We all know that the new RF is killing both sides mercilessly. So i tried to find how extenssively i can use my bc fleet with certain levels of fodders.
the first round is always tricky when u are fleeting with bc and many a case u find RIPs sitting idle and when u try to sim it u are not sure what to send against them. the RF ranges from 1 to 14 against them.
on the first round if u are up against 10 RIPs and the RF puts up 14 hits it will sure act as if u are up against 140 RIPs. ur bc fleet must have that kind of shielding to sustain it else it will be a big mess
RIPs need wimping
for that reason alone players should be given a RF disable option to find a scalar number against say a fixed number of RIPs and how they will behave in the first round. (good old days)
hope this is logical.
Re: Battle Simulator: Option for turning of RF for both side
#2BC vs 14 RIP and BC vs RIP @14 RF becomes more and more different with each round.
Adding other ships with RF also make it more complicated. You also have to consider which ship the RF will fire on.
Players would still be better off refreshing the sim to check for a worst case scenario.
Better would be an option on the sim to show "worst case scenario only".
Adding other ships with RF also make it more complicated. You also have to consider which ship the RF will fire on.
Players would still be better off refreshing the sim to check for a worst case scenario.
Better would be an option on the sim to show "worst case scenario only".

Re: Battle Simulator: Option for turning of RF for both side
#3Just pay attention to the number of RF each round. If it is near the max RF shots, then you know it is near the worst case scenario.
As for the idea itself, we could certainly add a lot of more things to make it flexible (no random for wsa/best case/worst case/etc etc) However, if you do spend like 1 day studying how battles work, this won't be as necessary and it will lead to much more accurate fleet setups so I do not thing that Battle Sim upgrades should be among our objectives for the future.
As for the idea itself, we could certainly add a lot of more things to make it flexible (no random for wsa/best case/worst case/etc etc) However, if you do spend like 1 day studying how battles work, this won't be as necessary and it will lead to much more accurate fleet setups so I do not thing that Battle Sim upgrades should be among our objectives for the future.
Re: Battle Simulator: Option for turning of RF for both side
#4Otherwise, I find RF is a welcome injection of real life uncertainty!
?:-)
'Chaos theory rocks! (Though it's nice to have the maths to party with it properly!)'
MIT proverb (unattributed)
?:-)
'Chaos theory rocks! (Though it's nice to have the maths to party with it properly!)'
MIT proverb (unattributed)
Re: Battle Simulator: Option for turning of RF for both side
#5Zorg wrote:
As for the idea itself, we could certainly add a lot of more things to make it flexible (no random for wsa/best case/worst case/etc etc) However, if you do spend like 1 day studying how battles work, this won't be as necessary and it will lead to much more accurate fleet setups so I do not thing that Battle Sim upgrades should be among our objectives for the future.
How about just giving the Worst case scenario each time... That way the average player does not need to look at RF and just adjust for the worst case every time. And players will not lose as much fleet in the future as they are losing now. IMO