contact
September 15, 2019, 08:42:18 AM

Author Topic: 2015 NPC Changes  (Read 4823 times)

0 Members and 1 Guest are viewing this topic.

Offline Praetorian Hawke

  • Member
  • Posts: 7
    • View Profile
Re: 2015 NPC Changes
« Reply #15 on: January 03, 2015, 11:38:16 PM »
I won't consider them "back to normal" until I can start using my Hades again on LEF and EF hits without sending proms along. 

Hopefully it's just a cycle.  Maybe I'm finally "big" enough in the game where I'm finally starting to see these kinds of things to where it really affects how I hunt.

Offline Gypsyhunter88

  • Member
  • Posts: 34
    • View Profile
Re: 2015 NPC Changes
« Reply #16 on: January 04, 2015, 03:00:21 AM »
Lol   omg he said try finding a live target.... Now that's funny everybody is quitting I'm gaining rank and not even hitting targets... I see more inactives everyday... Seems like the only few left are the old farts that's put lots of money in game over the years and hate to let it go... No offense on the old farts.. Just a figure of speech  ;D

Offline Admiral T-Wayne

  • Member
  • Posts: 1003
    • View Profile
Re: 2015 NPC Changes
« Reply #17 on: January 04, 2015, 08:28:07 AM »
Gypsy,

That last post made me laugh :-)

I actually see a lot of enthusiasm in the players in my alliance.   I think that a good alliance makes a lot of difference.  The essence of this game, even for us older farts, still is the social aspects of SFC.  Being part of a good team gives a chance to learn, to share your triumphs and tragedies -- it's something of an online family.

Now, where was that-thar NPC that I was going to whack, sonny????  I'm gettin' a bit old-in-the-tooth and forgetful, you know!

Offline sgt tj hooker

  • Member
  • Posts: 167
    • View Profile
Re: 2015 NPC Changes
« Reply #18 on: January 04, 2015, 01:01:22 PM »
yes, for a few days it was a little thick. i hate to admit it, but i do like the variety.

i sent everything on one less than optimal hit like an frs and went out with my family.

i learned my daughter knows how to read now, my son can talk now, and my wife likes sex.

not a bad day for an old fart.

Offline Admiral T-Wayne

  • Member
  • Posts: 1003
    • View Profile
Re: 2015 NPC Changes
« Reply #19 on: January 04, 2015, 04:34:35 PM »
It appears that some of these changes involve a creeping-up of the percentage of RSPs that are in defenses.  As you might recall, the NPC formulation is supposed to limit this to 40%.  Here's a target with 45% defenses. This **does** make a difference!

tj -- good that you discovered all those things about your family, particularly the spousal discovery :-)

To: Admiral T-Wayne
Date: 2015-01-04 16:12:01 UTC
Encounter Abandoned Colossus Platform [xx:xx:xxe] has:
RESOURCES:
* ore: 136,898,390,874 
* crystal: 340,846,976,849 
* hydrogen: 243,963,596,994 
================================
Total plunder: 360,854,482,358 (2886836 carm / 14434180 herc / 72170897 atlas)
DSP: 318,064,226,296 (9284351407 Dios / 37137405626 Zags)

SEEKERS'S SHIPS:
* Artemis Class Fighter: 22,931,644,126
* Atlas Class Cargo: 35,911,800,406
* Apollo Class Fighter: 17,953,875,296
* Zagreus Class Recycler: 12,881,876
* Hercules Class Cargo: 92,722,528
* Dionysus Class Recycler: 45,580,225
* Poseidon Class Cruiser: 447,050,246
* Carmanor Class Cargo: 245,717,892
* Athena Class Battleship: 975,404,170
* Ares Class Bomber: 512,348,777
* Hades Class Battleship: 622,209,670
* Prometheus Class Destroyer: 223,209,820
* Zeus Class: 4,783,963

DEFENSES:
* Missile Battery: 257,295,951
* Laser Cannon: 25,504,992,188
* Pulse Cannon: 25,958,760,876
* Particle Cannon: 843,552,660
* Decoy: 1
* Gauss Cannon: 103,225,557
* Large Decoy: 1
* Plasma Cannon: 1,265,193,989

TECHS:
* Armor Tech: 17
* Weapons Tech: 17
* Shield Tech: 17

Offline REMBROND

  • Member
  • Posts: 17
    • View Profile
Re: 2015 NPC Changes
« Reply #20 on: January 04, 2015, 10:04:38 PM »
Seems to be back to the way it was before.  I am now finding a varied mixture of targets to consider.  Have been able to make hits yesterday and today!

