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Messages - Admiral T-Wayne

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Original Universe / Congrats to tomorrow's new No. 1!
« on: March 04, 2020, 06:47:41 AM »
By the end of tomorrow U.S. time, SFCO should have a new No. 1 player -- MR. P,,.  Paul (that is the real name behind the "P") has worked very hard for this position and fully deserves it.  I applaud him for the great perseverance he has demonstrated, particularly during the past 2 years or so.  He's largely devoted his life to achieving this goal during this time frame.

It's been a great honor to be your No. 1 player for the past 5+ years.  I wish all of you well as you play under the umbrella of a new King of the Leader Board.

Well done, Paul!

Original Universe / Re: So, just how big is a Heph?
« on: October 29, 2019, 01:10:33 PM »

I like that idea!  Sort of like Dr Who's Tardis.

Original Universe / Re: So, just how big is a Heph?
« on: September 29, 2019, 04:08:34 PM »
And here is the basis for the calculation for the diameter of the Heph's enclosing energy fields.

The calculation was pretty crude. I calculated the volume of a cube that had dimensions equal to the diameter of the moon, multiplied that by 9.223 quintillion, and calculated the radius of a sphere that would have that volume.

So, our Z's are really snugged in with either other, stacked top-touching bottom. We could go with a denser packing that might save some space, but I imagine our Zeus commanders might not like being even more crowded than I've described.

There should be lots of space in there for all the other ships, maybe they could have competitions during the trip -- races in the "dead space" around all the Z's!

Original Universe / So, just how big is a Heph?
« on: September 29, 2019, 03:07:29 PM »
The artwork shows the Heph as being a physical ship.  That concept might have worked in the past, but it doesn't work anymore!

I had too much spare time the other day and started fiddling around with a "Heph concept".  Here is what I posted to the internal HOD message boards.

The amazing thing about a Heph is that it is a "virtual ship", whose dimensions are defined using energy fields. As your fleet grows and you need more volume, the remotely-guided platforms that contain the field generators can be moved farther from the Heph's engineering and power structures, thereby expanding the volume that is enclosed by your Warp fields. In the extreme, a Heph can be used to shepherd a max battle fleet, which includes 9.223 Quintillion of each other ship type -- including Zeuses. Given that each Zeus is about the size of Earth's natural satellite, Luna, the Heph's energy fields have to encompass a volume that is about the size of a sphere with a radius of 2.8 billion miles -- about the distance of Neptune from Sol.

How!  A virtual transporter that is the size of our solar system, out to the orbit of the most remote planet, Neptune (sorry about that, Pluto!).

There is one assumption here -- that a Zeus is about the size of the earth's moon.  I'm taking this assumption from David Weber's "Dahak" science fiction series, in which it is discovered that our moon actually is an ancient, camouflaged, intelligent super-battleship named Dahak. 

The thing about a max fleet, including max Z's in the fleet, actually is a reality.  MR P actually has multiple max Z-fleets available to him,including one on his Heph.

Feature Suggestions / Re: More Large NPCs (or more NPCs in general)
« on: August 31, 2019, 08:05:12 AM »
With respect to BFG being dead -- not totally ;-).  If you can identify a legitimate issue with game programming, John Marks, who is one of the founders and the remaining developer, will try to fix it.  For example, the NPCs that are spawned by the No. 1 player in a universe largely are useless -- either 'way smaller than NPCs spawned off the next tier of players, or 'way overloaded with defenses, or both.  John worked pretty hard with me (I'm No. 1 in SFCO) to fix this.  Ultimately he wasn't able to correct the issue, but I know that he tried pretty hard.

Now, with respect to making significant changes, like changing game mechanics or adding new ships -- yeah, I think those days are behind us.  BFG spent all their money on trying to come up with a couple of game concepts that departed from their basic SFC model, the games didn't pan out, and that sunk the ship.

Original Universe / Re: Hollow victories
« on: September 13, 2018, 03:05:35 AM »
All that is happening there is that the people getting the push might be fooling people 'way down on the leader board, who don't look closely at the top.

But the folks at the top know when someone has concluded that they can't gain their rank on their own merits.  Too bad when someone who has been in the game for years, and done reasonably well, decides that they are going to gain a hollow victory and ride up the ladder, on the shoulders of someone else.

They'll never be able to look back on their rank and know that they could have gotten there on their own.  They will always wonder if they were good enough.

