against 100 RIPs and 10k LGs and yeah thats just one way of showing the mess.
just think if the defender had a fodder fleet along with rip and lg how it would look.
Re: RIPs need wimping
#4210000 LG
100 RIP
Total fleet cost: 1.950.000.000 units.
20000 LF
500 BS
10000 DD
1000 BC
6000 LG
Total fleet cost: 1.980.170.000 units.
Ran some sims with this fleet, wsa 15 all.
Results are ok'ish, simmed 100 times.
Worst case scenario
Win:
The attacker has lost a total of 1.416.100.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 1.112.388.000 units of Metal and 907.272.000 units of Crystal has formed in orbit around the planet.
Best case scenario
Win:
The attacker has lost a total of 174.120.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 714.600.000 units of Metal and 559.872.000 units of Crystal has formed in orbit around the planet.
Problem is the RF giving a TD that is completely random -.-
I would not launch against this unless I disliked the player alot
100 RIP
Total fleet cost: 1.950.000.000 units.
20000 LF
500 BS
10000 DD
1000 BC
6000 LG
Total fleet cost: 1.980.170.000 units.
Ran some sims with this fleet, wsa 15 all.
Results are ok'ish, simmed 100 times.
Worst case scenario
Win:
The attacker has lost a total of 1.416.100.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 1.112.388.000 units of Metal and 907.272.000 units of Crystal has formed in orbit around the planet.
Best case scenario
Win:
The attacker has lost a total of 174.120.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 714.600.000 units of Metal and 559.872.000 units of Crystal has formed in orbit around the planet.
Problem is the RF giving a TD that is completely random -.-
I would not launch against this unless I disliked the player alot
Chat Administrator ~ 7 Gale Points
Re: RIPs need wimping
#4385K BC can crash the following ships (in a linear comparison)
costs (2,550,000,000 - 3,400,000,000 - 1,275,000,000)
BC - 28,600 (metal 858,000,000 - crystal 1,144,000,000 - deut 429,000,000)
LG - 10,000 (metal 600,000,000 - crystal 600,000,000 - deut 150,000,000)
RIP - 100 (metal 500,000,000 - crystal 250,000,000 - deut 150,000,000)
the above looks very reasonable given the fact that they all costs more or less same. or at least they looks in the same rank. but the moment RIP has a RF against the BC fleet more than 7 the total BC fleet needed to make a clean hit against RIPs rf is 385K which costs around
(11,550,000,000 - 15,400,000,000 - 5,775,000,000) and now u will think whoa thats a big number. i understand RIPs are meant to pack big kickers but with such a massive RF against all ships and with the new shield reduction for each round rips sure is unbalanced now.
some might argue that why bother with BC fleets why not just build RIPs alone? well i say why should i have to be constrained to just one ship?
costs (2,550,000,000 - 3,400,000,000 - 1,275,000,000)
BC - 28,600 (metal 858,000,000 - crystal 1,144,000,000 - deut 429,000,000)
LG - 10,000 (metal 600,000,000 - crystal 600,000,000 - deut 150,000,000)
RIP - 100 (metal 500,000,000 - crystal 250,000,000 - deut 150,000,000)
the above looks very reasonable given the fact that they all costs more or less same. or at least they looks in the same rank. but the moment RIP has a RF against the BC fleet more than 7 the total BC fleet needed to make a clean hit against RIPs rf is 385K which costs around
(11,550,000,000 - 15,400,000,000 - 5,775,000,000) and now u will think whoa thats a big number. i understand RIPs are meant to pack big kickers but with such a massive RF against all ships and with the new shield reduction for each round rips sure is unbalanced now.
some might argue that why bother with BC fleets why not just build RIPs alone? well i say why should i have to be constrained to just one ship?
Barbaric nomad causing P-A-I-N.
Re: RIPs need wimping
#44Well SaidSPY wrote:85K BC can crash the following ships (in a linear comparison)
costs (2,550,000,000 - 3,400,000,000 - 1,275,000,000)
BC - 28,600 (metal 858,000,000 - crystal 1,144,000,000 - deut 429,000,000)
LG - 10,000 (metal 600,000,000 - crystal 600,000,000 - deut 150,000,000)
RIP - 100 (metal 500,000,000 - crystal 250,000,000 - deut 150,000,000)
the above looks very reasonable given the fact that they all costs more or less same. or at least they looks in the same rank. but the moment RIP has a RF against the BC fleet more than 7 the total BC fleet needed to make a clean hit against RIPs rf is 385K which costs around
(11,550,000,000 - 15,400,000,000 - 5,775,000,000) and now u will think whoa thats a big number. i understand RIPs are meant to pack big kickers but with such a massive RF against all ships and with the new shield reduction for each round rips sure is unbalanced now.
some might argue that why bother with BC fleets why not just build RIPs alone? well i say why should i have to be constrained to just one ship?
Re: RIPs need wimping
#45You do realize that the deuterium cost of your fleet isn't calculated in your losses, so there is barely any profit in this.Cypher wrote:10000 LG
100 RIP
Total fleet cost: 1.950.000.000 units.