Offline sgt tj hooker

  • Member
  • Posts: 167
    • View Profile
Re: 2015 NPC Changes
« Reply #21 on: January 05, 2015, 08:20:36 PM »
<insert standard reply here>


Offline Matt H

    Blue Frog Gaming
    Member
    Posts: 4224
    Community Manager
        Facebook - matt.hirschfelt
        Google Plus - 100279481157780610176
        LinkedIn - matthirschfelt
        Skype - MattH_BFG
        Twitter - MattHirschfelt
        View Profile
        Blue Frog Gaming
        Email
        Personal Message (Offline)

Re: The NPC's in SFCO are WHAT little froggies? :P
Reply #73 on: February 26, 2014, 05:50:48 PM

    Quote

NPCs have been a point of discussion in our office. I can't give a lot of details yet for the changes for NPCs because we need a developer to look at the feasibility of a few options, but it's likely we'll implement some code to limit the defense to ship RSP ratio.
Report to moderator   Logged
Connect with BFG:
Facebook
Twitter
Google+
Official Website
     |
  | 
  | 
  | 
  |      Connect with me:
Facebook
Twitter
Google+
LinkedIn
Skype

Ted Strangelove

  • Guest
Re: 2015 NPC Changes
« Reply #22 on: January 05, 2015, 10:50:08 PM »
The NPC's have been cycling like this since the last re-jig before xmas, it isn't really new.
The worst ones only usually last for 24 hours or so before the newer targets start to take on a different structure.

Offline Mazian

  • Member
  • Posts: 66
    • View Profile
Re: 2015 NPC Changes
« Reply #23 on: January 05, 2015, 11:23:58 PM »
I usually don't count something as a trend until I've given it the better part of a week and I'm hearing the same thing from buddies and mates.  Even so, it gets frustrating when trying to play FTF (Feed the Foundries).

I'd also like to see circumstances where each ship-type has fairly regular utility.  Perhaps that a wider variance in NPC composition, but which really might lead to too much unpredictability for fleet construction.
« Last Edit: January 05, 2015, 11:26:21 PM by Mazian »

Offline Admiral T-Wayne

  • Member
  • Posts: 1003
    • View Profile
Re: 2015 NPC Changes
« Reply #24 on: January 07, 2015, 05:02:23 AM »
Maz,

I have a very predictable fleet construction model:

30 Dios to 1 Zeus, Carms as necessary to haul stuff around.   Turn the crank, turn the crank, keep turning the bloody crank!

That is my standard fleet composition for hunting the ships + defenses targets.  Your mileage with the pure-ships targets might vary.

Offline Mazian

  • Member
  • Posts: 66
    • View Profile
Re: 2015 NPC Changes
« Reply #25 on: January 08, 2015, 02:25:41 AM »
Okay ... here's a trend I've noticed over the past several days.  Started a little before my last post in this thread.

Casualties projected from encounter targets are now generating double (or more) the casualties as targets of the same rank/colour would have before I noticed this apparent shift.

Where I might have lost 10k - 13k proms/ares before, I would now be losing 25k - 30k.  Ugh.  Hopefully just a blip, but ... at least at my level ... it's sapping some of my attack-resolve startch.

Offline Admiral T-Wayne

  • Member
  • Posts: 1003
    • View Profile
Re: 2015 NPC Changes
« Reply #26 on: January 08, 2015, 06:17:01 PM »
The targets two days ago were amazingly difficult.  Yesterday was about what I consider to be "normal" for current conditions.  Today's targets are a mixed bag.  I've just hit one target that cost me a bit less than 27K Z's, and I'm running after another target at the moment that'll cost me over 1M Z's. As a fraction of the ships used in the attack, that's not **too** bad, but I wouldn't be too happy with a steady diet of such results.

