Сообщения пользователя: kotek
Сообщение #38
There is no war game without farming. I do understand that changes are needed to somehow make big fleets stop being untouchable, but this is just not the way. If you want people to fight make fleets easier to build and harder to maintain, hide. Hiding has been addressed (to some extend), but instead of working out amortization administration decide to go for losses which affects farming more then fighting. Now resources are hard to get so fleets are hard to build so noone wants to risk them.
I do realize that I have my pirate aggressions exceptionaly high but I did run some simulation and at this moment, with 99.9% armor for ship loose chance I am by far not able to statistically make any profit from pirates. Not with xerj shields. A single unit with high shields is Devourer which burns so much gas it is not able to earn for travel costs.
The resources in this game come from pirates. Planet production is only giving you enough early on and to rebuild pirate hunting fleets when they have been destroyed. Without that income people who want farm can't farm. Without farmers people who raid have nothing to raid. Without people to raid all those battle exp chasers have nothing to chase. So we are all just sitting on our arses waiting.
And all the big fleets are still there, big. Because even if too big to handle the amortization costs that only increases fuel costs (but hey, we are not flying these days). So either exclude pirates from 'wounded' feature or put it back on some 50% where you can still fight them and go add losses to amortization exceedence.
Yh. This topic was not meant for that, I am sorry. I want to only here point out changes that nerfs xerj more then others. Change with losses related to armour affects xerj more since regeneration does not work during combat anymore and shields of xerj are by far the lowest.
On the bright side needles and dreads are now the ultimate tool of revenge, but since no one risks their fleets anymore this is for nothing.
I do realize that I have my pirate aggressions exceptionaly high but I did run some simulation and at this moment, with 99.9% armor for ship loose chance I am by far not able to statistically make any profit from pirates. Not with xerj shields. A single unit with high shields is Devourer which burns so much gas it is not able to earn for travel costs.
The resources in this game come from pirates. Planet production is only giving you enough early on and to rebuild pirate hunting fleets when they have been destroyed. Without that income people who want farm can't farm. Without farmers people who raid have nothing to raid. Without people to raid all those battle exp chasers have nothing to chase. So we are all just sitting on our arses waiting.
And all the big fleets are still there, big. Because even if too big to handle the amortization costs that only increases fuel costs (but hey, we are not flying these days). So either exclude pirates from 'wounded' feature or put it back on some 50% where you can still fight them and go add losses to amortization exceedence.
Yh. This topic was not meant for that, I am sorry. I want to only here point out changes that nerfs xerj more then others. Change with losses related to armour affects xerj more since regeneration does not work during combat anymore and shields of xerj are by far the lowest.
On the bright side needles and dreads are now the ultimate tool of revenge, but since no one risks their fleets anymore this is for nothing.
Сообщение #36
Would maybe changing regeneration be an option? Since now it completely duplicates with structure (both just increase effective hp) just more expensive. It could reduce lost hp at the end of combat before calculating losses from wounds. It makes so much more sesnse. Plus again, xerj has no ships with high shields to fight pirates.
Сообщение #35
So again we reduced xerj to nothing. They cannot tank pirates on shields like other races and regen hes been removed long time ago. With reintroducing losses at 90% zerg cannot farm in the game anymore.
Сообщение #34
After changing expo mechanics, commander 10 does nothing. Any plans/ideas for a rework?
Сообщение #32
Fuel consumption for Entity flights has been increased by 1.25-2.5 times.
Сообщение #31
Цитата: UncleanOne
You can't modify it to view old cost table for ColT (I made it on my test server), but you can recreate it in any table processor (Google Docs tables, LibreOffice Calc etc), the math is not complicated there.
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Misread again, not the old CRP, right...
Сообщение #30
I've misread it maybe and thought it was only affecting toss buildings. Still huuge nerf xerj
Сообщение #29
I'll just keep on adding here. Debris from lift was changed from 50% to 10% without even announce in balance notes. That is very big nerf.
Сообщение #28
Oh, that is so much nicer then receiving it at random moment for robbers to take.
Сообщение #27
Technology is now gone, but 50% was not refunded.
