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9 Jun 2007, 08:59
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#1
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Registered User
Join Date: Jul 2005
Location: roumania
Posts: 12
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ship stats
well, loads of ppl dont like that shitloads of ships, i think that ideea with cheap ships isnt good. i suggest, those game admins to change it back like is the other rounds, like in R13, that was the great round in hitory of PA.
thanks
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r4-r7 nub; r8- tof member; r9- tof member
r10;r10,5;r11;r12;r13;speeds and betas NewDawn member; r14-Hydra and Orbit member ;r15 Subh; r16 Daous Dava; r17 Omen; r18 Omen+xVx; r19 Omen; r20 Omen; r21 WolfPack
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9 Jun 2007, 09:28
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#2
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: ship stats
Why dont 'people' like it? What's wrong with the cheaper ships? What benefits are there to reverting to the old system?
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#Strategy ; #Support - Sovereign
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"The Cake is a Lie."
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9 Jun 2007, 10:54
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#3
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The Force of Spookyness
Join Date: Feb 2006
Location: Sol III
Posts: 122
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Re: ship stats
Buh... It's only a matter of proportions... What's the difference with 10 times more or less ships if all is in the same proportions? I personnally don't mind having 10 times less or more...
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[-SPQR-] of course!
Kindly adopted by [HA]
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9 Jun 2007, 12:30
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#4
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Good Son
Join Date: May 2001
Location: Finland
Posts: 3,991
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Re: ship stats
Quote:
Originally Posted by Ultimate Newbie
Why dont 'people' like it? What's wrong with the cheaper ships? What benefits are there to reverting to the old system?
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The only real difference is that structure killers and asteroid pods are more powerful. And that there's less variability in the first couple of attacks' battle reports.
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9 Jun 2007, 12:35
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#5
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The PropaGhandi
Join Date: May 2001
Posts: 796
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Re: ship stats
Should make ships even cheaper.
Atleast it then seems like there are lots of things happening in the universe with the 140ish players pa got
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11 Jun 2007, 15:42
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#6
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Flash in the PAN
Join Date: Aug 2005
Location: Birmingham, Romania
Posts: 554
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Re: ship stats
vd3a and Keizari are right.
Not only were more asteroids added to the universe by reducing the init cost from 250 to 150, but for no given reason the ship costs were also reduced heavily.
While many said "Oh its the same, just with 10 times bigger numbers" (and what a pointless change that would be), the strength of pods rose greatly.
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11 Jun 2007, 15:56
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#7
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: ship stats
Quote:
Originally Posted by Shyne
but for no given reason the ship costs were also reduced heavily.
While many said "Oh its the same, just with 10 times bigger numbers" (and what a pointless change that would be), the strength of pods rose greatly.
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The reason for the decrease in the cost of the ships was because rounds this year are shorter then rounds last year and I wanted to give people the chance to still have significant number of ships. To some extent what you say is right, in that 10 times the number of ships really doesn't change anything in terms of how combat works out, but I think there is a physcological bonus of having more ships.
You are quite right however about pods, I did the best I could within the game engine limits to cut them back, but was only able to reduce the effectiveness of pods by a factor of 7 rather then the full factor of 10 (the problem was the Illusion), making them more powerful. I suggested off setting this by increasing the damage required to steal a roid, but that idea was not implimented by the PA Team. I have not heard really any outcry to go back to the more expensive ships before this thread, but if it is something the community wants it is easy enough to multiply ship costs by 10 again and be back where we were.
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Romans 10:9-10
#strategy
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11 Jun 2007, 16:36
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#8
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: ship stats
I guess now that I think about it, the other thing that could be done is we could increase the cost of pods by 30%, so they would be out of proportion with the rest of the ships (other then structure killers) but it would put them at the same relative effectiveness level as every other ship.
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Romans 10:9-10
#strategy
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11 Jun 2007, 17:37
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#9
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: ship stats
You shouldn't have tried to fix that which wasn't broken, and when you did try, you should have realised that you were actually breaking, not fixing it. I vote for reverting to the previous costs.
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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11 Jun 2007, 20:06
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#10
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Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
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Re: ship stats
I vote against reverting to the previous costs, just caus i like to have alot of ships (even if 50 of them are as effective as 1 in the old costs)
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11 Jun 2007, 20:20
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#11
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Drink is Good
Join Date: Sep 2004
Posts: 2,122
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Re: ship stats
i liked more ships
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Can we please have a moment of silence...........
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11 Jun 2007, 20:41
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#12
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Registered User
Join Date: Jul 2005
Location: roumania
Posts: 12
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Re: ship stats
well, seems like im gonna quit PA, i hate to have a bunch of ships, thats sux.
th ideea is, in the game ppl need to fight for keep the ships alive. this round, loads of nubs goes to land even they lost loads of ships.. with 200k wach they rebuild the fleet. we need them to keep up for fight, with more launches and recalls... not bild landing ... thats sux
thx
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r4-r7 nub; r8- tof member; r9- tof member
r10;r10,5;r11;r12;r13;speeds and betas NewDawn member; r14-Hydra and Orbit member ;r15 Subh; r16 Daous Dava; r17 Omen; r18 Omen+xVx; r19 Omen; r20 Omen; r21 WolfPack
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11 Jun 2007, 22:46
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#13
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: ship stats
Sorry, what? You're leaving because you get too many ships? You're kidding right? Please tell me you're kidding. :\
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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11 Jun 2007, 22:55
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#14
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Registered User
Join Date: May 2004
Posts: 134
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Re: ship stats
lol vd3a don't leave n0b0
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11 Jun 2007, 22:58
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#15
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Registered User
Join Date: Oct 2003
Location: Norway
Posts: 367
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Re: ship stats
more ships is good, people likes to have more ships.
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NewDawn - Soaring where angels fear to fly
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14 Jun 2007, 15:02
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#16
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Registered User
Join Date: Jul 2005
Location: roumania
Posts: 12
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Re: ship stats
doh, ill quit ... tons of ships sux
i sorry for my friend shyne, he will be forced to play alone for now!
im sorry shyne, i dont like the game anymore if they let him like that ..
c`ya when the game will be like the other rounds
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r4-r7 nub; r8- tof member; r9- tof member
r10;r10,5;r11;r12;r13;speeds and betas NewDawn member; r14-Hydra and Orbit member ;r15 Subh; r16 Daous Dava; r17 Omen; r18 Omen+xVx; r19 Omen; r20 Omen; r21 WolfPack
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14 Jun 2007, 15:40
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#17
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: ship stats
Dear god, beyond the pods thing there is actually no non-aesthetical difference.
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14 Jun 2007, 18:25
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#18
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Good Son
Join Date: May 2001
Location: Finland
Posts: 3,991
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Re: ship stats
It's a bit like money illusion in economical terms, JBG. The fact that it doesn't make a difference doesn't mean people wouldn't think/react as if it did make a difference.
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15 Jun 2007, 00:02
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#19
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Flash in the PAN
Join Date: Aug 2005
Location: Birmingham, Romania
Posts: 554
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Re: ship stats
I don't understand why people find bigger numbers more fun/exciting/useful. It's just POINTLESS.
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