20000 LF
500 BS
10000 DD
1000 BC
6000 LG
Total fleet cost: 1.980.170.000 units.
Ran some sims with this fleet, wsa 15 all.
Results are ok'ish, simmed 100 times.
Worst case scenario
Win:
The attacker has lost a total of 1.416.100.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 1.112.388.000 units of Metal and 907.272.000 units of Crystal has formed in orbit around the planet.
Anyway, I just wanted to bump this and hopefully, someone from the developing crew will read the post and finally decide to take some action.
if yer gonna be stupid ya gotta be tough
Re: RIPs need wimping
#46Bumping this is not enough. You need to become more specific than RIPS need wimping. Get some specific proposals on the table. From the talks, I could extract some suggestions myself but I would prefer the playerbase to provide them as it is not my role to constantly help with suggestions.
Re: RIPs need wimping
#47OK, I will just stick to my very first post.
I think lowering RIPs WSA is more reasonable than changing its RF so it doesn't change the battle engine, but affects their current efficiency.
I think it should be lowered for at least 25% (maybe even more), so the Attack points of a RIP should be lowered from 200k to 150k, SHIELDS from 50k to 35-37,5k and ARMOR from 750k to 560k.
I am not sure if this is too much or not enough, so some sims could come in handy.
I do not think buffing up BCs is a good option because the battle engine didn't just affect BCs. I mentioned BCs in the first place only because most people use them.The wrote:I suggest lowering RIPs RF against everything by 25-35% OR lower their wsa by 25-35%. They will still be strong, but not this strong. Surely LGs will then need wimping too, but I think this is something of high importance.
I think lowering RIPs WSA is more reasonable than changing its RF so it doesn't change the battle engine, but affects their current efficiency.
I think it should be lowered for at least 25% (maybe even more), so the Attack points of a RIP should be lowered from 200k to 150k, SHIELDS from 50k to 35-37,5k and ARMOR from 750k to 560k.
I am not sure if this is too much or not enough, so some sims could come in handy.
if yer gonna be stupid ya gotta be tough
Re: RIPs need wimping
#48At first I believed RIPs were way too powerful myself (forgetting the difficulty of even getting the technology to build RIPs), but after some thinking I'm starting to come around and offer what will surely be an unpopular alternate suggestion, reduce RIP's speed even further.
Now before everyone shouts at me think this through, RIPs would become a purely massive battle drawcard or a defensive weapon (heaven forbid a ship used as defence) with the one big weakness of providing profit for raiders.
Everyones fear is that RIPs as they are will become the only ship everyone produces but if you have on the one hand a player who produces only RIPs (which have been slowed even further) and on the other a player with mass BC, yes on a head to head collusion the RIPs will win (afterall thats there purpose, they should win and win easily) but if that same BC player goes around plundering 20 times quicker than the RIP player the ratio will become much larger or the BC player could build some RIPs of their own but either way eventually the BC player will win the day.
Now I'm not saying RIPs won't be on everyones radar as a must have, but the speed weakness will force everyone to use RIPs for specific purposes and not as the only weapon, players will be forced to look towards more balanced forces and I would think that was the goal of the dev team when they implemented the changes.
Now before everyone shouts at me think this through, RIPs would become a purely massive battle drawcard or a defensive weapon (heaven forbid a ship used as defence) with the one big weakness of providing profit for raiders.
Everyones fear is that RIPs as they are will become the only ship everyone produces but if you have on the one hand a player who produces only RIPs (which have been slowed even further) and on the other a player with mass BC, yes on a head to head collusion the RIPs will win (afterall thats there purpose, they should win and win easily) but if that same BC player goes around plundering 20 times quicker than the RIP player the ratio will become much larger or the BC player could build some RIPs of their own but either way eventually the BC player will win the day.
Now I'm not saying RIPs won't be on everyones radar as a must have, but the speed weakness will force everyone to use RIPs for specific purposes and not as the only weapon, players will be forced to look towards more balanced forces and I would think that was the goal of the dev team when they implemented the changes.
Re: RIPs need wimping
#49You do realize this whole thread is about the battle between RIPs against some other ships, right?
I don't see how the fact a RIP is even slower could affect the fact that 2 RIPs are unprofitable for 8.000 BCs ( previously 8.000 BCs were efficient against 10-12 RIPs so RIPs owned BCs even then, and even then a large group of people thought RIPs were too strong).
And RIPs are already used as defensive ships nowadays
I don't see how the fact a RIP is even slower could affect the fact that 2 RIPs are unprofitable for 8.000 BCs ( previously 8.000 BCs were efficient against 10-12 RIPs so RIPs owned BCs even then, and even then a large group of people thought RIPs were too strong).
And RIPs are already used as defensive ships nowadays
if yer gonna be stupid ya gotta be tough
Re: RIPs need wimping
#50TheDamned666, Makes a very good point slowing RIPs down will make them a bad choice for raiding or fleeting but still keeps them viable and useful to build for defense or hitting large defenses. If you reduce them like The suggests why would anyone bother building them anymore they will be extremely weak especially for the cost? As it stands they are very vulnerable to LG's maybe make LG's more accessible??