PUBLIC FORUMS/GENERAL FORUM

Topic Title: Turrets Design: The Final Results (Simple Topic)

Topic starter: Professor

Topic started: 10:03:46 24th Nov 2005

Posts: 21 Last post: 04:18:43 26th Nov 2005 by Professor

Previous 1 2 3  Next

Professor Posted: 10:03:46 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



After reviewing survey data, I have come up with final design criteria for coding of turrets.

A. First, the design criteria used:

1. Cost of turrets should be roughly equivalent to cost of attacking ships to take them out (within 20%).

2. Turrets should be able to be defeated by trained or untrained fighters, with modest advantage for trained ships

3. 90 Turrets should be enough to hold off at least 20 trained fighters, but 25 trained fighters should defeat them.

4. Cost of turrets should be primarily silicon with moderate amounts of iron and gold also required.

B. The analysis of survey data:

Player votes on turret size where examined with each vote counted and used to weight both turret attack and defense strength, and the weighted average of all votes from all players used to determine approximate turret size.

C. The outcome of the criteria and data analysis:

1. Turrets will have attack of 7k, to be fired in two shots of 3.5k attack each, with 50% chance of each shot hitting.

2. Turrets will have defense of 40k, with ship probability of killing turret equal to (attack / 40k), which means that a trained fighter with 21k attack has slightly more than 50% chance of killing a turret with one shot. Untrained fighters have 1/3 the probability of killing a turret in one shot that trained fighters have.

3. Cost to build each turret will be 40k silicon, 8k iron, and 8k gold.

4. Cost to fire each turret will be 350 uranium per shot, with two shots per turret per fighter attacking.




__________________________
"Of all the things I have lost, I miss my mind the most."

Hope Posted: 10:04:57 24th Nov 2005

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



ok kool
Time to start looking ways to use it to advantage :P




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Professor Posted: 10:07:37 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



Now, before someone complains that untrained fighters can not possibly kill these turrets, let me be clear on the likely outcome of a battle between a turret and an untrained fighter. The fighter has 1/6th chance of killing the first turret. The turret, in return, will do an average damage of 3.5k (50% chance of hitting with each of two shots of 3.5k). So, the untrained ship will see three turrets on average, before it is killed, with 1/6th chance of killing each of these three turrets. That means, on average, it will take 2 untrained fighters to kill one turret, or 180 untrained fighters to kill 90 turrets.




__________________________
"Of all the things I have lost, I miss my mind the most."

Professor Posted: 10:13:02 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



For trained fighters, killing turrets is easier. Every fighter shot has a 50% chance of killing a turret (actually, slightly higher than 50%, as it is 21k/40k = probability of turret being killed).

At the same time, with 24k defense, it will take an average of 7 turret attacks of 3.5k damage average per turret to kill a trained fighter. Thus, a single fighter will take out an average of 3.5 turrets before it dies (50% of the seven turrets it gets to attack). With 90 turrets, it would take 25.7 fighters on average to take out all the turrets. However, when you get down to less than seven turrets, the advantage shifts to the fighter, as fighters probability of dying goes down with less than 7 turrets, and the turrets still have a high risk of being killed by the fighter. When the end of period effect of few turrets left is considered, 25 trained fighters will, on average, be able to take out 90 turrets.




__________________________
"Of all the things I have lost, I miss my mind the most."

Chaos Posted: 10:13:48 24th Nov 2005

Posts: 6679

Topics: 367

Location: Lithuania

Gender: Male



He meant fighters :D




__________________________
Waiting for technical singularity in 2035.

Hope Posted: 10:15:26 24th Nov 2005

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Good :P




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Professor Posted: 10:18:54 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



For building turrets, a planet can only build as many turrets as it has millions of defense. So, a 30 million defense HW can only build a maximum of 30 turrets.

Each turret will take 3 minutes to build. So, building 30 turrets will take 90 minutes, in theory, but no one can build perfectly without missing any time.

Buildings can not be queued, so it will take time to make turrets as well as other buildings.

If defense is less than turrets on the planet, only the turrets equal to defense / million will fire.

If there is no uranium left on the planet, turrets will not fire. Fighters will then be able to destroy the turrets with no risk of loss to attacking ships, as the turrets will be out of ammo.




__________________________
"Of all the things I have lost, I miss my mind the most."

Professor Posted: 10:21:32 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



Points will be awarded to ships for killing turrets, but turret attacks will not give ships experience.

Points awarded for killing turrets will be the same as it would for killing a ship with 7k attack and 40k defense and volume of zero (turrets do not have volume, since they are not ships in space, and they do not carry fuel or resources anywhere).




__________________________
"Of all the things I have lost, I miss my mind the most."

watupdogg Posted: 10:22:50 24th Nov 2005

Posts: 2391

Topics: 346

Location: Portugal

Gender: Male



:S
this sounds so complicated :(


Hope Posted: 10:23:11 24th Nov 2005

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Prof this is a request everyone will find helpful
Can you post a step by step guide as to what will happen when you are trying to take out the turrets on a planet. SO what you will see and what formulas are that way.

Dunno if youve said this yet but when you attack do you attack and then all turrets reply so i attack with a trained fighter and take some down and then all 90 so turrets attack me or just certain ones? Im confused lol




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Professor Posted: 10:29:26 24th Nov 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



Okay, fighter goes to planet, and selects attack planet. Then, result is shown of XX# of turrets attacked and did # damage to fighter (and probably killed fighter). Fighter killed YY# of turrets.

In terms of how the code works, the fighter shoots at one turret at a time. The turret lives or dies. The turret shoots at the fighter, and does 3.5k damage (50% likely) or 7k damage (25% likely) or misses (0 damage, 25% likely). Both the ship and the turret shoot at same time.

If the ship lives, it goes on to the next turret, until the ship dies or there are no more turrets.

If the ship finishes its run, and is still alive, the attack is over. The damage to ship is reported and the number of killed turrets of those firing is reported.




__________________________
"Of all the things I have lost, I miss my mind the most."

Previous 1 2 3  Next

PUBLIC FORUMS
TICKETS
LANGUAGE FORUMS
SKYLORDS CHAT