Re: New version of Battle Engine

#3
The RIPs are great, but the BS still seem to be the dominant ship. They can beat BC at a 70:155 ratio (their costs converted at 3:2:1 ratio) which makes BC pretty much useless still. I think I may have figured out why this is though.

In my sim of 15.500 BS vs 7,000 BC, the BC fired 4 times in round 1. So obviously, the attack power was multiplied by 4. However, the BS shields grew by roughly 4X too, so extra damage wasn't taken. I am not sure if that's a glitch or not.

Re: New version of Battle Engine

#4
wanted to send this via e-mail but for some reason last few days it has been down so i will post it here as it will probably be good for this to be seen by all. this will be long so bare with it.

using the new sim of a battle i had today(cargos will be off a few but the RiP firing is the issue) i came up with this


Attacker Attacker [0:0:0]
Weapons: xx % Shields: xx % Armor: xx %
Type B.ship Recycler
Number 140.000 1
Weapon 3.451 2
Shield 672 31
Armor 16.800 4.200

Defender Defender [0:0:0]
Weapons: xx % Shields: xx % Armor: xx %
Type L. Cargo. RIP
Number 1.428 72
Weapon 14 542.400
Shield 70 117.600
Armor 3.300 1.650.000
The attacking fleet fires 1 times for a total of 483.140.002 points of damage on the defender. The defender shields absord 8.566.588 points of damage.
The defensive fleet fires back 248 times for a total of 9.685.113.935 points of damage against the attacker. The attacker shields absorb 156.237.933 points of damage.

Attacker Attacker [0:0:0]
Weapons: xxx % Shields: xx % Armor: xx %
Type B.ship
Number 140.000
Weapon 2.320
Shield 554
Armor 16.800

Defender Defender [0:0:0]
Weapons: xxx % Shields: xxx % Armor: xxx %
Type RIP
Number 53
Weapon 393.600
Shield 138.000
Armor 1.650.000
The attacking fleet fires 1 times for a total of 324.800.000 points of damage on the defender. The defender shields absord 7.314.000 points of damage.
The defensive fleet fires back 5 times for a total of 104.304.000 points of damage against the attacker. The attacker shields absorb 104.304.000 points of damage.

Attacker Attacker [0:0:0]
Weapons: xx % Shields: xx % Armor: xx %
Type B.ship
Number 140.000
Weapon 2.987
Shield 594
Armor 16.800

Defender Defender [0:0:0]
Weapons: xx % Shields: xx % Armor: xx%
Destroyed!
The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 15.000 units.
The defender has lost a total of 561.420.000 units.
A debris field containing 222.432.000 units of Metal and 114.429.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 18 %
Report created in 0.110529184341 seconds
Attack Report [::]

Attacker Loss: 15.000 Defender Loss:561.420.000
winnings Metal:0 Crystal:0 Deuterium:0
Debris Metal:222.432.000 Crystal:114.429.000


The defensive fleet fires back 248 times for a total of 9.685.113.935 points of damage against the attacker. The attacker shields absorb 156.237.933 points of damage.

now with that kind of return fire my fleet should have been devistated..
now in no way do i feel 72 rips should be able to destroy 140,000 battleships so as it progresses down and the ships remain i believe to be true but the numbers indicate a much different outcome 'should' have happened though.

now as we read the actual battle..

The following fleets faced Sat, 09 Jan 2010 16:12:10 +0000 :

Attacker gumppy [xxx]
Weapons: xx % Shields: xx % Armor: xx %
Type B.ship Recycler
Number 140.000 1
Weapon 3.335 3
Shield 482 33
Armor 16.800 4.200

Defender demonfroggy [xxx]
Weapons: xx % Shields: xx % Armor: xx %
Type L. Cargo. E. Probe RIP
Number 1.457 1 72
Weapon 11 0 571.200
Shield 45 0 129.800
Armor 3.600 204 1.800.000

The attacking fleet fires 3 times for a total of 466.900.009 points of damage on the defender. The defender shields absord 9.411.310 points of damage.
The defensive fleet fires back 30 times for a total of 1.233.808.085 points of damage against the attacker. The attacker shields absorb 1.233.807.824 points of damage.

