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Topics - Admiral T-Wayne

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1
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. 

2
Original Universe / Throwing down the gauntlet -- the race for No. 2
« on: December 17, 2017, 09:12:21 AM »
Something interesting to watch over the next few months is the race for the No. 2 slot on the leader board.  Since Nov. 2, Silent-Bob has closed the DSPs gap with Bruce Mays from 176.6 sextillion points to just a bit over 105 sextillion points.  If we were to assume a linear closure rate, Silent-Bob will pass Bruce in DSPs sometime in late February.  However, the closure rate has accelerated over the past few weeks, so I suspect this crossing point will occur before then, maybe mid-February.

The other significant gap is in RSPs, where the difference essentially is the RSPs value of a Hydro Storage 75 upgrade.  Bruce has had his HS 75 for a while, and since then he's been collecting for his HS 76.  I imagine that S-B's HS 75 will come forth soon.  Because he is increasing DSPs (and collecting res) faster than is Bruce, I think that S-B's time to get from HS 75 to HS 76 will be less than Bruce's.  How much less, I don't know.  It will be interesting to see what is the time gap between when Bruce and S-B pop their HS 76's, and who actually finishes that unit, first.  If Bruce finishes his first, he should hold on to the No. 2 spot until S-B completes his HS 76.  But, once S-B reaches HS parity at Level 76, I think that he will pull away from Bruce and become No. 2, due to his greater rate of DSPs growth.

We haven't had a race like this on the leader board in over three years.  This is a really good one.  I invite you to follow along as each of these two fine players joust for supremacy over the other.


3
Hi, folks,

COLD, Based On, Pilgrims, and HOD currently are involved in the final round of the current SFCO tourney.  There have been a couple of reports of players, not in any of these alliances, dumping res on a tourney participant.  The res then could be plundered up by another tourney participant while the target of the dump is FRSed, for an easy score.

In the spirit of fair play, please don't do this.  Please give us a chance to have a tourney whose final result is as free from controversy and argument as we can make it.

4
A number of the larger players leave some res behind when they hit an NPC and don't plan to go back to clean up their mess.  I'm starting this thread so that either (1) the players who leave these clouds behind or (2) other nice souls can point out these DF cloud locations, so that folks who want to gobble up some res will know where to go with their Dios-filled Hephs.

5
Original Universe / The economics of different res purchasing strategies
« on: November 07, 2016, 09:14:22 PM »
A fellow contacted me the other day, asking what was my price for crystal.  I told him, and then I advised him to not to make that purchase, because he would be hurting himself financially if he did so.  There was a much better thing that he could do with his credits.

We live in a world where "I want it, and I want it now!" reigns supreme.  I understand this; I live in the same world ;-).  It's very easy to fall prey to this "now, now, now!" mindset in SFCO.  You see people blowing past you on the leaderboard, or maybe you want to blow past someone.  The first thought might be, "I need to buy a bunch of OCH to build XYZ!".  Maybe so, in some cases.  But, in general, I think that there is a better thing you can do with those credits you've paid for using your hard-earned real-world currency.

Here is my advice to players:  Buy hydro (and only hydro), and use that to power your ships to go fetch your OC by hitting NPCs. 

Here is why I say this.  Let's say that you spend X credits to purchase Y units of crys.  My experience, and the experience of others, is that you can spend X credits to purchase Y units of hydro, and then you can go out and hit NPCs and bring home 50Y to 150Y units of crys, as well as maybe 100Y to 300Y units of ore.

Wow!  That's a lot of financial leverage!  And that's why I advise active players that it's much more cost-effective for them -- it REALLY reduces their cost of play -- if they pass on buying the OC and they limit their purchases to hydro.  It might take you a few hits to accumulate that OC you were going to buy, but you will get there in short order and it won't cost you nearly as much to do as it would if you purchased that OC.

I imagine that most of us (all of us???) want to put as little of our hard-earned cash into this game as we possibly can.  So -- my advice is to leverage your purchases by focusing on the hydro, and in general skip the use of credits to buy OC.  You and your bank account will be glad you did!



6
Strategy / The power of fodder
« on: July 03, 2016, 06:34:49 PM »
With the significant focus on whacking NPCs, it's easy to get stuck in the routine of building nothing but heavy fleets (battleships or Z's) to attack our robotic opponents.  We often leave the lighter units behind, to our detriment.

First, against NPCs

A number of my alliance mates have reported situation where they used Battle Mentat to calc out a Z-only attack against an NPC, and they saw that the attack would result in very high Z-fleet losses.  Upon adding a large probe screen to the attacking fleet, they were able to achieve a profitable hit.  These calcs certainly should be done on a case-by case basis, but this is evidence that fodder even has its use in an NPC-crazy world.

Second, for PvP

Many of us will take out battleship- or Z-heavy anti-NPC fleets and use those as-is in PvP scenarios.  We need to dust off the old SFC-playing brain cells and remember the value of fodder for PvP.  For example:

An Athena fleet that is 200x the size of a Z-fleet wins the DSPs battle vs. that fleet pretty easily.  However, add an Artie screen to that Z-fleet that has 60x as many Arties in it as the Z's, and the Z-fleet wins.

As another situation, an Athena fleet of size X, which has an Artie screen of size 10X, defeats an Athena fleet of size 2X.

Again, these are just some quick examples, presented to remind us of the role of fodder ships in the game.

