I'd be happy with x2, and even happier with x4. It's all upsides for a miner like myself so I don't see any reasons to vote against.
Posts by matoi
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I've been on for about about 5 minutes and there's a lot of functionality I'm already sorely missing from AGR, even as a pure miner -- viewing exact res requirements of buildings and techs (instead of this truncated `655M`), ability to plan out multiple tiers of upgrades (e.g.to view and save cumulative costs of a LF tech level 4-6), and transport options that take into account those plans (1 click to setup a transport mission with the exact amount of res required to the target planet). I haven't had a chance to really experience the other UI changes yet, and I can already say that an update that bricks existing add-ons this hard really degrades the player experience. This update should never have been pushed to live servers.
Remember "it's ready when it's ready"? Better good than early. At this point I'm hoping for a rollback on live.
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Congrats on the hit.
Really wondering what made him think to build 4000 crawlers

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Are you referring to laser or graviton tech?
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Wow! Saw Supernoob's post from another thread where he noticed some big points swings and I've been waiting all day to see this
I'm not in Wurren but great numbers and an ACS on both sides... congrats! Story didn't disappoint either, it being a revenge hit from reacher too I suppose.Attackers GLOTR! Keep the uni's hostilities alive for the rest of us in the peanut gallery

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RIP Ghost. Welp 'tis OGame, one mistake and it's bye bye fleet
GLOTRAttacker grats on another hit and enjoy the profits

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It might make sense in such a world to equalize the silo capacity for the two missiles (10 for both ABM and IPM), this way the advantage scales linearly with size. So if I have one level 12 silo and I'm attacking someone with a level 8, I'd progress as quickly as if I had a level 8 silo today (since 40 IPMs would slip through in each wave).
(Can a mod actually edit this ^ into the first post?)
But what I still think the crux of what makes this idea tick is that if the attacker and defender have parity, then realistically the attacker has to bring to additional forces to overwhelm the defender. This is already true with fleetcrashes; you either ACS or have a bigger fleet (weird edge cases about RIP-only fleets aside...). In this case, that means more planets (so unfortunately pay2win would still be a thing with planet relocations) or alliance mates (this I find exciting), and then timing IPMs like coordinated fleet hits.
@Adeptus Mechanicus Stealing your signature for this,
QuoteThe Fiercest serpent may be overcome by a swarm of ants.
IPMs would also scale effectively with the number of players. 10 smaller players could easily overwhelm 1 large players' ABMs given how silo build cost and capacity scale.
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IPM/ABMs impossibly favors the attacker, since he can easily build and launch IPMs overnight to overwhelm your ABM stockpile. Leveling your missile silo thus does not make your defenses any more resilient to IPM bashing; it only adds a little nuisance and a trivial amount of extra resources.
I propose having an option that enables your missile silo to automatically rebuild ABMs (up to max capacity).
Each ABM still requires the same amount of resources to rebuild, and its construction time would the same as manual building (depend on your shipyard/nanite, minimum 1s build time). The ABM is only rebuilt if your planet has enough resources.
This will:
- Make higher missile silo levels actually effective at deterring IPM bashes since they create a buffer,
- As a secondary effect, I think this will also make moon defenses "useful" at deterring MDs (details below),
An attacker still has options:
- have a much higher level silo than yours -- 2x+1, to overwhelm your ABMs in a single wave,
- to launch from multiple planets, timed such that the combined IPM waves overwhelms your ABM stockpile before it can replenish,
- rebuild and relaunch IPMs faster than you can produce ABMs,
- drain your planet of resources such that you cannot produce ABMs anymore,
In each case though, the situation now favors the defender more, but not so much more that it's impossible to overcome. I think the most likely scenario here is that IPMs would only be effective either with alliance mates or with multiple planets (#2 basically), which IMO is a more interesting way to counter ABMs than what we have right now. The goal here is to make missile silos and ABMs more effective "defenses" by making IPMs require nontrivial effort or resources to actually use, and thus make them actually meaningful to build as a defender.
Also, I think this will also force an attacker to decide whether to risk more RIPs on an MD or spend the effort ^ overwhelming your ABMs to strip your moon's defenses. Frankly I'm not sure if that's good or bad -- afaik the strategy to do MDs right now is just to send many waves of 1-2 RIPs. IPMs enable this easily, but with this change an attacker will also have to consider much riskier MDs without stripping defenses (more RIPs) or a lot more work with using multiple fleets to strip defenses.
I think we could also adjust the ABM autobuild cost or time as well to further tune balancing, but I think the general idea works.
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mods please close, ty!
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Have probes for up to four shots atm. In game name: Tokisaki