Re: Debris research

#31
If I wanted to reason why deuterium is not available in DF, I would go with the reasoning that it is consumed during ship explosion.

The initial idea was about increasing the DF generated from battles, with an upgradable tech. We are positive in such an idea and it is within our philosophy in how to expand the game.

So, if you want to make the idea more specific, now is the time.

Re: Debris research

#33
I would argue that some geometric series tending towards 1.0 of orginal input,
if you have a linear increase, then eventually building battleships/light fighters and having them crashed woudl easily generate more resources (granted the tech is expensive, but an unbalancing that would be grave should it be reached)
possible formula:
[initial] + [tech bonus]
0.6 + (0.4 - 0.4*(0.95^[zorg physics]))
1 - 0.4(0.95^[zorg-physics])

at zorg physics level 4, this would be a little over 67% debris as opposed to 60%
zorg physics level 10 would yield 76% debris
zorg physics 40 would yield 95%

a debris field should list the raw resources available (100%) and the loss of debris could be based on inefficient gathering, thus higher zorg physics means more efficient gathering, without ever being able to exceed 100% of the input resources.

Note: this would mean that smaller players would want larger players to collect their debris field and return it
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Re: Debris research

#34
I have a few questions though. Overall are we talking about the person recycling or how the debris is generated all together? If generated in combat which side would the tech work on Attacker or Defender also what about Acs Attacks/Defends?
athight wrote:I would argue that some geometric series tending towards 1.0 of original input,
if you have a linear increase, then eventually building battleships/light fighters and having them crashed would easily generate more resources (granted the tech is expensive, but an unbalancing that would be grave should it be reached)
possible formula:
[initial] + [tech bonus]
0.6 + (0.4 - 0.4*(0.95^[zorg physics]))
1 - 0.4(0.95^[zorg-physics])

at zorg physics level 4, this would be a little over 67% debris as opposed to 60%
zorg physics level 10 would yield 76% debris
zorg physics 40 would yield 95%
I would say +1 to this if it is generated and caps at a player base suggested level so it wouldn't become unbalanced.
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Re: Debris research

#35
I was suggesting that rather than generating a debris field on this research,
change the display to 100% debris, however when collecting debris some is lost, this means that rather than the attacker or defender tech, its the collector tech which matters.

and i stress that this formula prevents unbalancing (the numbers can be tweaked to zorgs liking, but i doubt many people will be able to afford a high enough zorg physics that it seems 'unfair'), at infinite zorg-physics tech level, 100% of debris can be collected.
however the duet cost into the ships and the deut to send the recs is still going to prevent a 1-1 return on a debris field.


e.g. if there is 1mil metal and 1mil crystal in a df that you collect at 70% then you get 700k of each and 300k of each will disappear at the time of recycling.
there are a few issues with sending recs from the galaxy screen, however given that probes are not fully 'fixed', this could be legacy and simply 'oversend' recs.
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Re: Debris research

#37
athight wrote:I was suggesting that rather than generating a debris field on this research,
change the display to 100% debris, however when collecting debris some is lost, this means that rather than the attacker or defender tech, its the collector tech which matters.

and i stress that this formula prevents unbalancing (the numbers can be tweaked to zorgs liking, but i doubt many people will be able to afford a high enough zorg physics that it seems 'unfair'), at infinite zorg-physics tech level, 100% of debris can be collected.
however the duet cost into the ships and the deut to send the recs is still going to prevent a 1-1 return on a debris field.


e.g. if there is 1mil metal and 1mil crystal in a df that you collect at 70% then you get 700k of each and 300k of each will disappear at the time of recycling.
there are a few issues with sending recs from the galaxy screen, however given that probes are not fully 'fixed', this could be legacy and simply 'oversend' recs.
What if you undersend recs?
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Re: Debris research

#39
No, doesn't makes sense. You miss my point. ets say we have s df of 100k. Now under proposed mechanism this is not supposed to be 100% recoverable. Now according to what you just said if you sent 1 rec at a time you would recover 20k the first 4 times (the standard cargo cap) and then at least 60% of 20k on the 5th resulting in debris recovery of 96+%.


Edit. Second problem. Lets say you do send 5 recs to recover x% of df. You have effectively lowered the cargo cap of recs, becausenow 5 recs can carry 100k but under your proposal they would only carry 60-80% of that, maybe a bit more wiyh high enough tech
Mirror mirror on the wall, who is the Spiffiest of them all?

Do Science Responsibly: Don't Do Science and Drive

"While it's good to learn from experience, it is better to learn from other people's experience" - Warren Buffett

Re: Debris research

#40
2 solutions:
1) a rec can only collect the collect percentage of its cargo capacity (if you send 1 at 70% collection, 14k collected, 6k destroyed).

2) reverse the percentage for the quantity destroyed, find some numbers through maths and you can easily get the right values.

total * tech = available to get
consumed * tech = collected
consumed = collected/tech

at say 70%, undersend on a massive df, 5 recs: 100k collected, 100k/0.7 = 142,857 consumed from the total df
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