The next batch of updates are in. First off NPC are very complex in how they work, but basically the amount of NPC in the ranks are determined by the players on each server, the more people out of newbie protection the more NPCs in the ranks, if the fewer the less.
NPCs fleets are semi random with some factors to improve their ship selection, each npc can only select ships from it`s race and neutrals available but it should provide some interesting fleets. NPC fleets can have more pr than what their pr is shown to have, this is intentional, their base pr will increase or decrease depending on how well players are doing against that particular NPC. An NPC can have as much as 30% more pr in fleet than the pr they are show at or 30% less though generally they should hover around the pr they are shown at. Unless players have a run of good luck or bad luck against a particular NPC.
Every time an NPC is hit it will generate a new fleet at a new pr. Also each npc will show as one planet but they generate planets when a player wins against them upon the hit. the more planets you take the better things you can win, for instance if you win 3 the could win an a c3 or c.4 determined by the race so yes collectives will not have to worry about getting c2`s or c3`s.
VM you can now vm for up to a year, you also extend your vm any time while still being in vm. So you can vm at anytime, even if you hit someone recently though the vm will not kick in until 24 hours after you last attacked someone so it`s a VM queue this action can not be canceled, if you have more than 6x your base pr in fleet on rt or 8x your base pr in fleet on TB you will get a warning informing you that going into vm will cost you 50% of your fleet. Those in VM will no longer affect the top 5 bonus and their names will be darkened in the ranks. You can also choose to cancel VM at any time but you will be thrown out of vm and will not generate turns for 12 hours. Also counters against you are extended through vm.
BM is pretty self explanatory, but we decided to leave out buying food and and selling back to the system at this time. We may revisit the ideas, Guards can no longer buy food.
Cash cap has been increased to 5 tril and and food goods and rm caps is no 10 bil, and no change to slave tribute
Also ranks have been changed so check it out
Sorry I typed all this up in a hurry and there`s more I wished I could go indepth with atm and I will be around to answer your questions you have later.
NPC BM and VM updates
Started by EphemeralEternity
· 09/07/2016 · 07:31 AM
· 77 replies
· 2 reads
I
Inverted
Forgot to /sarcasm on that first comment.
I
Inverted
Yeah. We need market independence to flourish. What this game really needs is for everyone to have guardian incomes so that we can all vape together in harmony and delete the market in the next update.
And ferts are literally great. One week experience as a marauder doesn`t diminish this little fact. They are better than the next common food producing planet by a whopping 3.5:1.3 margin. That`s not even remotely close.
And ferts are literally great. One week experience as a marauder doesn`t diminish this little fact. They are better than the next common food producing planet by a whopping 3.5:1.3 margin. That`s not even remotely close.
S
Syn
I`d have to disagree there. Commercial is market-independent. Therefore, there is literally no risk in having it as your economy, unlike say having Agriculture, which means the amount you make per turn depends on food prices, production, population, fleet etc etc. Miner income should be taken down as far as tax goes because they make money buying food up to 32 (I think). But even if Commercial needs a boost, it shouldn`t become super beneficial.
Just a side note, Ferts aren`t all that great. But I have an idea.
Boost mods on ferts but limit gordo size add-ons to a specific number to keep them from just killing every other food producer.
Just a side note, Ferts aren`t all that great. But I have an idea.
Boost mods on ferts but limit gordo size add-ons to a specific number to keep them from just killing every other food producer.
thats not the only issue. Terran income needs doubled as commerical as well
I
Inverted
Summary:
1. Guard ships are an issue/build rates are a problem
2. Ferts/Gordos are an issue
3. Miners are too fat.
1. Guard ships are an issue/build rates are a problem
2. Ferts/Gordos are an issue
3. Miners are too fat.
I
Inverted
I would have to respectfully expand the conversation here on what`s REALLY an issue.
While there are a couple somewhat valid points, I think the focus is too guard centric, and not taking a whole-game approach.
1) guard ships are broken. This is an unavoidable fact. A weak income should not dismiss that literally all of their ships have a use. Not only that, their ship list provides a counter to ANY ship used to come after them- and let`s not forget the fact that they all build MUCH faster than the other races. (the guard`s slowest [and arguably best ship in the game] builds faster than every other race`s entire ship list minus cap ships/sb`s/collective destroyers+
I think it would be fine to keep their ships slightly faster than the rest of the races, but not at rates where guardian turns are essentially 2-300% more effective when fighting.
Also, turn-based guards who have put in the time have historically had no trouble being dominant if they are slightly competent.
2) fertiles are broken. Gordos don`t help this situation. Honestly it would still be incredible with forest mods, but nobody else seems to share this sentiment. I would like to point out to these same people toting the `no lower than +200` side of the argument that a 50k fertile at rates of +150 Agri mods would be very close to production of a 100k c3. Your land as a farmer is essentially twice as effective to the next hoarder.
