Re: moon defend in simulator

#2
Not entirely sure about this one but I believe that rips have to go through your ships first as a regular attack before they can try to pop your moon.
So you just do a regular battle sim, but before they should add anything to the sim the sim needs to be fixed period.
I run sims and first time its a 0 loss and the next time I run it I lose 200 million units, I can understand a little variation in the results but not 100's of millions of units.
I have seriously abandoned hits completely because of the huge variations in losses, I still hit people but I have passed up on a lot of hits because of the wacky simulator results.
I say fixing the simulator should be priority #1 because without it a major part of the game is flawed.
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I'll take 96.875%

Re: moon defend in simulator

#4
I'm sorry but holy crap the sim is a mess.
I have a fleet on lanx right now, that on first sim I lose 40 million units.
Simmed a 2nd and 3rd time has me losing 300-700 million units.
I add more fleet, alot more, and first sim I lose 1.1 billion units 2nd sim I lose 40 million again.
So do I risk the farm to maybe only lose 40 million units or risk losing 1.1 billion units.
That is a huge difference and could be a nice profit or a huge loss, it is a little rediculous.
I know I am not the only person to have problems with the simulator, but with variations like this I am going to abandon this hit.
And isn't the whole purpose of this game is to battle fleet vs fleet, now the whole purpose is seriously flawed.
I suggest that all other suggestions be placed on the back burner and fixing the simulator should take precedent over all other suggestions, effective immediately.
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I'll take 96.875%

Re: moon defend in simulator

#6
Just seems like before the battle engine upgrade the sims were alot closer.
For example if you would sim the same hit 5 or 6 times with the old engine, your losses would range from say 10-100 million in losses.
Not that big of a difference, I would send enough recs for the worst case scenario and hope for the best.
But with the new engine, 5 or 6 sims of the same battle can range from 40-850 million in losses.
It is a huge difference, and it just needs to get a little closer together.
You can't always launch no loss hits.
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I'll take 96.875%

Re: moon defend in simulator

#8
You can't always launch no loss hits " "

Ive refused a few hits because of unacceptable losses,since had a rethink and would now take some of those hits and losses.
The biggest isssue I seem to have with the sim is EC's.I can sim it to death never lose one then on the hit lose an EC or two yet have a large amount of the fodder return. Not that big a deal as you still get the res as if the EC's return,just a minor irritation .Mixed fleets with a good spread of ships seem to throw up the biggest variations on the sim,which does make sense I suppose,I do agree the variations in losses is a touch extreme.
As for moon defend option imo I don't think it would make much difference so probably not needed .
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