Attacker gumppy [xxx]
Weapons: xx % Shields: xx % Armor: xx %
Type B.ship Recycler
Number 140.000 1
Weapon 3.277 3
Shield 521 23
Armor 16.800 4.200

Defender demonfroggy [xxx]
Weapons: xx % Shields: xx % Armor: xx %
Type RIP
Number 56
Weapon 537.600
Shield 123.200
Armor 1.800.000

The attacking fleet fires 1 times for a total of 458.780.003 points of damage on the defender. The defender shields absord 6.899.200 points of damage.
The defensive fleet fires back 28 times for a total of 842.956.800 points of damage against the attacker. The attacker shields absorb 30.106.020 points of damage.

Attacker gumppy [xxx]
Weapons: xx % Shields: xx% Armor:xx %
Type B.ship
Number 140.000
Weapon 2.929
Shield 622
Armor 16.800

Defender demonfroggy [xxx]
Weapons: xx % Shields: xx % Armor: xx %
Destroyed!
The attacker has won the battle !
You receive 1642075 units of Metal, 1342687 units of Crystal and 948693 units of Deuterium.
The attacker has lost a total of 15.000 units.
The defender has lost a total of 561.855.850 units.
A debris field containing 222.562.560 units of Metal and 114.559.950 units of Crystal has formed in orbit around the planet.


for the 1st time i have seen a high RF # on return when RiPS are coupled with other ships but the shielding numbers at least read why the BS number did not decrease

The defensive fleet fires back 30 times for a total of 1.233.808.085 points of damage against the attacker. The attacker shields absorb 1.233.807.824 points of damage.

both the sim and actual battles may give the same result,but the numbers posted indicate something else should have happened and this can cause some issues with people asking why they didn't win if they see a round of fire like in the simmed version.

so what i see is RF when RiPs are coupled with other ships now is working but the new engine may give the loser in the case the feeling like they should have won.

Re: New version of Battle Engine

#6
We can issue further improvements as time passes. We believe that we should not desert the development of the battle engine at all.

Our current objective is whether or not to proceed with this new version so it is directly compared to the old one.

Please continue in GENERAL DISCUSSION thread here

Re: New version of Battle Engine

#7
I did a small attack sending more than enough ships for a low to zero loss.. but No the following CR shows that an attack on a small fleet with just 4 DS resulted in a loss of 11kk+ that no amount of simming can predict. I ran the sim several times, the out come was very similar in each case.. however this random RF from DS on any ship can not be predicted therefore rendering the Combat Simulator useless..I sent the BS as fodder now you have no way to work out what ships you send will be fodder ..

My question what was so wrong with the 1st BE or even the one of just a week ago.. By keep changing you alter players game play and spoil what is a good game..

Why fix something that in my opinion was not broken.. The change before this saw DS almost indestructible.. now you can NOT simulate any attack as the result is random.. you may as well just send 2 types of ships as one will be fodder and one will not against DS.. Until this is fixed I see no point in sending heavier attack ships (that cost deut) as shields or armour now makes no difference..

Attacker
Type B.ship Destroyer. Battlecruiser
Number 3.000 896 3.000
Weapon 3.190 6.960 1.827
Shield 566 1.582 1.086
Armor 16.800 30.800 19.600

Defender
Destroyed!
The attacker has won the battle !
You receive 2006531 units of Metal, 221799 units of Crystal and 625655 units of Deuterium.
The attacker has lost a total of 11.440.000 units.
The defender has lost a total of 76.830.500 units.
A debris field containing 30.627.600 units of Metal and 19.111.500 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 18 %
Report created in 0.00267100334167 seconds