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Topic Title: November Round Changes Planned (Simple Topic)

Topic starter: Professor

Topic started: 11:22:55 23rd Oct 2005

Posts: 55 Last post: 06:58:40 31st Oct 2005 by Professor

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Professor Posted: 11:22:55 23rd Oct 2005

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I. Points: There will be some change in the way points are calculated, in two areas. DONE

First, ship points formula will change in some way which will be figured out soon. Bert and VS are discussing (sometimes nicely) proposed new models. Both have some good ideas. Both of their models have some potential drawbacks or problems. But, whatever happens, the 10 points per ship destroyed will change. DONE

Second, points will be awarded for holding resources on planets. The total resources of all types on all planets will be added for each player each day, and a formula will be applied which gives points per million of total resources held on planets at the end of the day. The number of points to be awarded for planet based resources storage has not yet been determined, but will be soon, as this will be done by the end of this round. DONE

II. Ships: Minimum costs of building some ship models will increase, and maximum exp will drop to 200% for all. DONE

Maximum experience for all ships and all models will be reduced to 200% and all excess experience will be lost. So, if you have bigger ships and want to have fun using them while you can, get to the battle zone to blast away now. DONE

Minimum volume: All ships except probes will have minimum volume increased to 1000 per ship. DONE

Probes: Probe ships will have hyperdrive as a required feature (not an option), and the base cost of these ships will increase to 5000 gold plus the gold required for the hyperdrive. So, minimum gold cost for a probe ship will increase from 100 currently (without hyperdrive) to 7500 gold minimum. Therefore, probes will cost roughly three times more with hyperdrive than they do today. With the higher cost, however, comes increased base range, with the base range of probes increased to 150. Since probed area is the cube of the range, this keeps cost to probe a given volume of space about the same, but the number of probes required to probe that volume of space will decrease by one-third. ALMOST DONE. WILL BE DONE BY END OF DAY NOVEMBER 1st.

III. Warp: More random, but in smaller area within Battle Zone. To be implemented ASAP. DONE

Warp now operates in a pattern based on the system clock which is not random. This will be changed to be a more nearly truely random location determination (much less predicable than now) but in a smaller area of +/- 15 arround Battle Zone area. Within a few minutes of searching, most players will be able to find the warp. It also will operate less frequently to find new systems, with new systems found only twice per hour instead of four times per hour.

IV. Market: To be changed as soon as possible, but probably not at round start. NOT DONE YET.

New pricing policies will be implemented DURING the November round. Not sure WHEN they will be done, but average prior prices will be posted along with best current price, and goods that are priced more than 10% over average prior trading prices between players will have prices reduced over time. The higher the price relative to average prior trades, the faster prices will decline over time for these goods priced higher than average sale prices.




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Whitbread Posted: 11:33:24 23rd Oct 2005

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I think the 7500 Gold minimum for probes will annoy some of the older players but what about the new players? If the new tutorial does teach the new players the importance and many benefits of probing, when they learn they have free upgrades they will be eager to probe but at that price, will they be able to afford it?

Perhaps you could lower probing costs for players in immunity and maybe introduce another credit upgrade reducing the cost of probes or perhaps all ships?




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Professor Posted: 11:37:21 23rd Oct 2005

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New player missions, as being modified, requires players to probe SUCCESSFULLY with finding new planets to be able to finish the mission. They are given advice about how to probe to find a planet as well, and there are systems that will be near their starting planet that they will be able to find. They will also have enough gold at startup on their planets to be able to do this.

The cost of probing a fixed volume of space is not significantly changed with these modifications, as the area probed goes up by about the same amount as the cost of building ships goes up.

So, probing is not more expensive, on average, with these changes, although the ships themselves are more costly. They just do more for your money, so the net cost of finding a new system via probing is roughly the same.




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Dark Light Posted: 14:15:09 23rd Oct 2005

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the points formulated per million :S does this meen that you will still get points if you have under 1mil of a res if not this will discredit noobs




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Professor Posted: 14:16:47 23rd Oct 2005

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No points if under a million in total, and no points for parts of a million in total. Points rounded down, just like they are now for capturing planets. Only points are for full million of stuff.




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GholaBashar Posted: 14:47:02 23rd Oct 2005

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nice changes. i like the way this is going.

one comment, though: i think i understand what is the idea behing awarding points for res kept on planets - this is to make HWs useful and determine people to still have HWs.

however, rich inactives will get lots of points. this is not bad in itself. but won't this alter round statistics? i mean, winning rounds should be strictly about being active and attacking. not about sitting on fat HWs and accumulating points :shrug:

maybe, instead of points, res held on planets should generate credits. this way HWs would work like bank deposits ;)

and another suggestion: it is my opinion that credit bonuses for winning rounds should be a lot higher. i mean, when you split the bonus among clan members and weigh it against what it takes to win a round (without killing 30k probes), it is hardly worth it :P




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Chaos Posted: 15:45:48 23rd Oct 2005

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Yaaay I'll get points for holding resources :D :D




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Bert2 Posted: 16:20:23 23rd Oct 2005

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I think that the problem of inactive HW's is taking care of itself. ;) Also the amout of points will never challange the number of points for an active attacking member, unbless you have 50 full hw's ;)




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MageofMaddness Posted: 18:34:08 23rd Oct 2005

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Good Changes except Proff youre in some cases wrong about the cost being the same to find a new plannets as this is pure probability, when a person probes at randon or probes from a set of coords as opposed to probing from a fixed point at all times outward.........


so in some cases the options are, it can cost the more.... or Drastically more based on the increment of of probing each time increasing, so its the same price ofr stable probers but more for possibly random probers......

not sure if you get what Im saying..... :S
dont feel like typing one of my very long explanations ;) :P







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Infernal Shadow Posted: 18:43:23 23rd Oct 2005

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good i dont think people really wanna read long winded explanations :P




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Ice Shardz Posted: 06:51:40 24th Oct 2005

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thank you. :D




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