Re: [Implementation Scheduled] defense upgrades

#81
100 Rips and 100k PCs
One with 0 weapons both, the other with weapons 3 on PCs

Then try
10 000 Rips and 1 000 000 PCS
Again with 0 weapons both, then with weapons 3 on PCs
I assume u mean 1000rips vs 100k pc else i dont see the point.
However increasing the numbers all by 10x doesn't make that much difference as I look at the outcome.

I did some tests in the sim.
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A u can see i tested PC's at 20 and 25 since that is about what the improvemtn will be if you add the % damages up.

The 5 weapons on top of the 20 would be similar to archieve increases the pc about 18% damage output. so it would be close to 19% thats doable since if you upgrade the plama tech untill it costs over 500mil crystal u get the 54% increase. wich if probabbly the max most people would ever go for.

only advantage of Plasma Cannon:
* PC have advantage battling rips over Gaus and RL ONLY due to all 3 having low shielding and the RF from the rip.
* PC is good early in the same when the numbers of defences are like below 100. (here high structure points play a more vital role).

Hope the image helps to see that the only good defences to build are the LL and ions.
The rest are kinda obsolete when u start mass producing them.

Balance:
* You see that the ion has the HIGHEST shielding and LOWEST damage.
* The LL has HIGHEST damage and 2ND BEST shielding. (even with the RF disatvantage it seems unballanced)

* PC most expensive LOWEST shielding, LOWEST damage(with update 2nd lowest) (even with the RF advantage it makes them only better over the RL and Gaus in most cases).

I would like to see all defences balanced.
So that they have the same value to cost ratio.
This can be done by balancing damage and shielding and RF.
Balancing shielding and damage is easy but balancing with the added RF makes live hard....

I would love to see:
RL = medium shielding/little melow medium firepower (function=making a buffer for damage in structure points)
IONS= highest shielding, lowest damage (already the case)
LL = 2nd best shielding / little melow medium firepower OR low shield and high damage
HL = medium shielding/ medium firepower
Gaus = 2nd highest damage / 2nd lowest shielding
PC = Highest damage / Lowest Shielding

Only with those RF numbers this is hard to balance.
And u dont want to just change everything at once since that cause chaos in zorg :shock:
In the zorg universe, if you go to sleep expect to smell napalm in the morning.

Re: [Implementation Scheduled] defense upgrades

#82
dexternl wrote:I would love to see:
RL = medium shielding/little melow medium firepower (function=making a buffer for damage in structure points)
IONS= highest shielding, lowest damage (already the case)
LL = 2nd best shielding / little melow medium firepower OR low shield and high damage
HL = medium shielding/ medium firepower
Gaus = 2nd highest damage / 2nd lowest shielding
PC = Highest damage / Lowest Shielding
Yes, that would seem like the best thing to do. But, if you think about it, it would also cause much confusion and irratation if it was changed. With all of the defenses already build, and the shifting in power, don't you think it would take a long time to get it straight? Maybe we should just wait to implement this when that 3rd universe comes out.
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Re: [Implementation Scheduled] defense upgrades

#83
No, it should be fine as long as you make changes slowly and not all at once.
I mean if you just leave it as is now then i would suggest everyone just to build Light lasers. And once you have xxmillions of LL enough to kill anyone build some ions.

I mean even if the shielding of the LL gets lowered im not gonna complain since it might be a right thing to do. And I got the most LL of everyone in this game I think.

All other defences are useless and a waste of money atm.
Only reason to build the other defences is when you have to waste resources in order not to be a target for other people.

And i don't like having all these things you can build that have no purpose.
(Same with some of the research techs that do absolutely nothin)

if you first make the other defences better and then announce wich defences get lowered (if needed at all) at a later stage. people can easilly adapt to it. een if the change takes over 1/2 a year I still eventually like to see a balanced game.

in hardcore games you also dont like it when a developer says we not gonna make updates on balancing the game, we do it in the next title.
In the zorg universe, if you go to sleep expect to smell napalm in the morning.

Re: [Implementation Scheduled] defense upgrades

#85
Beta Simulator updated with Plasma Boost for Bombers and Plasma cannon.

In detail:
5% bonus per Plasma level on Weapons for Bombers and Plasma Cannon.

The formula now becomes for bombers and plasma cannons:
Attack bonus = 1 + (0.1 * Weapons Technology) + (0.05 * Plasma Technology);

For example, bomber attack power with level 10 Plasma and lvl 10 Weapons is:
  • Attack bonus = 1 + (0.1 * 10) + (0.05 * 10) = 1 + 1 + 0.5 = 2.5
  • Random = 0.8 to 1.2 (Let's say 1 for the example) = 1
  • Attack = 1000 * Attack Bonus * Random = 1000 * 2.5 * 1 = 2500
Prior to the Plasma Bonus, it would be:
  • Attack bonus = 1 + (0.1 * 10) = 1 + 1 = 2
  • Random = 1
  • Attack = 1000 * Attack Bonus * Random = 1000 * 2 * 1 = 2000
In easy math, the Plasma Tech has the half effect Weapons tech has and only on Bombers and Plasma Cannons.

The beta simulator has been updated with the new element and you can check it here:
http://beta.zorgempire.net/simulator.php (It currently also works with LG RF=8 against RIP)

Developers want to implement this change in X-TREME first within a few days (as has been announced for a long time now).

Current schedule for developers is:
-LG and EC ships added in Speed and Standard
-Plasma boost in X-TREME

When X-TREME players vouch for the gameplay upgrade of specific addition, we will review the prospect of adding this to Speed and Standard as well.

Re: [Implementation in Progress] defense upgrades

#87
I am all for improving game play and development..However this development is promoting players to be turtles in a game designed for Battling fleets /empires against each other.. I feel a better idea would be to promote fleet building.. With this development it negates the players that build fleets to raid/attack a contradiction of the basis of the game..

Forgive me kuddlez for naming you( as a buddy I am sure you will not mind) as an example..But as the top turtle he is already hard to make a profit from..(not that I ever would)

A fleeter (the basis of the game..other wise why have shipyards and different attack ships..?)..

Just a thought why not have a extra Building unit Called a "Defence Plant" instead of defence being built in a shipyard..

Rather than improving defence why not reduce the cost of fleet so players can build fleet quicker.. this would make more players fleeters and promote the game in the direction it was intended.. (of course this would also reduce DF values to match)

I will say this is only my opinion..but to help I can already wipe out a defence of 5 million LL and 30k plasmas with zero loss.. so as very few players apart from the for said Kuddlez..has a defence anywhere near this..it will not effect me that much.. Just to add that with acs attack a defence double the above would still be attack-able..

Please please can ZE try and promote fleeting..
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