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Topics - Big S

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1
Feature Suggestions / Get rid of scoring
« on: September 01, 2012, 12:19:55 AM »
This is sort of a proxy suggestion on behalf of everyone who feels that "fun" is the only concern of the game, that the integrity of the point system is secondary.

Get rid of it entirely. There's no objective point system in Mafia Wars or other click-click social games. Instead of points like RSP and DSP and so forth, just change this to simple stats like battles won, fleet count, tech level, etc.

Those of us who have grave concerns about the integrity of the scoring system are overruled by both BFG, whose silence on the matter is deafening, and other players, who remind us that the only important thing is that there is activity and "fun" in old dying unis. When two years of DSP can be made in 24 hours, it's clear that the points thus far are irrelevant, so let's not stop short, let's take this all the way to it's logical conclusion. Just get rid of the points and then all the concerns will vanish completely.

2
General Starfleet Discussion / Questions for Matt about NPCs
« on: August 08, 2012, 05:07:39 AM »
Matt,
I'm looking to see if you can clarify a couple of things about the new system that I'm not sure I completely understand. Please correct any misunderstanding from below:

1) When NPCs select a random player, I'm assuming the effect of this is that NPCs reflect the size of the players in the area. For example, and this may be extreme, if a galaxy had only players ranked between 1000 and 1100, then all NPCs generated would be based on sizes of players between 1000 and 1100. There would be zero NPCs that reflect the size of someone ranked in the 100s. Correct?

And then...
2) The "name" of such NPCs, and thus whether they are ship-only, defense-only, or a mix is then determined by where in the spectrum of players they rank. So if this galaxy that had only rank 1000-1100 players, and such players were in the 36th - 43rd percentile of RSP, then all NPCs in that galaxy would be "Urcath Small Enemy Fleet" and "Seekers Large Abandoned Warship".

3) Also when picking players, is it based on the distribution of planets, or distinct players? In other words, if I had 9 planets in a galaxy, would I be 9x more likely to have an NPC generated nearby based on my size, or would I be equally probable of being chosen as anyone else?

Lastly, when the NPC is picked based on the player, is it actually based on the actual player, or is the size (resources, fleet size, etc) based on the 5% RSP bracket the player falls in? This could result in significant differences if the NPC is based on a player that is at the 5% mark and there is a big spread between the players in the top 5%.

3
Off-Topic / SFC graphics
« on: June 30, 2012, 06:14:42 AM »
Is it me or does this guy have an incredibly tall head?

4
General Starfleet Discussion / building times
« on: June 16, 2012, 04:20:19 AM »
I was trying to use the building time formula in Excel and something doesn't match in any of the universes. I know building times are modified for each uni, but I can't get Excel to show the same building times even in O.

For example, simple formula for building a capital 1 would be:

(400 + 12)
_________________

2500 * (1 + 0) * 2^0

Since that is in hours, * 60 and in Excel it shows about 12 and a half minutes. In SFCO it is exactly 12 minutes. So that formula appears off by about 29 seconds

Then if I do something similar for Nova, I tried dividing by 1.5 as a modifier, since it is 1.5 speed. But that doesn't appear correct either. If you divide by 1.5, then Excel shows about 8 minutes and 19 seconds. Yet if memory serves it is exactly 9 minutes in Nova.

So what are the modifiers that I am missing here?

5
General Starfleet Discussion / Planet moves and galaxy screen
« on: May 26, 2012, 04:48:25 AM »
Do planet moves result in the previous planet slot showing "Unavailable" like Hephs do?

6
Extreme Universe 2 / Aaron Moon
« on: May 09, 2012, 07:41:19 AM »
I know the last topic was locked, but this isn't exactly a continuation. I just wanted to say there isn't a single player I've ever run into that is deserving of the title "classiest person to ever play." Other than Aaron, that is. One of the best players and the best character.

I ran into Aaron in X1, and fortunately was never destroyed, but I have no more respect for any other player than Aaron. Class act and absolute gentleman. If he didn't go on leave, he would still be #1 and still be the #1 gentleman of X1. People can learn from Aaron. If you want to know what it means to be someone of honor and character both in game and out of game, mimic Aaron. Most people I have run into are either honorable in game, but not out of game, or the reverse. Aaron is the complete package, and I would give both nuts to have Aaron over one single person of the alliance he was applying to.

7
General Starfleet Discussion / NPCs and crystal
« on: May 01, 2012, 04:58:39 PM »
Why is it that it seems like MOST of the NPCs out there look like they just kicked off researching Warp 10 or something? I can't tell you how many have millions in ore, and crystal is in the tens of thousands.

