got destroyed, in a coupla landings :/, is there some bias toward destroying factorys or am i just damn unlucky :/
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i agree with this fully. it aint random every attack i had against me that had struct killers my factories allways got destroyed nothing else just my factories.. they need better defence
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10 Jun 2005, 16:46
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#17
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: Structure Armour
armour isn;t the problem, the targetting is, thats what needs fixing first - declined for now
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