Professor | Posted: 09:03:10 21st Nov 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
Ship experience formula. Majority of players wanted SOME change in the formula, although there was a strong minority vote for no change. However, voting was VERY split on what formula was best to use. The strongest formula, multiplicative experience, received the weakest support by far, however, so will be discarded (that was the one that I had proposed too).
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Professor | Posted: 09:12:18 21st Nov 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
Should defense shields be increased in strength? Majority of players, 55%, said yes. However, with strong minor position, and only two options [(shields / 10) versus (shields / 5)], I believe that I should be cautious and careful in making this change. Therefore, here is the plan:
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Professor | Posted: 09:13:48 21st Nov 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
Final question: Probes. Winning vote was in favor of no changes at all.
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Professor | Posted: 09:19:04 21st Nov 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
That's it. Iiridayn and I will be working on details and coding now very intensively for the next week or so, and will be testing code. If you find a planet which is in a strange place outside of the +/- 12k 12k 12k inhabited space, it is not a planet you can capture and keep. We are doing testing of code changes in space outside inhabited space range as we prefer to try to catch and fix bugs before code is implemented in the game. We would like to have a test server set up, and I have a computer ready to be the test server, but it is hard to get the game installed on any new server and we will not have time to implement a parallel test server before the end of the round. Therefore, we have to do testing of new features real time in the game in an area of space where there should be no players detecting or attacking planets.
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Hope | Posted: 14:53:58 22nd Nov 2005 |
Posts: 6522 Topics: 415 Location: United Kingdom Gender: Male |
Do turrets count as buildings?
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Professor | Posted: 18:35:18 22nd Nov 2005 |
Posts: 5830 Topics: 405 Location: China Gender: Male ISP: MSN |
Yes, but they are special defensive buildings which are not limited to three levels. They are small and you can build as many turrets as you have defense on a planet (in millions). Also, if you build turrets and then move the defense, only the number of turrets equivalent to millions of defense on the planet will shoot. However, the extra turrets are not lost, and might be helpful if some turrets are defeated by fighters, as the total might then become less than defense in millions, so rest of turrets would become active in that case.
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Sniper666 | Posted: 00:53:04 23rd Nov 2005 |
Posts: 394 Topics: 14 Location: Australia Gender: Male |
so basically you can build spares. if one is destroyed, another becomes active.
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Hope | Posted: 10:24:46 23rd Nov 2005 |
Posts: 6522 Topics: 415 Location: United Kingdom Gender: Male |
The proposed changes are still not enough to get my hw back
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Chaos | Posted: 10:26:04 23rd Nov 2005 |
Posts: 6679 Topics: 367 Location: Lithuania Gender: Male |
I think the difference in HW defensive power will be enough.
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Hope | Posted: 10:37:11 23rd Nov 2005 |
Posts: 6522 Topics: 415 Location: United Kingdom Gender: Male |
LTC would probarbly take me out regardless
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