It`s sitting at closer to 2.5x effective currently.
3) miners income needs to be readdressed. They make money when food hits it`s cap on the market as tax. When food is 40. What.
While there are a couple somewhat valid points, I think the focus is too guard centric, and not taking a whole-game approach.
1) guard ships are broken. This is an unavoidable fact. A weak income should not dismiss that literally all of their ships have a use. Not only that, their ship list provides a counter to ANY ship used to come after them- and let`s not forget the fact that they all build MUCH faster than the other races. (the guard`s slowest [and arguably best ship in the game] builds faster than every other race`s entire ship list minus cap ships/sb`s/collective destroyers+
I think it would be fine to keep their ships slightly faster than the rest of the races, but not at rates where guardian turns are essentially 2-300% more effective when fighting.
Also, turn-based guards who have put in the time have historically had no trouble being dominant if they are slightly competent.
2) fertiles are broken. Gordos don`t help this situation. Honestly it would still be incredible with forest mods, but nobody else seems to share this sentiment. I would like to point out to these same people toting the `no lower than +200` side of the argument that a 50k fertile at rates of +150 Agri mods would be very close to production of a 100k c3. Your land as a farmer is essentially twice as effective to the next hoarder.
It`s sitting at closer to 2.5x effective currently.
3) miners income needs to be readdressed. They make money when food hits it`s cap on the market as tax. When food is 40. What.
O
Omegian
Making adjustments for each race per server would seem like a nightmare to ix in coding the game. I have to agree with Sib as a miner my break even point was around 250 mil pr on RT.
and if gordos is the issue then all gordo`d planets be plundered then for everyone. and remove them from the game.
Sib they can do adjustments per server now. SO badwolf said so races will be slighty different on all servers based on speed
Now just for a start I will say that I haven`t done any calculations whatsoever, so it is all based on my feeling for the game. DC and others often claim, that it is the guard race that is broken because some RT guards, such as myself, can build to high pr indefinitely. My argument is, that it`s only gordos that is the broken issue here.
1) try to compare income of a guard with 200k land and 3800 loyalty to a Terran with a 200k fertile and a miner with 200k max loyalty clusters and set food to 10 for instance. Guard upkeep is somewhat 1/9 to PR miner and Terran around 1:1. If you do that calculation my guess is, that the Terran and miner will break even with a fleet at the same PR or higher than the guard. And all cap ships for Terran/miner build as fast as most guard ships.
2) although I see many arguments from people who solemnly play RT. The difference to TB is, that you CANT gordo, thus you have to hoard and as hoarding taxer with high base PR you NEED to have fast building ships to get borders if you aren`t on top of ranks. So remember the TB difference when doing guard nerfs. And of all the huge OP empires on TB I have seen the majority haven`t been guardians. Remember that the breaking point in income on the slower servers of more than 1mil pr turn (guardian ship cost is extremely high compared to income) is hard to reach unless you go unexplorable.
1) try to compare income of a guard with 200k land and 3800 loyalty to a Terran with a 200k fertile and a miner with 200k max loyalty clusters and set food to 10 for instance. Guard upkeep is somewhat 1/9 to PR miner and Terran around 1:1. If you do that calculation my guess is, that the Terran and miner will break even with a fleet at the same PR or higher than the guard. And all cap ships for Terran/miner build as fast as most guard ships.
2) although I see many arguments from people who solemnly play RT. The difference to TB is, that you CANT gordo, thus you have to hoard and as hoarding taxer with high base PR you NEED to have fast building ships to get borders if you aren`t on top of ranks. So remember the TB difference when doing guard nerfs. And of all the huge OP empires on TB I have seen the majority haven`t been guardians. Remember that the breaking point in income on the slower servers of more than 1mil pr turn (guardian ship cost is extremely high compared to income) is hard to reach unless you go unexplorable.
no because certains guards ruined guards for everyone so they need thier income nerfed and brs
S
Syn
Sorry I typed that fast. I meant to say that cutting Guards from the food markets levels their income
S
Syn
Doesn`t cutting Guards from buying food? The only real nerf I think Guards need are on build rates.
now its time for the guard nerfing. minus 50 percent income at least from housing.
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OpvsDei
Amazing...will get back to gc soon.
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Slaudomy
Thank you for these updates... They are really cool. Keep up the good work guys!!!
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BadWolf
Can someone provide a screenshot of the ranks itself with this problem, so I can see what might be going on there?
B
BadWolf
Weird my slow account isn`t paid, and I`ve not seen that problem since i fixed it like 20 hours ago...
EPrussia, I get the same issue, and also I am not a paid
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EPrussia
I dont know if people have noticed problem now rank page. i cant go higher up the ranks unless i go to not in dp. if it affects others without a paid how can they see whos higher without building people do like to see whos online
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