a_bert
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Everything posted by a_bert
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Magic underpowered? Think again! ~+~+OVER-HAULED~+~+
a_bert replied to warrior5024's topic in Archive of Wisdom
I've been reading Muggi's posts a lot recently and I never noticed that. That is hilarious. :P -
So, er.. should we start this this evening?
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To counter Chronos, to buff Polly's traditional squishyness and to get more of those juicy lazors. They seem really powerful, all through the game. I get behe heart on pyro too, CATCH THIS every 38 seconds sounds pretty good to me.
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sometimes i wonder if you offline in steam so i can't cause havoc in your game :P
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i.. hex.. are you serious.. you can't be.. but..
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Like a coin flip! Let's scrap gameplay and just do it on that. I call heads.
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Technically, the previous Hegemony under Archi's rule was - I expect - very much the same. I doubt he just said "500,000 people vs 500,000 people with bigger guns", I award victory to one side.. This is just a more open way for you to measure yourself against your opponents.
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2) Oops. Totally forgot about resource rate! Sorry, feel sheepish now :P And yeah, I take your point about population. 4) Yeah.. I'll do that-... Ross, good :D
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I don't really see the need for a grid for a planet, to be honest, Arch. All planet developments are just in research anyway.
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1) Did you mean to say systems, as opposed to planets, in that early sentence? 2) At the start, all populations are equal. Everyone starts with 10,000,000 people. Growth rate of 5% means an increase of 50k per year. (Right?) Otherwise we have fleets of thousands within a week. Too hard for everyone to keep track of. Even that seems a bit high. We only got to our planets in colony ships as the last remnants of humanity.. 3) I may have missed it, but I don't think I did - It takes 1 year to transfer a ship between systems and you can only travel along the red lines. 4) Awesome job, Arch.
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Haven't worked it out that finely yet.. At the moment everything is very simple otherwise people will inevitably moan about there being simply too many options!
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By entire do you mean every single aspect of the game? Module = upgrade to your ship or platoon. They take up X by Y space on a 5v5 grid, per unit. What don't you understand about the attack types? Archi, go for it.
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To my understanding that's what the plan was
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I thought you said 500,000 people to construct? :P But ok, I'd throw out a module cost of 5 million resources each per tier, 5 years per module.. Seems reasonable, I think.
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They're only 120k more than a standard battleship, in exchange for killing a huge population?
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All good ideas Archi, and they fit nicely into the system. I'd suggest that the bombardment module replaces attack on that ship, and reduce the numbers a bit so you can't just have one bombard ship, they need to infringe on your fleet in some form. Have to be honest, planet-planet combat seems a bit ludicrous to me but if it's there and people want to use it so much the better.
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I don't think so...
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Good point, Ross, added to the list. Seems like a reasonable drawback to orbital bombardment.. The planet itself takes 5 years to recover to habitable status, and then it takes 2-3 years to establish industry upon said planet.
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Yes, Archi. I guess it scales naturally. half people building = 2 years.. etc
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RESOURCE LIST: Metal Ore - harvest Uranium - harvest Chemicals - harvest Medicine - manufacture (1/2 organics+ 1/2 chemicals) Organics - harvest Equipment - manufacture (1/2 Metal ore + 1/2 uranium) EXAMPLE: To build 1 battleship you would need 100,000 people mining metal ore, 75,000 people harvesting uranium, 50,000 people harvesting chemicals, and for 25,000 uranium you require 12500 more metal ore and 12500 more uranium and then 25000 people to manufacture that into equipment. You then need 50,000 people to put it all together. (For a total of 350k people. Once that battleship is complete it requires 50,000 people as standard to run it, along with a stock of 10,000 organics and 10,000 medicine per year it will spend outside your planets zone of influence. i.e for one year, it will require 15000 people to create organics and 5000 people to create the chemicals and then 10000 people to manufacture the medicine. or 30k people per year. This means that for a standard battleship, you need 380k people to run it for one year, and it removes 50,000 people from your population per battleship produced. What did I leave out? EDIT: o rite Starting planets start with 750k of each resource which replenishes by 125k per resource per year. Uncolonized planets start with 1 million of each resource which replenishes by 250k each year, even if the planet remains uncolonized.
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This is using a new storyline. Use whatever culture you want. Earth will not be stronger or weaker or have any advantage or disadvantage over any other planet, other than maybe it'll fuel your ego if you control it. As it stands the things you need to know are; Your population (duh) Your fleet size Your resources output per year The statistics of your fleet & army What you build each year IFs; Where you invade/expand Battle tactics that most suit your forces somewhat important; random tidbits about other players system map All I can think of atm? Archi, if you want to post that combat system then go ahead.
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I survived as Polly vs Chronos cause Chronos was crap, Jaerk.
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Okay, added effects to combat. A roll between 1-4 weather affects each rating.. Clear sky = better attack, windy = better defence, rain = debuff to teamwork, snow = less speed. for control of a planet (after colonization) Fleet of team X attacks defence fleet of team Y. X prevails, team Y sets up land defence. X troops are dropped via landing craft/parachutes/whatever you want to hear so it makes sense to you on planet. Land battle ensues at place of X's discretion as they are landing. land combat worked out victor is awarded control of region of planet. To control planet, 3 land battles must be won. Team Y must defeat all land battles X puts forward to retain control of planet. i.e. X wins 1 battle, they must then press on, if Y are victorious then they must defeat X again to remove them from planet. Fleet X must retreat to repair after land battles if Y is victorious. k?
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FFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU. Yeah, ok, it seems people want land battles so we'll have them. Archi, those maps would be appreciated. 1 platoon = 10 population + 10,000of X, 7,500 of Y, 5,000 of Z. Modules are Attack, Defence, Teamwork and Speed. Attack is opposite of Defence. Teamwork is opposite of speed. e.g. Tier 1 attack = +3 attack, -1 defence. Tier 1 speed = +3 speed, +1 teamwork Platoon X has rating 11/3/5/5 Platoon Y has rating 5/5/3/11. Broadside attack is strong versus Elastic defence, neutral versus Hold the line, and weak versus Defence tactics. Ranged attack is strong vs Defence Tactics, neutral to elastic defence, weak versus hold the line. All calculations = (X*Y)/teamwork Platoon X attack with Hit and Run and defend with Elastic defence. Platoon Y attack with Ranged Attack and defend with Elastic defence. Platoon X calculations = Speed*attack)(/teamwork) = 11*5/5 = 11. = 3*5/5 = 3. Platoon Y calculations = 5*11/6 = 9.16666667 = 5*11/6 = 9.16666667 (11*0.5)/9.16666667 = 59% in favour of Y. (Hit and Run is Weak to Elastic Defence) 9.16666667/3 = 63% in favour of Y. Y wins both scenarios. Platoon X is destroyed. Hope that made sense / I didn't make any mistakes. Back to my book. (Love you, Locke Lamora.) EDIT: FUUUUUUUUUUUUUUUUUUUUUUUUUUUUU forgot to factor in that other thing. two secs.
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Post all RS Screenshots, Videos, and Sounds here!
a_bert replied to misterxman's topic in General Discussion
Ye Bacon, god forbid people have fun. That's so pointless. too many asshats moaning about people having fun in a different way to them in this thread atm
