Posts by InspiratioN
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Hi, it's a good idea. I will go only Cygnus idea, but would be nice kewlness that you make a .org in General, there are other players that made great over all universes.
Top 5 fleeters: Madminer, flashback, , IIlIlIIIIllIllIIIlll (v), Salvage (vI)
Top 5 miners: SantaMiner, Gold Dragon , rura , Dark Owl, Ghost (vI)
Most feared player: El Dragon
Most improved player: Yuuup
Top alliance: MofS_E
Most feared alliance: HOT
What you believe to be the best hit: flashback vs Salvage
let's be fair, everyone that stayed here made a great job, it has been a weird year but we are here. So let's enjoy it, let's enjoy christmas and think your 2020 to explode it.
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I don't think need any change. The people just did it like everyone could be able to do it. Anyway it's trash points, but still counts, let them be happy it's pretty well done.
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Yup i guess you are the one of mofse guys,ask your ans friends to help you out with res
What's the issue, Increase eco helps smaller players not big ones. It's a nice idea and i will vote yes. It would be nice to have as much pvp as it is able. Also give the chance to the people who lose to recover and get back on track fast.
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Story I’m sure is it was meant for another Mofse account but the joker smashed that ass first
Your mouth is always too big, but your account it's not. Numbers talk not words. Keep talking.
BUYING DEUT
On 05-11-2020 --:--:--, the following fleets met in battle:
Attacker IIlIlIIIIllIllIIIlll [HOT]
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Destroyer 933.887
Light Fighter 6.901.066
Cruiser 2.000.000
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Defender rubin [MofS_E]
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Light Fighter 2.000.000
Espionage Probe 1
Deathstar 2.000
Pathfinder 1
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After the battle ...
Attacker IIlIlIIIIllIllIIIlll [HOT]
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Destroyer 920.785 ( -13.102 )
Light Fighter 6.802.470 ( -98.596 )
Cruiser 1.972.002 ( -27.998 )
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Defender rubin [MofS_E]
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Destroyed!
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The attacker has won the battle!
The attacker captured:
0 Metal, 0 Crystal and 0 Deuterium
The attacker lost a total of 2.844.076.000 units.
The defender lost a total of 28.000.032.000 units.
At these space coordinates now float 12.349.313.200 metal and 7.664.788.600 crystal.
The attacker captured a total of 0 units.
The chance for a moon to be created from the debris was 20%.
The attacker(s) captured the debris.
Summary of profit/losses:
Summary attackers(s)
Metal: 10.707.445.200
Crystal: 6.715.106.600
Deuterium: -252.526.000
The attacker(s) made a profit of 17.170.025.800 units.
Summary defender(s)
Metal: -16.000.008.000
Crystal: -10.000.016.000
Deuterium: -2.000.008.000
The defender(s) lost a total of 28.000.032.000 units.
Nice battle, nice profits, keep going. Defender FR
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Well they need to pay to save their fleet, perhaps that's why it's allowed ^^.
Better put an item x DM to save your fleet, easier and at least everyone do that.
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Option 1:
15k SC + 1 Pathfinder. Fastest and most profitable if you do many waves a day
Option 2:
3500 LC + 1 Pathfinder -
InspiratioN Of course, that's what this battle is, you sending your RIPs at me
no, it's not me, please check names carefully. I haven't even bashed HOT anytime.... I don't even want to play with you, you have been in vmode since a year, i don't even know you, but you keep posting dumb stuff about me/us/etc you need to fight with people of your size, and perhaps, some day, you become relevant to me.
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I have some rips aswell if you want to visit me while i sleep, glad you keep probing to see if someday you can farm. I haven't simmed, did you?
btw Cassandra Vandales this guy keep spamming and put no sense battles in the forum can you do something against him? today 2/3 post already, and he is not a newbie, he has been years here.. at least deserve some warnings.
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I got 3 bh in 120 wave expo
And one pirates
Is that balance all looking for ?
they destroy diso class not nerf itsorry to hear that is what expected...
small profits with high risk, they destroyed the class.