We definitely have variety in target compositions these days!

Offline Mazian

  • Member
  • Posts: 66
    • View Profile
Re: 2015 NPC Changes
« Reply #27 on: January 12, 2015, 05:27:42 PM »
Okay ... saw this today.  Certainly beyond me, but looking at the defenses relative to the fleet, this seems to be in the "where's the profit" category:


To: Michael "Mazian" Green
Date: 2015-01-12 16:52:58 UTC
Encounter Large Floating Colony ‎[17:204:3e] has:

RESOURCES:
* ore: 123,384,668
* crystal: 358,533,831
* hydrogen: 235,643,446

URCATH'S SHIPS:
* Artemis Class Fighter: 1,153,805
* Atlas Class Cargo: 13,522,855
* Apollo Class Fighter: 4,462,675
* Zagreus Class Recycler: 63,826
* Hercules Class Cargo: 8,507
* Dionysus Class Recycler: 1,605,673
* Poseidon Class Cruiser: 55,651
* Carmanor Class Cargo: 913,895
* Athena Class Battleship: 27,460
* Ares Class Bomber: 60,427
* Hades Class Battleship: 70,483
* Prometheus Class Destroyer: 1,312,203
* Zeus Class: 22,304

DEFENSES:
* Missile Battery: 57,798,269
* Laser Cannon: 3,858,490
* Pulse Cannon: 14,475,838
* Particle Cannon: 1,148,347
* Decoy: 1
* Gauss Cannon: 3,268,888
* Large Decoy: 1
* Plasma Cannon: 497,769

TECHS:
* Armor Tech: 21
* Shield Tech: 21
* Weapons Tech: 21

Attack | Espionage | Harvest


The chance of your probes being intercepted is 100%

Offline Mazian

  • Member
  • Posts: 66
    • View Profile
Re: 2015 NPC Changes
« Reply #28 on: January 12, 2015, 05:37:13 PM »
Here's another oddity.  So according to openparser Target Search:

Krug   Large Floating Colony   [17:269:9e]   01-10-2015 02:46:38 (time added).

I just probed the same location, same target description (note the time-stamp):


To: Michael "Mazian" Green
Date: 2015-01-12 17:10:59 UTC
Encounter Large Floating Colony ‎[17:269:9e] has:

RESOURCES:
* ore: 23,819,556
* crystal: 63,524,418
* hydrogen: 42,502,367

KRUG'S SHIPS:
* Artemis Class Fighter: 183,216
* Atlas Class Cargo: 212,599
* Apollo Class Fighter: 527,619
* Zagreus Class Recycler: 16,674
* Hercules Class Cargo: 2,675
* Dionysus Class Recycler: 52,671
* Poseidon Class Cruiser: 4,631
* Carmanor Class Cargo: 31,948
* Athena Class Battleship: 4,724
* Ares Class Bomber: 18,791
* Hades Class Battleship: 22,502
* Prometheus Class Destroyer: 111,820
* Zeus Class: 254
... ... ... (etc) (no note about target packing bags for a trip to cuba)

This could imply a few things, including that the same location has had a new spawn of the same race and size-class or the target has been on-station for roughly 65+ hours.

According to the wiki, the target race and size has a lifespan of 16 - 40 hours.

So ... is it common/probable to have the exact target class spawn in the exact same location as a target that was eliminated/departed w/in 24-36 hours, is the wiki wrong, is the wiki lifespan just a common-expectation (but with the possibility of extreme statistical outliers), is there something wonky with openparser (encounter search), and/or is there something wonky about NPC lifespans going on?

« Last Edit: January 12, 2015, 05:39:40 PM by Mazian »

Offline commander abаб

  • Member
  • Posts: 738
    • View Profile
Re: 2015 NPC Changes
« Reply #29 on: January 12, 2015, 06:12:43 PM »
New spawn same location. 

 

birthmark-ant