Original Universe / Hollow victories
« on: September 12, 2018, 09:16:28 PM »
Just thinking of some "hollow victories", most having to do with rapid movement up the leader board.

1.  Buying a high-ranked account that you don't know how to manage.  It takes a bit of experience and skill to manage one of the monster accounts.  Many of them have changed hands during the past 9 months or so.  I don't think that the new owner has been able to maintain rank, in any of these cases.

The moral of the story is don't acquire an account that is 'way larger than what you are used to having.  It's just about a sure thing that you will be disappointed in the result, because you will find that the other large players who have built up their accounts over the long haul understand how to advance their accounts.  They will keep advancing and pass you.  There is little that is more frustrating than moving downward in the ranks, unless it is your intention to do so, for example due to a change in your level of commitment to the game.

2.  Moving up the ladder by getting DSP rides and RSP bumps from others.  Particularly for a player who already is highly-ranked, to do this is admitting to yourself that you aren't good enough to move up on your own, and you are telling those around you on the leader board that you gave up on passing them on your own merit.  That must be the hollowest victory of all. 

A number of large accounts have changed hands during the past few months:

Silent Bob -> Zx -> J.T. Kirk

WGW -> John Fury

(Rich) Shinzon -> (Don Woods) Shinzon

And several more.  The common result of each of these moves is that the acquirer has not been able to hold rank.

It takes a certain set of skills, interests, and personal characteristics to gain and hold rank at the top.  If you are interested in acquiring the account of a retiring major player, with the intention of advancing it, feel free to reach out to guys like Bruce Mays, Treakle, Steve Carlston, and me.  We'll be glad to talk with you about what it took for us to get to the top.  The hope is that this information will help you determine if you are suited to a major account.  Some people are, some aren't.  There is nothing wrong with not being the type of player who can keep a top account moving forward.  It takes a LOT of hard work, and it doesn't fit everyone's play objectives.

Feature Suggestions / Re: Titan Class Recycler (New Ship Request)
« on: July 19, 2018, 10:39:55 PM »
Hi, I've suggested a similar ship, named the Persephone class (mother of Dionysus/Zagreus).

To protect BFG's hydro revenue, my suggestion had it being a 5x Dionysus in its physical characteristics and resources cost, with the same propulsion, fuel consumption, and speed characteristics as the Dio.  The main benefit of the Persephone is that it would make it so that even the largest NPCs can be scooped (at least the crystal and equal hydro scooped) using a single recycler fleet.

Original Universe / Re: Varsity tournament 2018
« on: April 25, 2018, 03:50:38 AM »
Hi, folks, we will be using the scoring system from the most previous "varsity" tournament, with a few tweaks which were introduced mid-stream.  So, here is the first draft of the scoring system, we have lots of time for adjustments, if folks can justify them.


The scoring system is based on fleet strengths of the attacker versus the defender's total fleet strength. All fleet strengths are determined and posted at the start of each round. This is the number that will be used to calculate the strike points awarded (See Chart & Examples below)

ATTKR Force vs. Defender's Total Fleet Str.      STRIKE POINTS
                   0 - 10%                                              5000
                   11- 25%                                              3750
                   26 - 50%                                             2500
                   51 - 75%                                             1250
                   76 - 100%                                           1000
                  101 - 125%                                           500
                  126 - 150%                                           250
                  151% or more                                       100

A successful Attack / Defend must generate a minimum of 25k war points.

All successful defends are worth 500 strike points - no more, no less.

Any attack or defense which results in a "conventional" SFC war win earns an additional 1000 points.

In any 24-hour period, only the first successful plunder attack by an alliance against a given opposing player earns strike points.  Notwithstanding this statement, any plunder attack which results in a war win still earns 1000 bonus points.

In the previous tourney, we had a situation where one alliance found a high-resources planet that was left undefended by a negligent player.  The alliance plundered that planet so many times, that they earned enough strike points to make it impossible for any other alliance to challenge them for the tourney lead.  The above limitation on plunder attacks is instituted to avoid a repeat of that situation.

Needless to say, two alliances have to be at war, in order for a successful attack (or defense) to win strike points.
Example - Ship vs Ship
Player A launches an attack against Player B.
Player A uses 6000 ships in the strike. Player B has a total fleet strength of 10000.
Player A's attack is 60% of Player B's total strength. If Player A's attack is successful and scores more than 25k war points (i.e. game's point tracker) then Player A's alliance gains 1250 strike points
Example 2 - Resource Strike
Player C launches an attack on Player D's planet
Player C's attack force is 20% of Player D's total fleet strength
Player C's grabs resources that net 19k war points which would generate 0 strike points

The scoring system presented here intentionally is weighted to favor attacks with "just enough ships to win", vs. "overwhelming force" attacks.  Points earned for successful, well-tuned attacks also intentionally are set to be substantially larger than the points earned by successful defenses, thereby providing an incentive to take some chances on offense.   

