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NPC BM and VM updates

Started by EphemeralEternity · 09/07/2016 · 07:31 AM · 77 replies · 1 read
E EphemeralEternityOP
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.
A AdmiralSarek
remember with a blackmarket always available, the incentive to hoard will now be less.
O Omegian
Ank, I am only asking since I am looking from a non-RT server perspective. I would say on RT that wouldn`t be an issue, but not everything is RT.
A Ankaar
This doesnt seem to be the case and Im not sure it should be the case.

The BM is pretty expensive and Im pretty sure just supposed to be meant for times of say extreme resource drought. Its basically a fix so that they dont have to come on every couple months and just post a ton of minerals. When they did that, did they give different prices for each race? Nah, so why should they now?
O Omegian
One caveat to the BM, are you taking into consideration the race`s income potential? Ore for an a. miner taxer would be I assume priced more than for a guardian or other races? I assume this also applies to minerals as well?
A Ankaar
Eh, I see what EE is saying.

The ONLY problem I really see is probably taxers. But I guess if you want to keep hitting the NPC`s then youre just going to have to drop pop and fight low.

Best thing I can even think of is changing PR so that taxers arent punished - give pr to land instead of population.
E EPrussia
Isnt these updates meant to help recruit people. thats for another thread there are ways to recruit people on other websites etc just need help to do it as admins dont have time.
I Inverted
a single c1 or c.2 could fund any new player to fight upwards of 2 mil, and they seem to drop them fairly often.

And would it really draw ALL the targets above 2 mil? Just designate a few to stay low if that`s the case.

Not sure how this has anything to do with the `already rich` so much as it caters to those that are gordo empires, or just not taxers.
E EphemeralEternityOP
get more people to sign up for normal and there will be, plus the dp time for npcs are very short
B BadWolf
Normal has 6 NPCs and they have a max dp far far far far below normal 48 hours.
E EPrussia
3 players above 5 million on normal. one by 2 million pr BARELy. 41 players above NP on normal. Average pr 1 mill to 4 million rank 4 to 14. 800 k to 100 k is 15 players.
D DarthCaedus
Sorry EE but normal most players are under 5 million. few targets there needs to be more NPCS there to make it worthwhile.
E EphemeralEternityOP
Because NPC are meant for people in the lower prs to fight, like starting maru and collectives, not borders for the already rich, just one person at 400 mil + pr could really draw up the NPCs into 2 mil+ pr which would leave those who really need the targets out of luck. much less 5 people who would end up having 60% of the pr on the server.

the more people that get active at varying pr the more diverse their pr range will get. but again above 5-10 mil pr you should be fighting each other, not playing a single player game bashing a program

Edited by EphemeralEternity on 2016-07-10
I Inverted
I was thinking the same thing as ankaar. Kind of leaves the taxers out of the loop unless they cut their infra all the time.

and realistically, those in the top 5 would probably not see much benefit from the npc`s anyways.
A Ankaar
It seems strange that the top 5 dont influence the PR spread of the NPC`s - but all those guys at 5-100k pr or whatever do.

Like, is there a reason we want them to be so low?
O Outsidthbox
Like, tweet, retweet
don`t forget to stream (is streaming this game allowed since it would allow players to see fleets)?
E EphemeralEternityOP
Also something i forgot to mention about NPCs their pr ranges are actually reliant on the average pr of all players above NP, though this excludes those in VM or those in the top 5.

Edited by EphemeralEternity on 2016-07-10
B BadWolf
We`ve uploaded a few changes for testing, the first being damage was carrying over from previous hits.. What`s been done should have fixed that i do believe.

The other is careful against npcs has a different set of modifiers from the normal careful, this is to balance spamming against the NPCs. The reason being players will always choose their most effective ships at spamming, and this helps even the odds. They`re just being tested right now, and subject to change and/or removal based upon observations.

The values for careful against the npcs are 60% damage for attacker 75% damage for defender (From 50% for attacker 50% for defender.)

Edited by EphemeralEternity on 2016-07-10
A Ankaar
A second ranking update Id like would be to have maybe a little alert next to names of people leaving dp within 1-2 hours or so.

Also, fed war rankings. That way we can easily see who can 2x us and who we can 2x.

I know Ive said it before but I always loved UC`s 20x8 pixel fed flags :P
S Syn
I think he means that the more people in NP, not DP. Probably to discourage people from hitting then hiding
E EPrussia
about the amount of NPC is based on amount of people in DP. that needs changed. alot of people in server dp ends around small windows so if 5 guys out one hour then 5 NPC then dp them all they all go back?anyhow. the reason NPCS were needed was so they would be plenty of more targets not a few
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