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cool hit
i assume me you guys play as general (not that classes matter its utter crap) so its nice to see someone doing actaul hits nowdays, funny to see other ogame server players complainig about less expo fights and creating less ress out of thin air lmao
congrats on hit and massive profit, just dont spend all on marketplace and large cargo que
That's because you don't even worth to move ships to kill. That's why other complain about profits, because irrelevant players just become a target when they shouldn't be.
Btw nice hit, good profits enjoy them
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Okay, so i had a real awesome idea of making a feature that surpasses the Deathstar in terms of development in the game. The feature is for fleeters because we need to save this game and make it fun again. Fleeting should be the main intent of the game, not expeditions. Fleeting is what made this game fun. The feature I am proposing is a wormhole technology research that will allow the Jump gate to jump your attacking fleet to a faraway planetary system and attack a target in the shortest time possible for that uni. For example, wormhole technology will allow your fleet from your moon to be jumped tens of systems away to something like a 16th or 17th planet slot of a system and perform an attack from there to a target in that system. The fleet travel time would be the same as from slot 16/17 to the planet slot there. Giving you the shortest possible timed attack in the game. The research would start costing 25 million deuterium (times the eco speed of the uni). Each research level of wormhole technology will give you an additional systems reach of 30-35 (random number each level). This research would be the ultimate endgame feature that surpasses the goal of the deathstar and even moon destruction missions. This would give players a reason to play the game very late in the game and i think would encourage players to stay in a given uni for longer. Numbers are debatable. Research cost could be reduced/increased, research time could be reduced/increased, and systems reach can be increased/reduced, also cooldown time can be changed. Fuel cost for the fleet would be as if it was traveling within the system coordinates.
The research is done entirely off of the moons buildings, maybe they have their own research equipment and can research on their own there. It is not affected by research lab levels. Research time remains the same regardless of research lab levels. This is just an extension of the jump gate, no other building required.
Also this would go really well with the sensor phalanx since you have more of a chance to get someone.
Traveling from moon to wormhole is instant, travel from your moons wormhole to the target systems wormhole in slot 16/17/18? is instant as well. Although there is travel time from target planet back to system wormhole.
Keep working on your ideas. Read feedback from users, improve the idea and make a final proposal
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I'm going to take a guess and say that the expedition outcomes are organized with weighting instead of flat out % chances. So if we have some community known approximate chances of things happening (https://i.imgur.com/UpT0WGO.jpg taken from Grandpa), we can sort them like that.
68687 total expeditions, we can say this is "total weight", or a sum of all % which add up to 100% of outcomes. Now we follow: 21347 resources, 11689 ships, 14425 nothing, 14866 combined speedup, slowdown, items, merchants and DM (going to clump them together for simplicity and because they are all "unwanted" results), 141 black holes, 6219 fights (clumping pirates and aliens together also for simplicity).
Now you can just divide number of outcomes with total number of outcomes to get some kind of %, for example 21347 resources / 68687 total outcomes = 0,31078 = 31.078% chance to get resources.
In case we lower the fights by 50%, and assume nothing else was changed so as to preserve old weighting values (and it would make sense from the lazy developer point of view), we now have the same amount of outcomes in total, but 50% less fights on average. This means that even though the weight itself hasn't changed, the chance to get other outcomes is slightly larger. There are now 3109 outcomes (half of 6219 fights) which get distributed among the other outcomes, and assumption is that its distributed by percentage. So 21347 resources is 31% of all outcomes, add 31% of 3109 to that (964) so now you should get 22311 resources, which in practical terms increases the chance to get resources from 31.078% to 32.485%. This then applies to all the other outcomes (both wanted and unwanted; including an increase from 141 black holes to 147 black holes, so going from 0,205% to 0,214%) which I'm not going to calculate here.
Of course I could be entirely wrong, but this would make most sense to me at first glance. In case of much larger or slightly different pools of results, the same principle would apply. There should be a general slight increase in all other outcomes.
