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Topic Title: Assault Experience Changes (Simple Topic)

Topic starter: System Administrator

Topic started: 01:22:22 30th Dec 2014

Posts: 17 Last post: 13:30:17 14th Jan 2015 by Exemplary Strategy

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System Administrator Posted: 01:22:22 30th Dec 2014

Posts: 48

Topics: 50

Location: United States



Voter participation has not been 100% in the Assault Expertise Voting topic, but a substantial proportion of active players have weighed in on the matter, with a 2-1 majority in favor of the change. I would have preferred a more unanimous reaction, but I believe this the change of assault experience maximum to 300 from 200 to be a good and healthy choice for our game at this time.

As such, in connection with the new round, shortly after the start to give adequate notice and barring any unanticipat ed changes in overall voting in the topic, I will be changing the assault experience cap to 300%. I believe that this will lead to increased activity and be a healthy change to the game right now. Arguments to the contrary well be accepted here or at the normal support@skylords.com email address.


watupdogg Posted: 16:52:58 30th Dec 2014

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My issue is having to retain current ships. Something I'm not looking forward to. Oh.. If only we found a way to expedite training.. Any ideas or possibilities..


Naltsa Abe Posted: 17:09:11 31st Dec 2014

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Gold my Friend Gold!

Make planets have a "set" amount of gold which can be used to expedite training. Also make it random

Would create gold shortage... however would also slow the destruction of the new planets allowing more players to have larger amounts of planets for other resources




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watupdogg Posted: 08:33:25 1st Jan 2015

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Will this exp change effect just assaults or all ships


Iiridayn Posted: 11:38:27 1st Jan 2015

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All ships




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watupdogg Posted: 11:53:13 1st Jan 2015

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So no one has really brought this up but turrets will be a lot easier to take out as well with 300% fighters


EL Posted: 12:45:19 1st Jan 2015

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Yeah I'd say 300% fighters would certainly change things..


Iiridayn Posted: 17:03:02 1st Jan 2015

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Quick summary?




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Cajin Von Sian Posted: 20:33:47 1st Jan 2015

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Mathematically the best ship, the 9/8 trained with 200% will see 5.8 turrets (24,000/5,000+1... 24k being the defense divided by the avg turret damage of 5k to get the minimum turrets that typically kill it, then plus one since.... could go into detail, but this is summary) and kill 3.915 and cost 200k S to train

At 300% is will see 7.4 and kill 6.66 and cost 300k to train... results

For 130 Turret HW:
200% is 33 fighters, so 6.6M S, plus fighter costs
300% is 19.5 fighters, so 5.8M S plus fighter costs

Defender Silicon cost is 5.2M for 130 turrets

Cuts time by 1/3, but I don't view it as a huge game changer


Iiridayn Posted: 22:36:09 1st Jan 2015

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Thanks, Cajin, for the summary. It doesn't sound like an unreasonable thing to change in connection with assaults then - a small enough advantage :). I'll go ahead and implement the change then in a day or two :).




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Iiridayn Posted: 12:51:37 3rd Jan 2015

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Okay, change is live. Have fun people :).




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