I don't mean like they are partially cleaned out, because that is usually obvious if the ships are gone. Like brand new NPC popping up with even more hydro than crystal.

It seems like most are that way. And Krugs are the worst. What are these Krugs doing on these colonies with ore stockpiled to their ears and no crystal?? And how come their tech doesn't therefore look like: armor 23, weapons 15, shield 3?

8
Feature Suggestions / Scuttle ships
« on: April 30, 2012, 03:31:12 PM »
This is more or less for Nova only. Since it has been stated by BFG that the goal of DSP is to reflect achievements and hunting active players, something needs to address the moonshot issue. I really only see one solution to this problem--let players conduct their own moonshots solo. You should be able to form a task group (like a mission type) and choose to scuttle them for a moonshot. This will allow a moonshot without the normal process of having to have someone else send a fleet to destroy your ships

Optional mechanism: Debris is automatically recycled into storage. This will make it so that scuttling can't be used to push resources.

9
Nova Universe / Some questions about NPCs in Nova
« on: April 26, 2012, 12:07:08 AM »
Ok, I read the Wiki and it says you can't use IPBMs on NPCs. That answers one question I had. So what do people do with those crappy ones with loads of plasmas? I don't see how it can be economical to pound them down to the point where transports can be used in battle. Otherwise, when you add transports, they get slaughtered. And don't say use hundreds of Athena because I don't have that many yet :-).

On a related note, can an encounter be oracled? For example, maybe there's a moon within range of the encounter but not within range of me. Just wondering how careful I need to be with NPCs and the possibility of being locked on the way home.

Thanks.

10
Nova Universe / How is it possible?
« on: April 25, 2012, 06:52:03 PM »
I see an inactive that has 0,0,0 for resources. Even when turned off, mines still produce a tiny bit of res, and this person is inactive and hasn't been hit since there are a couple ships there. Not sure how it is possible to leave a planet in a literal state of emptiness wrt resources.

11
General Starfleet Discussion / SFC Slow for anyone else?
« on: April 19, 2012, 06:45:17 PM »
After the update today, scrolling through the galaxy is un-useable. Almost 20 seconds just going to the next system. Is this happening to anyone else?

12
Bug Reports / Summary - ship count incorrect
« on: April 16, 2012, 05:58:33 PM »
On the "all planets" view, "Summary" tab, the ship counts are not accurate. They only count ships that are sitting in ship yards, not the ships in flight.

13
Feature Suggestions / Complete it now for free - 10 minutes
« on: April 14, 2012, 04:37:39 AM »
Why should we have to wait that last 5 minutes before we can complete it for free with 5 minutes to go? I think 5 minutes prior to that, we should be able to complete it for free.

14
General Starfleet Discussion / Hydo on the galaxy screen
« on: April 14, 2012, 02:36:20 AM »
Did this change? I thought scanning the galaxy required 10 hydro per system. That doesn't seem to be the case anymore.

15
Nova Universe / How to fix auto-FRS
« on: April 10, 2012, 04:59:10 PM »
I'm going to skip past the whole bit about how auto-FRS is ruining Nova. I think enough threads have pointed out all the flaws and how it's making the game unplayable. I'm posting a couple ideas on how to fix it with the assumption that it isn't going away. It should go away, but I'm assuming it won't. So how to make it at least tolerable.

These are meant to be exclusive of each other. Different ideas that BFG could use.

1) Add a random element. Ships don't always FRS even given the requirement criteria. Having it always FRS promotes laziness. Perhaps the percentage could scale with the rank differential, or decrease the closer one gets to 500k RSP. There's one problem with this idea (i.e. adding a random element), and that is if it is random people will send multiple waves until they get lucky. So there's a possibility of bashing.

2) Have only non-combat ships FRS. They build warships (arts, athenas, etc.), then the warships stay and fight, the cargos and all other support ships flee.

3) Limited number of escapes

4) Proportional escapes. Perhaps instead of it just being non-combat, maybe it's a percentage of the ships that manage to escape. As with #1 this percentage could be a sliding percentage dependent on differential or how close to 500k RSP.


Required changes, regardless of the above ideas, meaning these things would be in addition to picking one of the above ideas:

a) defense RSP must factor into the decision.
b) widen the 100 RSP rank difference. In many places of the leader board, 100 RSP ranks may only be a thousand or so RSP points difference. That means you are saying people of equal strength must fight. And the combat mechanics of SFC really prohibit that unless its a fleeter vs farmer where RSP is allocated very differently. To be profitable, you really have to be attacking someone below you except in unusual cases.
c) Have auto-FRS only become functional one month into the game. There's really no point in having it at the beginning. It just frustrates everybody.
d) Lower the cap to something more reasonable, like 100k RSP or even 250k.

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