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Professor Posted: 09:03:10 21st Nov 2005

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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).

:(

The formula with the most support was one proposed by Filas / VS, with solid support from Bert2 for this formula as well. That formula, which will be implemented in December, is:

Experience gain = (killed ship exp / 2) + ((attack + defense)/1k) + 1




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Professor Posted: 09:12:18 21st Nov 2005

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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:

December round - shields effect will increase with formula changing from (shields / 10) to becoming (shields / 8), which means shields will increase defenses by 200% for a 16x planet and by 250% for a 20x planet. This is a 25% increase in shield strength, which is much less than the 100% increase voted for by a majority of players, but enough to have some impact on defense.

Filas / VS is correct, we have to be careful when changing several things at once. I think we need to move strongly in the direction of making having a defended planet more attractive and viable, but not so strongly that all attacks stop as the cost becomes prohibitive to do so.

I do not know what defenses will be from shields in January. Arround December 15th, we will have a discussion of this question again in the SL council. If there is no clear consensus, we will take the question to the SL community, and see if shield effect should be increased or decreased. I will also look at what happens to attacks and to HWs. If no HWs are attacked, then it will be clear that the combination of turrets and increased defenses have moved us too far in the direction of safety of defenses, and sheilds may be increased. If there are lots of HWs that fall, then it is likely that shield strength will be increased further.




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Professor Posted: 09:13:48 21st Nov 2005

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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

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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.

Buildings will be introduced on December 1st, at start of new round, or at least, are planned to be available at start of round, and will be introduced as soon as possible thereafter if we can not get them finished by December 1st for some reason.




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Hope Posted: 14:53:58 22nd Nov 2005

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Do turrets count as buildings?




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Professor Posted: 18:35:18 22nd Nov 2005

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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

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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

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The proposed changes are still not enough to get my hw back
Even at 100 mill with shield changes and max turrets it wont make a huge difference
Im waiting to see if the formula gets changed down futher




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Chaos Posted: 10:26:04 23rd Nov 2005

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I think the difference in HW defensive power will be enough.
We don't want uncapturable HWs back do we?

But I think maybe there should be some kind of reward. Like morale for stronger HW, in addition to points for resources held.
Now HWs will be stronger and harder to capture, but still what's the use of them? You can keep resources safe in ships, and save the hassle of building everything :)




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Hope Posted: 10:37:11 23rd Nov 2005

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LTC would probarbly take me out regardless :(




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