Re: defense upgrades

#73
Regarding this discussion, it has been decided that:

Plasma Technology will give +3% Weapons bonus per level to:
a)Plasma Cannons
b)Bombers

This means that in Plasma Tech Level 10, plasma cannons and bombers will shoot like as if they had +3 levels of weapons tech.

We will not force right now any further changes, remaining faithful to our policy for limited changes in order to control possible game unbalance.

The above change will be implemented alongside with other projected changes (like new ships etc) in the XTREME server and ONLY there. If they are proved to be for the improvement of the gameplay by facts and player testimonials after a short while, changes will become permanent and will be in-good-time copied to Standard and any other future universes.

The exact time of implementation is same with the release of the new Zorg Universe Speed (the official name) that will take place in about 1-2 months from now, closely connected with the finish of a bunch of new features we are currently developing for Zorg Empire (one of them is ACS attack).

Re: defense upgrades

#74
Zorg wrote:Regarding this discussion, it has been decided that:

Plasma Technology will give +3% Weapons bonus per level to:
a)Plasma Cannons
b)Bombers

This means that in Plasma Tech Level 10, plasma cannons and bombers will shoot like as if they had +3 levels of weapons tech.

We will not force right now any further changes, remaining faithful to our policy for limited changes in order to control possible game unbalance.

The above change will be implemented alongside with other projected changes (like new ships etc) in the XTREME server and ONLY there. If they are proved to be for the improvement of the gameplay by facts and player testimonials after a short while, changes will become permanent and will be in-good-time copied to Standard and any other future universes.

The exact time of implementation is same with the release of the new Zorg Universe Speed (the official name) that will take place in about 1-2 months from now, closely connected with the finish of a bunch of new features we are currently developing for Zorg Empire (one of them is ACS attack).
How would you sim this? Would the level be there on attacking (like weap/armor/shield) or something? Just a thought...
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Re: [Implementation Scheduled] defense upgrades

#75
wich of the following will be the calculation?
damage = base damage * (weapon tech% + Plasma Tech%)
or like:
damage = (base damage * weapon tech%) * Plasma Tech%
damage = (base damage * Plasma Tech%) * weapon tech%

Example
Weapon tech = 22 = +220% (wich I assume is max for most people)
Plasma tech = 18 = +54% (wich I assume is max for most people)
(this is since tech 19 for plasma should cost about 500mil crystal right?)

11.220dmg = 3000 * ( 3,2 + 0,54)
or like:
14.784dmg = (3000 * 3,2 ) * 1,54
14.784dmg = (3000 * 1,54 ) * 3,2

OLD weapons only:
9.600dmg = 3000 * 3,2


im hoping for one of the last onces else its a really small increase.


The last ones is like changing the gun like this:
BASE only =
4.620dmg = 3000 * 1,54

Compared to PC:
-----------------------Cost ratio---------------struct--------------------shield-----------------attack
RL-----------------------90x--------------------225.000-----------------1.800-----------------7.200-------200RF from RIP
LL-----------------------156,9x----------------156.900-----------------3.923-----------------15.690------200RF from RIP
HL-----------------------26,5x-----------------172.250-----------------2.650-----------------6.625-------100RF from RIP
IONS--------------------20x--------------------150.000----------------10.000-----------------3.000-------100RF from RIP
GAUS-------------------4,4x-------------------132.000-------------------880-----------------4.840---------50RF from RIP
PC----------------------1-----------------------100.000-------------------300-----------------4.620----------0RF from RIP

I love the increase and usefullness of tech,
but still the only advantage of it would be that it has 0 RF from ships.


BTW the original idea of gump aint so bad. for defences to have some RF vs certain ships.
Since I got this big shell the margines of a small loss/ flawless loss goes into wide range of numbers of ships required. Meaning say 5000rips would give +/- 25loss it might need you 8000rips for a flawless. Within this range RF would have a great effect.
In the zorg universe, if you go to sleep expect to smell napalm in the morning.

Re: [Implementation Scheduled] defense upgrades

#77
well haveing more of them doesn't mean they get better. its all simple math.
with this increase the pc will only have a slight increased damage over the ions. since those where the same right now in construction cost. So still the only advantage is the 0RF.The big structure points of the pc is only valuable at small numbers, since its just a sort of buffer to a loss.

if I have to choose 100.000 pc or 15.690.000 LL guess what I will always choose.
sure the LL have big RF disadvantage but if you start simming this stuff the LL always comes out way better


damage = base damage * (weapon tech% + Plasma Tech%)

This means:
100 + 220 = 320%
100 + 220 + 54 = 374%

374 / 320 * 100 = 117%

So in the end the PC just gets increased by 17% firepower then they could have now.
Wich aint that much. :)
.
In the zorg universe, if you go to sleep expect to smell napalm in the morning.