Bug Reports / Re: Captcha ... on Trade Merchant
« on: February 25, 2018, 07:16:42 AM »
The CAPCHA seems to pop up after about 100 merchant invocations.  It is incredibly aggravating, because after 100 or so clicks, you are pretty much into mind-numbed mode and it is very easy to continue to click that "Repeat this trade" link after the CAPCHA has popped up.  After you fill in the CAPCHA screen, you can't get the app to go back to the state where you can continue clickety-clicking.  SO, you have to kill the browser tab, use a fleet to launch your hydro off the planet, recreate your tab, start clicking again to resume creating hydro, and recall your fleet.

Once upon a time, before BFG implemented the "Repeat this trade" link, it took about 15 seconds to do a trade.  With the link, we are down to about 1 - 1.5 seconds.  For us big spenders, it would be grand if BFG revisited my original proposal for the feature, which provided a means for specifying how many conversions you wanted to do.  I did well over 1000 conversions today.  This "dial a number" feature would have been very handy!

Original Universe / Re: Throwing down the gauntlet -- the race for No. 2
« on: January 28, 2018, 11:24:45 PM »
I've been away on personal business for a while, providing all you fine folks with what undoubtedly has been a welcome respite from my score-keeping posts.

Per my most recent previous post, all you readers understand that we have a new No. 2 player, Silent-Bob.  During the past 10 days, S-B has continued his manic pace of play, overtaking Bruce in DSPs as well as in RSPs.

I consider this last achievement -- becoming No. 2 in DSPs -- to be very significant.  Here is why.

At the top of the ladder, we squirrel away huge quantities of res, collecting for the next Hydro Storage unit upgrade.  So, total score doesn't necessarily tell the "full story", because a player can be just a few days away from finishing collecting the res for the next HS upgrade and suddenly gaining 75 sextillion+ game points.  So, RSPs (and total score) can jump in sudden leaps.

DSPs are a decent surrogate measure for assessing how two players stand vs each other in this res-collecting exercise.  If we assume that two players of about-equal size are hitting NPCs of similar composition, then each player's ratio of res gained per DSP gained will be about the same.  It is likely that the player with more DSPs gained will achieve a certain level of res collection before the other player will.

Because Bruce reached his HS 75 several weeks before did SB, and thus had a head start on collecting res for his HS 76, I had been thinking that Bruce would finish his HS 76 first, get that 151 sext bump in his total score, and hold on to No. 2 for a bit longer -- until SB finally finished his HS 76. 

I'm not so certain of that anymore.  I now think that SB has a very good chance of getting the HS 76 before Bruce.  In this case, SB will hold on to No. 2 -- until he passes me for No. 1!

Original Universe / Re: Throwing down the gauntlet -- the race for No. 2
« on: January 18, 2018, 05:06:22 AM »
Can we say -- a new No. 2 in TWO DAYS???

Congrats to Silent-Bob for ascending to No. 2 in SFCO!

Well done, mate.

Now, to get that HS 76 upgrade completed, so that you can put a stranglehold on that spot!

Original Universe / Re: Throwing down the gauntlet -- the race for No. 2
« on: January 15, 2018, 09:13:46 PM »
I've been doing other things for the past few days, and until now failed to notice the following...

Overall gap is less than 10 sext points.  I continue to be surprised that
Bruce's HS 76 has not yet shown up.

The very important DSPs gap is down to about 21 sext points

We could have a new No. 2 in less than a week.

Original Universe / Re: Throwing down the gauntlet -- the race for No. 2
« on: January 11, 2018, 08:20:45 PM »
Whew!  The DSPs gap has dropped below 40 sextillion, at least momentarily -- 39.25 sextillion.  What we are seeing here reminds me of the time, about 4 years ago, when Bruce blew past me on the leader board.  This was back when Proms were still King vs. NPCs, and I was around Rank 8.  Bruce cruised by like I was stuck in mud.  We are seeing the same sort of thing here, with S-B playing the role of Bruce in that earlier chase-down.   

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