7
For defenses of a given type, is the limit per planet/moon, or per account?  I'm thinking this is per planet/moon, because I've already reached the missile battery limit on one of my planets in SFCO, but my missile battery total exceeds this.

For ships of a given type, is the limit per fleet, or per account?

I'm a fairly goal-oriented fellow, so I'm thinking about setting my final SFCO goal as reaching all the unit limits and then retiring.

8
Original Universe / An analysis of player DSPs/RSPs ratios
« on: June 23, 2016, 04:56:48 AM »
There has been a lot of discussion during the past few months regarding players zooming up the leader board.  To get some idea regarding what these people have been doing to achieve these wondrous upward movements, maybe by probe riding, I did an analysis tonight of the DSPs/RSPs ratios of the players in the Top 50 by total rank.  The findings surprised me!

First, my criterion for interpreting someone as being a probe rider: If someone had 5x or more DSPs as RSPs, I took that as a measure that they had been "gifted" DSPs via probe rides -- either that or sometime recently they had lost essentially their entire fleet!

I was pleasantly surprised to find that only 4 players among the Top 50 had DSPs/RSPs ratios greater than 5.  This suggests to me that very few high-ranked players are taking the no-cost route of probe rides in order to achieve illusory high rankings.

One thing that I did note, though, was that many more people had unusually LOW DSPs/RSPs values.  For players not in the Top 100 to 200, I'd interpret this as being indicative of their being DF thieves.  For folks in the Top 50, I'd interpret this as being indicative of their either buying or being gifted with lots of OC and then using that to build stuff. 

Anyway -- of  the Top 50 players, 12 had DSPs/RSPs values less than 1.0. These ratios are clear indicators of upward movement mainly by no-effort res acquisition.  Another 5 had ratios between 1.0 and 1.5, suggesting that they had received some substantial resource help along the way, but that they still were earning their position mainly by "the sweat of their brow".

The great news to me from this analysis is that a significant majority of players in the Top 50 are playing the game diligently and earning their rank.  There is about a third that appear to have had either DSPs or RSPs assistance that has significantly enhanced their position.  This IS a substantial fraction, but at least this isn't a majority!

9
I've reached a cap of about 9.223 quintillion Missile Batteries on a given planet, in SFCO.  BFG is telling me that the cap is the same in Conquest.  Is this the case?  Given the huge size of your fleets, it seems to me that such a low defense unit cap would be so much tissue paper to you guys.

10
Original Universe / Rayman's Championship -- Finals BS Thread
« on: April 24, 2016, 05:31:36 AM »
And continuing the apparently vain efforts to separate useful content from drivel, please post your Finals-related curses, verbal hand grenades, innuendos, slanders, and similar noxious messages here ;-)

11
Original Universe / Rayman's Championship -- Semi-Finals BS Thread
« on: April 03, 2016, 02:16:53 AM »
As we attempted to do during the Quarter Finals, please use this thread for flame-throwing, name-calling, etc.  Let's do our best, please, to reserve the Semi-FInals room for battle reports, stories, and genteel commentary regarding those.

12
Universe 4 / How bare-bones is this uni?
« on: March 23, 2016, 06:26:31 PM »
This is being pitched as being like "original Original".  When Original first was launched, it wasn't really completed coded up.  How far back down the original path does this one go?  For example:

-  Are there moons?
-  If moons, are there Oracles?
-  Are there Hephs?

What is, and is not, here?

13
Feature Suggestions / Research Project: Skunkworks
« on: March 07, 2016, 08:31:59 PM »
Problem:  Higher-level research projects become essentially impossible to perform due to their time requirement, even with very high lab levels.  As a result, the research portion of the game dies.

Solution:  Introduce an approach to increase the research accelerator past the current arbitrary limit of 75% research time reduction (used to be up to 100% reduction until guys in Conquest achieved that and the game's calculations became unstable).

Implementation:  Skunkworks research project

Each level of Skunkworks adds an additional 1% acceleration to research.  So, acceleration is now calculated as (effect of Workers, Androids, and Scientists, capped at 75%) + Skunkworks level, in percent.

Skunkworks is limited to Level 24.  No further benefits are achieved beyond Level 24.

Cost:  Level 1 Skunkworks costs the same as Level 1 ARCNet:  150K ore, 200K crys, 80K hydro

14
Problem:  As accounts grow, the amount of hydro that is needed to run a civilization (fuel ships and build hydro-intensive ships) increases at a rate that generally exceeds the rate of increase in hydro created per merchant invocation.  As a result, an increasing number of players find themselves needing to perform large numbers of merchant invocations.  Given that the current merchanting user interface enables a player to perform only 1 merchant invocation at a time, players are spending an increasing amount of time making hydro, which provides no sense of fun and satisfaction.

Proposal:  Enable a player to specify a number of merchant invocations, other than 1, to perform automatically.

Benefit:  For an increasing number of players, this would save significant time that otherwise is being spent performing one of the most dreary tasks in the game.  This would help reduce player burnout and frustration and increase the time available for satisfying SFC play.

See the mockup:  I propose two label changes and adding an edit control to the merchanting UI, whereby a player can specify how many merchant invocations to perform.  The application performs that number of merchant invocations (assuming an adequate amount of the source resource), decrementing the source and incrementing the target resource as each invocation is performed.

15
I'm stuck just in Uni1, don't have additional time to play elsewhere.  But, I was surprised to see the very few threads for this uni.  How many folks are in Eradeon 3?

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