Сообщение #26
You need to send a ship with at least 100k cargo hold along with recyclers. For human that would be colony ship or juggernaut.
Сообщение #25
Zoom out galaxy map
Сообщение #24
Can I safely assume that satelite limit 3/tech level will also be 1/spire level for xerj?
Сообщение #23
Same as above. If for the last upgrade to get planet you paid 100, this means you paid 100 for previous 3 levels. You're getting the wrong number because you're comparing cost of next 3 levels to a cost of one previous level, instead of 3 previous levels.
Yes! You are tottally right, my bad.
Сообщение #22
If up to level x I paied 100 units, ...
This was indeed confusing. I should have said "if for the last upgrade to get planet I paid 100". Still, if CRP of level of spire is 1.7 and 3 levels are needed to get planet it means CRP for planet is 9.5.
And now you say current spire has problem of high initil cost. Initial cost of spire is way less then initial cost of tech (at least for xerj).
Сообщение #21
That's not how geometric progressions and their sums work.
...
3 levels of Spire have an equivalent CRP of 1.7^3, or 4.913.
...
3 levels of Spire have an equivalent CRP of 1.7^3, or 4.913.
This is exactly how it works. 3 levels of spire do not have CRP equivalent of 1.7^3. 3rd level from the current has, but I still need to build 1st and 2nd before 3rd, right? If up to level x I paied 100 units, then to get to level of x+3 (which is next planet) I need to pay:
x+1 -> 100*1.7
x+2 -> (100*1.7)*1.7
x+3 -> ((100*1.7)*1.7)*1.7
100*1.7 + (100*1.7)*1.7 + ((100*1.7)*1.7)*1.7 = 950.3 giving CRP 9.5 in terms of gaining additional slot for planet.
Now you show that is cheaper for xerj. True at some point, because of different initial costs, but in the long term the sum of geometric progress is given by:
initial_cost * (1-CRP^level)/(1-CRP)
will always follow CRP^n and not initial_cost. Here some plots for the difference to play with. a,b will be initial costs, n number of planet slots:
https://www.wolframalpha.com/input?i=plot+y%3D+a*%281-9.5%5Ex%29%2F%281-9.5%29+-
+b*%281-5.5%5Ex%29%2F%281-5.5%29%2C+x+in+%5B1%2C+10%5D
Said all that it might be that within resonably accessable range of levels, like you say, it's mostly fair. But in hyphotetical long term it is for sure not.
Сообщение #20
Would you admins be so kind and redo your math? This is huge nerf to xerj making it so much more expensive to get more objects compared to other 2 races.
In order to increase number of planets by 1 toss and terran needs to invest 5.5 more then for previous increase.
In order to increase number of planets by 1 xerj needs to upgrade spire by 3 levels with CRP 1.7, so 1.7 + 1.7^2 + 1.7^3 = 9.5 times more then for previous increase. It's not 3*1.7 which would be comparable.
If you want to just move colonization to building, while keeping long term balance then I think CRP of spire needs to be reduced from 1.7 to 1.3 to match with colonization CRP 5.5. (5.2 vs 1.3 would be really close).
Also I think it would be fair to issue resources from technology being removed week before planets are forcfully decolonized. You say we can use it to cover expanses, but the way change is described we actually need to put all the construction costs upfront. Not to mention building spire to 21 or 24 takes huge ammount of time.
In order to increase number of planets by 1 toss and terran needs to invest 5.5 more then for previous increase.
In order to increase number of planets by 1 xerj needs to upgrade spire by 3 levels with CRP 1.7, so 1.7 + 1.7^2 + 1.7^3 = 9.5 times more then for previous increase. It's not 3*1.7 which would be comparable.
If you want to just move colonization to building, while keeping long term balance then I think CRP of spire needs to be reduced from 1.7 to 1.3 to match with colonization CRP 5.5. (5.2 vs 1.3 would be really close).
Also I think it would be fair to issue resources from technology being removed week before planets are forcfully decolonized. You say we can use it to cover expanses, but the way change is described we actually need to put all the construction costs upfront. Not to mention building spire to 21 or 24 takes huge ammount of time.