Re: Discuss battle engine here

#112
zorg using both new and old BE with 0 tech, as an example 1 million LF on the new engine still take a loss against 1 rip, where as 50K can get 0 loss on old sim. using other variants in ships i cant help but find the old sim to be better. i have only been playing this game for about 6months however i find the new sim to be a let down and where i was considering spending money to help me progress im now considering letting my acount go as being a miner holds no fun for me and im sure im not the only one thinking this.

Re: Discuss battle engine here

#114
The engine will force almost everyone to have a mixed RIP-LG-BC/DD fleet. It is the hardest to take out without taking too much loss. The easiest way to take that out is to send one of pure RIP or LG or BC or DD depending on their fleet ratio.
Building a pure fleet(x) will make you highly vulnerable to your ships' weakness(z). So you build the other ship(y) as a counter.
You will still be vulnerable to this other ship(y) though it would be harder. So you build the third ship class too(z).
Now you will be like the rest.

If you are building like the rest. Then you would need to have a huge gap in points to profit from people like you. I mean massive gigantic colossal gap in points.

The hardest to crash is a fleet that equally branched out to xyz. But if you equally divided your ship to three, then your fleeting capability also gets divided by three.

The rest of the ships are just fodder. The complications of defenses are still unaccounted for.
Image
Seasons end.

Re: Discuss battle engine here

#115
Here a suggestion:

RF should not be higher than 5 on any given ship. Over that value results become way too unpredictable and this will lead to stagnant universes where nobody attack anyone which is a sure way to kill the game.

I am fine with RIP owning BC, LG owning RIP, BC owning LG (sort of). Its the level of ownage of RIP vs BC that is ridiculous which come from the rf 15 against them.

I suggest that all rf value be looked at with median result vs cost. If a median rf result allow one ship type to own more than 3 times the cost of another ship type reduce the rf value. Its just plain ridiculous that a ship type is able to own 40 times the cost of another ship type

Re: Discuss battle engine here

#117
This is what 1 of my teammates wrote:
"now thats the one thing i dont like about this game i put 5mill points of damage into the air and i didnt destroy one ship...

if i was a soldier and shot my 5million bullets into 8000 attacker soldiers i think i might actually kill 1 or 2"


I agree completely with him, I really would like this game to be more realistic.

Re: Discuss battle engine here

#118
I think the randomness of the battle should be reduced.

Each ship type should have a priority list of which to fire on. Maybe like starting with the ship with the highest threat to it's type.
The outcome would be much more predictable and players can work out their fleet composition better.
Smaller ship types would then more than just fodder.
Image
Seasons end.

Re: Discuss battle engine here

#120
contruga2 wrote:zorg using both new and old BE with 0 tech, as an example 1 million LF on the new engine still take a loss against 1 rip, where as 50K can get 0 loss on old sim. using other variants in ships i cant help but find the old sim to be better. i have only been playing this game for about 6months however i find the new sim to be a let down and where i was considering spending money to help me progress im now considering letting my acount go as being a miner holds no fun for me and im sure im not the only one thinking this.

There is no old sim and new sim. We fixed the bugs found in that sim which resulted in greater losses. This can be unpopular but it is how it should work. We don't care if you prefer magically restored shields and ship which fire against the air which will result in less loss for you. We do care that out battle engine is realistic and flawless.