Re: [Implementation Scheduled] defense upgrades

#78
Pure math is not enough to understand what I said. Just because you are a good analyzer, I feel obliged to give you the perspective you are missing regarding battles and this is called shields.

Try the following sims:

100 Rips and 100k PCs
One with 0 weapons both, the other with weapons 3 on PCs

Then try
10 000 Rips and 1 000 000 PCS
Again with 0 weapons both, then with weapons 3 on PCs

Sim some dozen of times if you want accurate results.
You will see that weapons 3 will play a bigger role in the big numbers, even if same ration has been kept. With the skill you got, you could even create a function that would calculate this difference. You could even create a tool with this and give it to your friends/alliance or just to anyone.

It is the reason why we added the extra digit in the simulator after Shandris requested. Ask him/her about the shields if you like more info.


EDIT: btw, you should consider create a site wich this sort of analyzations - perhaps a blog which is easy, fast and free. You would surely have me as a visitor in the very least.

Re: [Implementation Scheduled] defense upgrades

#81
100 Rips and 100k PCs
One with 0 weapons both, the other with weapons 3 on PCs

Then try
10 000 Rips and 1 000 000 PCS
Again with 0 weapons both, then with weapons 3 on PCs
I assume u mean 1000rips vs 100k pc else i dont see the point.
However increasing the numbers all by 10x doesn't make that much difference as I look at the outcome.

I did some tests in the sim.
Image
A u can see i tested PC's at 20 and 25 since that is about what the improvemtn will be if you add the % damages up.

The 5 weapons on top of the 20 would be similar to archieve increases the pc about 18% damage output. so it would be close to 19% thats doable since if you upgrade the plama tech untill it costs over 500mil crystal u get the 54% increase. wich if probabbly the max most people would ever go for.

only advantage of Plasma Cannon:
* PC have advantage battling rips over Gaus and RL ONLY due to all 3 having low shielding and the RF from the rip.
* PC is good early in the same when the numbers of defences are like below 100. (here high structure points play a more vital role).

Hope the image helps to see that the only good defences to build are the LL and ions.
The rest are kinda obsolete when u start mass producing them.

Balance:
* You see that the ion has the HIGHEST shielding and LOWEST damage.
* The LL has HIGHEST damage and 2ND BEST shielding. (even with the RF disatvantage it seems unballanced)

* PC most expensive LOWEST shielding, LOWEST damage(with update 2nd lowest) (even with the RF advantage it makes them only better over the RL and Gaus in most cases).

I would like to see all defences balanced.
So that they have the same value to cost ratio.
This can be done by balancing damage and shielding and RF.
Balancing shielding and damage is easy but balancing with the added RF makes live hard....

I would love to see:
RL = medium shielding/little melow medium firepower (function=making a buffer for damage in structure points)
IONS= highest shielding, lowest damage (already the case)
LL = 2nd best shielding / little melow medium firepower OR low shield and high damage
HL = medium shielding/ medium firepower
Gaus = 2nd highest damage / 2nd lowest shielding
PC = Highest damage / Lowest Shielding

Only with those RF numbers this is hard to balance.
And u dont want to just change everything at once since that cause chaos in zorg :shock:
In the zorg universe, if you go to sleep expect to smell napalm in the morning.

Re: [Implementation Scheduled] defense upgrades

#82
dexternl wrote:I would love to see:
RL = medium shielding/little melow medium firepower (function=making a buffer for damage in structure points)
IONS= highest shielding, lowest damage (already the case)
LL = 2nd best shielding / little melow medium firepower OR low shield and high damage
HL = medium shielding/ medium firepower
Gaus = 2nd highest damage / 2nd lowest shielding
PC = Highest damage / Lowest Shielding
Yes, that would seem like the best thing to do. But, if you think about it, it would also cause much confusion and irratation if it was changed. With all of the defenses already build, and the shifting in power, don't you think it would take a long time to get it straight? Maybe we should just wait to implement this when that 3rd universe comes out.
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