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Unread 1 Mar 2007, 21:32   #1
Remy
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The final word on how roiding works (!)

We in #support get loads of questions about roids captured, or roids NOT captured. This is an attempt to explain it to everyone clearly:

Theory:

- First the combat engine decides for each attacking fleet the fleet value
- Then the total capturable asteroids is calculated (25%)
- All individual fleet values are added up and give the Total Attacking Fleet Value (TAFV).
- For each individual fleet, the % of the TAFV is calculated
- Using the % just calculated, it calculates for each fleet, the share THAT fleet can steal of the 25% maxcap.
- Now, for each individual fleet, then steal is done, if possible (in other words, if enough pods are in that fleet to capture THEIR share)

Situation A:

- attacker A: fleet value is 30k
- attacker B; fleet value is 70k
- both attack and land on a 1000 roid planet at the same time
- both have enough pods to capture all the roids they may get

outcome:

250 roids CAN be captured
attacker A can steal 30% of 25% = 75 roids
attacker B can steal 70% of 25% = 175 roids
both planets have enough pods, so steal their share

Situation B:

- attacker A: fleet value is 30k
- attacker B; fleet value is 70k
- both attack and land on a 1000 roid planet at the same time
- attacker A has enoug pods
- attacker B forgot to send pods along

outcome:

250 roids CAN be captured
attacker A can steal 30% of 25% = 75 roids
attacker B can steal 70% of 25% = 175 roids
attacker A has enough pods, so will steal 75 roids
attacker B has NO pods, so will steal 0 roids
the attacked planet does NOT lose 175 roids that it WOULD have lost if B hadnt been so stupid

Situation C:

- attacker A's first fleet: fleet value is 30k
- attacker A's second fleet; fleet value is 70k
- both attack and land on a 1000 roid planet at the same time
- attacker A has enough pods in the first fleet
- attacker A has NO pods in the second fleet (example: escorting pod fleet with kill fleet)

outcome:

250 roids CAN be captured
attacker A's first fleet can steal 30% of 25% = 75 roids
attacker A's second fleet can steal 70% of 25% = 175 roids
attacker A's first fleet has enough pods, so will steal 75 roids
attacker A's second fleet has NO pods, so will steal 0 roids
the attacked planet does NOT lose 175 roids that it WOULD have lost if B hadnt been so stupid
READ: Attacker A does NOT get 250 roids, even when both fleets were his !!!

Situation D:

- attacker A: fleet value is 30k
- attacker B; fleet value is 70k
- both attack and land on a 1000 roid planet at the same time
- attacker A has enough pods
- attacker B has enough pods to steal 50 roids

outcome:

250 roids CAN be captured
attacker A can steal 30% of 25% = 75 roids
attacker B can steal 70% of 25% = 175 roids
attacker A has enough pods, so will steal 75 roids
attacker B has enough pods to steal 50 roids, so will steal 50 roids (and misses out on 175-50 = 125 roids)
the attacked planet does NOT lose 125 roids that it WOULD have lost if B had sent enough pods



What if a planet lands an attack the same tick that he is being landed upon? [Rewritten by Appocomaster]

The outcome of this is dependant on your user ID (the number in preferences). The game ticks and battles in order of userid, ascending. This means the planets tick from user id 1 (first) through to the highest user ids.

Combat is calculated on the target planet.

If we have planets A, B and C, and planet A attacks B, and B attacks C, and they all land at the same time:

planet A caps (if he can) when planet B ticks.
planet B caps (if he can) when planet C ticks.

If the user id of B is lower than C, then planet B loses his roids before he gains roids from C.
If the user id of C is lower than B, he captures asteroids then loses them.

Since we fixed the ETA returning bug issue in ~Round 14-15, the game has ticked combat like this.

I've heard about capturing asteroids when my ships were killed / stolen / EMPed. What's this about?
There used to be a bug where if a co-attacker stole roids and you had pods present, then then you would gain roids. This has been fixed.
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Last edited by Appocomaster; 23 Aug 2007 at 18:13.
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