Re: Discuss new battle engine here

#53
Official Update: Version 1.04
New version fixes rapid fire so each ship type RFs only against one (random always) type per round.

Current version is far better than the Version 1.0 that was being used till Jan 09 as we have fixed/improved 3 issues since then, after your (the playerbase) suggestions.

I will remind that the battle engine development is PERMANENTLY on, so any other suggestions are open.

Re: Discuss new battle engine here

#54
hey, uhm, yeah, with this new update you made it worse than it was before... let me explain using death stars as the example...

the first shot fired by a ship seems to spread normally and damage/destroy any ships like it should, but when rapid fire activates it only targets one ship group, sometimes the rapid fire can go on for a long time and send damage into the billions... but once the targeted ship group dies the rest of the damage simply disappears and doesnt affect any of the other ship groups..

so now with your new update, a death star can only rapid fire against one ship type per round, which is randomly selected, so, this actually makes your simulator worthless since battles against death stars are now decided through random chance, could be good could be bad, there is no definate outcome.

i ran some simulations, normally 5k bs fighting against 25 death stars would get destroyed easily by the death stars... but now, if you send 1 of each other ship type with the 5k bs, they act as decoys, if the death star chooses one of your decoy ship groups and rapid fires against that, once the 1 unit is dead the rest of the rapid fire damage does nothing, allowing the 5k bs to win against what should destroy them easily. my alliance mates can back me up with this information as we have tested it.

in short, the simulator is now useless and battles are decided upon a random outcome.
thanks for the awesome sig surrias <3
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Re: Discuss new battle engine here

#57
Eh, I don't think this is too big of a problem. Even if something survives, then It'll just get absorbed in the next attack. I havn't found anything wrong with the battle engine, but if there is a problem, then you'll just have to work with it, and find a new way to win the battles.
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Re: Discuss new battle engine here

#58
Attacker Attacker [0:0:0]
Weapons: 100 % Shields: 100 % Armor: 100 % Type B.ship
Number 50.000
Weapon 2.320
Shield 480
Armor 12.000



Defender Defender [0:0:0]
Weapons: 100 % Shields: 100 % Armor: 100 % Type Battlecruiser
Number 25.000
Weapon 1.344
Shield 912
Armor 14.000

The attacking fleet fires 1 times for a total of 115.999.999 points of damage on the defender. The defender shields absord 22.799.999 points of damage.
The defensive fleet fires back 5 times for a total of 168.000.000 points of damage against the attacker. The attacker shields absorb 120.000.000 points of damage
.

this is one of the main reasons the battle engine fails at the moment

it should say the attacking fleet fires 50 000 times and for the BC it should say the defending fleet fires for 25 000 x 7 estimate (average of RF for each individual BC)

if the battle engine program has each ship firing individually then RF for all ships should work better and BS will not be so overpowered as it is

BC should NOT get pulverised by BS at 2:1 ratio in a pure BS v BC encounter

if you dont start from this base point we will be upto version 104 by spring
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Re: Discuss new battle engine here

#59
Griminir- The main problem you describe is due to the fact that ships fire and act as a stack, not individually. In a game with hundreds of players and thousands of ships per player run real time with very little financial support, I do not view this as being a particularly bad concession. Fixing this would not only require a re-writing of the battle engine entirely, but would also require vastly more computing power to resolve large battles in a timely manner.

The assumption you make, in that BCs cost roughly twice as much as BS, therefore they should be able to take on twice the number of BS on an even basis, ignores the fact that the two ships are designed to fill different needs. BS has higher attack, and lower shields. BS has twice the cargo space, but also consumes twice the fuel. Both ships have their place, but if all ships acted precisely according to their cost, then you would really only need one ship. The only conclusion you should take from 50k BS owning 25k BC is don't attack 50k BS with 25k BC.

There are certainly problems with this engine, but I do not agree that either of the issues you raised are problems that either should be or could reasonably be addressed.
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Re: Discuss new battle engine here

#60
I've played a version where the ships ARE calculated separately with MILLIONS of ships in a battle at a time and while I'm sure it does take more toll on the server, it is still calculated (seemingly) instantly.

There are no adverse effects for individual calculation for the player, but I'm not sure how much strain it puts on the server.

In fact, I PREFER the individual calculations. It makes RF less over-powering and, to me, seems to even things out a bit. But, oh well.
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