I understand perhaps at the start of zorg these seemed simple to start with, but in retrospect is the amount of rips required to pop a moon fair in scale to the server?
For instance speed is an extremely fast server so having massive amount of rips is cool, as they are more easily obtained, extreme, is more heavily crowded, and still moves quickly, for massacre there are no ruby moons.
Which leaves standard for last.
Moon Destruction chances for diameter of 9,600
99%: 2,401 Death stars needed.
98%: 2,353 Death stars needed.
97%: 2,305 Death stars needed.
96%: 2,258 Death stars needed.
95%: 2,211 Death stars needed.
90%: 1,984 Death stars needed.
85%: 1,770 Death stars needed.
80%: 1,568 Death stars needed.
75%: 1,378 Death stars needed.
50%: 612 Death stars needed.
25%: 153 Death stars needed.
This is not even for a ruby moon. As it stands the largest (To the best of my knowledge) Is a rip count of 600-700 rips, which has taken a considerable amount of time.
IS it really fair to think 2400 rips is needed on a server this slow? This is for a 9.600 while it's already impossible to destroy and probably will be for the next two years, this puts into perspective that 9.6-9.8 will be virtually impossible to pop.
I can understand 9.8-9.9 being impossible, but at the moment 9.3-9.9 are impossible to pop on standard, and will be for a very long time. I do no mind it to much, just seems somewhat ludicrous that the same moon destroy formula is used on servers that have 35,000 rips, and standard with 700.
One way or another I think there needs to be a change. Reduce what standard needs or up what Speed and X-treme needs. Everything else is attempted to keep scaled, even point values, why are these not?
Re: Moon destroys need scaling.
#2while (in standard) i can only see this benefiting you and dr-j, this does make sense.
be reasonable though, crashing a 2m fleet would easily allow you to build 1k rips if not more (should you choose to at any rate).
start using multiple waves of 25% or so if the expected return is high enough on the fleet you are hunting.
I'm not sure what the fleet destruction formula is, but as I understand it, throwing in extra ships reduces your chance of a backfire.
statistically, moons CAN be taken down that are larger than the 99% chance, you large players are just not big risk takers
I would argue that the other servers should have perhaps linear scaling based on the average speed increase (2x fleet speed/resources production from buildings -> 2x as many rips required), standard seems reasonable to me atm.
be reasonable though, crashing a 2m fleet would easily allow you to build 1k rips if not more (should you choose to at any rate).
start using multiple waves of 25% or so if the expected return is high enough on the fleet you are hunting.
I'm not sure what the fleet destruction formula is, but as I understand it, throwing in extra ships reduces your chance of a backfire.
statistically, moons CAN be taken down that are larger than the 99% chance, you large players are just not big risk takers

I would argue that the other servers should have perhaps linear scaling based on the average speed increase (2x fleet speed/resources production from buildings -> 2x as many rips required), standard seems reasonable to me atm.
Re: Moon destroys need scaling.
#3I think you underestimate the cost of 1000 rips.
I also think you don't understand how the backfire works
I also should point out 25% is 153 rips. Me and dr-j as you mentioned have under 500
I also think you don't understand how the backfire works
I also should point out 25% is 153 rips. Me and dr-j as you mentioned have under 500

Re: Moon destroys need scaling.
#4hmm true, the deut is costly, i guess it depends.
correct, I haven't looked into the backfire odds, but I have heard there are ways to reduce the backfire chance.
multiple 25%-40% chance destroy missions, if the risk can be reduced... run the stats? although in this method there is a higher chance of being ninja'd
either way though, your point is valid, scaling would be fair, however I still believe that standard is OK for now
perhaps the formula should be looked at to reduce the insane numbers required for the near max size moons, or perhaps missiles on moons should cause damage to the size... until something like this happens, there will always be unbreakable moons.
correct, I haven't looked into the backfire odds, but I have heard there are ways to reduce the backfire chance.
multiple 25%-40% chance destroy missions, if the risk can be reduced... run the stats? although in this method there is a higher chance of being ninja'd

either way though, your point is valid, scaling would be fair, however I still believe that standard is OK for now
perhaps the formula should be looked at to reduce the insane numbers required for the near max size moons, or perhaps missiles on moons should cause damage to the size... until something like this happens, there will always be unbreakable moons.
Re: Moon destroys need scaling.
#5I am not upset over unpopable moons. I think they need to redo standard considering how few and low rips are. I believe the point I am trying to convey is being grasped slightly but your missing what I am trying to show.