This is the hypothetical scenario if it's so. All people who were doing expos aside of Rips has become unprofitable. If the BH rate has been decreased 50% aswell then you have half profit from before, but if i read the "rebalance" is just 50% less battles and on that scenario they nerfed 5x expos making it unprofitable for almost everyone. Basically they killed disco battles gameplay.
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I don't expect this to be the final nerf, it's just an "fast fix" after only 10 month.
When people start to vmode, bunkers cry because rips are static, 3bn points attacking guys of 100m points without any possible defense because they don't have nothing more profitable to do and people quit leave. They perhaps fix
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Nice hit, i would admit that i was gonna hit you for real... just flashback told me many times not to.
Nice reconversion
Keep going
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To answer both at once
Collectors already have the highest passive income in the game that neither Disco or General have
Disco makes up for it by having access to better expos and thus can bridge the gap and surpass it with high activity.
General relies Solely on the mistakes of others for income.
Its not that huge of a difference, and it is not all the general needs but the bonus loot over the 2 classes begins to bridge the passive income of the collector and active free income of the disco
Well if you want to feed General, then increasing the amount of crawlers will be make for juicer targets and help spice that side of the game up. We all can agree that collector is passive income and requires minimal investment of time.....BUT, that is no excuse for "playing" the collector class out of the game.....From my 12+ years playing, as long as the uni had active and healthy miners it kept the uni active and ally's are required; very important for duet and trades. Even if you allowed economy of collector to "double" the disco class will still be vastly ahead. DeepMiningInc some of my ally mates are making 10 billion+ a day from expos. doubling my output would still not catch them. Anymore changes to disco and too many disco will quit and vmode; they already not happy (can't blame them, GF took the crappiest "fix"). And from the crawler power requirements and profitability from res and planet crashes, the miners and rippers will "determine" the correct amount of DF size (or maybe make crawlers 100% DF eligible???).
Lastly, piink you mentioned you brings forth concerns, would be nice to hear your thoughts on this, or on our our suggestions. She might see GF side as well as ours and offer a compromise or another view or option we are missing?Well basically that was the idea with a proposal of unlimited crawlers with reformulating the profit per crawler.
Having a ton of crawlers on collectors will make it very juicy for any General or Disco aswell... That will take us to old years where you farmed people miners for profit, while now they are no sense to farm. Basically as you said, passive income is good but making them "to play" would be good. Just imagine someone attacking a static ship and recycling it, would be awesome giving much more fun to players.
To make a real statement i have not issue with the nerf, but at this way made you are damaging new players that want to grind and perhaps one day reach top 1 ww, for me was important and it's a huge accomplishment to make for many many players. Getting the nerf THIS WAY will kill all this dreams, not only for disco, even for collectors and generals. So said that i would say, why not improve other classes and buff them so anyone can play any class and have fun and same benefits as disco? why not?
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Improving expeditions for all classes but only allowing discoverer to harvest the DFs may have been a better way to balance this, or as many have already said, putting a limit on the size of the debris field, but the change is a good start.
As a collector with 605m points, should benefit a lot from this
I agree, but as a collector you need a way to compete with discoverer, that's all, i wish they give to you Crawlers with higger limit... or any like that. So at the end of the day working hard you can skyrocket.
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if anyone don't want to read this is the new balance:
Collector: Keep mining slightly better profits.
General: Spend 500k dm to kill people.Discoverer: dead
Better delete Disco and that's all xD, let's go back to V6, because making V7 with Disco Broken, now DAMAGE IS DONE, and this is not a solution, this is even worse than before... Because if someone knows that disco is more profitable they can choose their own destiny, now, not...
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I agree, that could be possible. You are nerfing by alf the profit to like 1.4% per day, which will reduce it a ton.
Anyways Collector need better Crawler cap at idk 1000% (haven't done math) to compete with the same 1.4% or same profit as disco. 1% could be good as they just risk crawlers.