251

(29 replies, posted in Feedback)

This is totally a player preference.  If we're discussing the best way to increase your planet count, you're absolutely right attacking a low nw high planet count player is the way to go.  It's not your fault that someone didn't build any defense.  It won't be nearly as entertaining as if you battled it out with someone that can compete with you, but if you prefer gaining planets to having fun that's 100% your choice smile  We developed a system that nudges players to refrain from targeting people smaller than them (initially the nudging was more like a vicious shove, but was toned down...which can be revisited)

What I'm seeing is that you prioritize winning in size in a galaxy intended to give new players a place to learn over having fun, which is totally fine...but we're not going to change the system in SN to favor bigger players.

252

(29 replies, posted in Feedback)

Undeath wrote:

3.  As stated, the new system was aimed at leveling the playing field. 
4.  As long as Size is what is considered the winning factor, it will be taken into account for morale.

These statements conflict. The morale formula should reflect the goals of morale. If the goal of morale is to level the playing fiels it should discourage conflict with players that have less capabilities and make conflict between equals the preferred option. Size is not related to this goal at all. As such I think you could loose size from the equation.

This would provide players the ability to keep nw minimal while having unlimited planets.  We'd very quickly see someone doing something like building next to nothing but portals, transports, and ground....and sniping expos.  If we take planets completely out of the equation, we could very well have someone with 1500 planets (again, the value people consider the one that decides the winner) that costs 100% morale to attack.
If size was not related to a player's capabilities (ex: Round 15), our community would not consider it the statistic that decides a winner smile


Undeath wrote:

What I'm seeing strictly from these numbers...is an evening of the playing field.

Based on your analysis we should remove attacking completely from the game. That would result in an even more level playing field smile
My point with the stats, that in general there is less conflict. Based on my exprience in round 18, I conclude morale is limiting. Since morale is limiting I changed my gameplay and checked what the most efficient way to gain planets is. In the current system farming smaller players is more efficient than saving and warring equals. The main reason for this is that high NW players with a low planet count (size problem 1) will cost you aroudn the same morale than a low NW player with alot of planets (size problem 2).
I think the goal of the morale formula is to stimulate attacks on the high NW player. However, because size is included attacking the low NW, high planet count player is the preferred option.

1.  Morale is meant to be limiting....
2.  Originally we had NW weighted much heavier in SN but changed it do to complaints.  We can look at this again I guess?


Undeath wrote:

Round 15: Size: 1    Give me Wings! - LiGhTgUnS (1550) [43,34]    1009    3730441    35483   
(we all know it wasn't just top players that contributed to that planet count tongue)

That is correct, the morale system stimulated attacking players with high planet count, so I did smile  (Devilz at one point had 570 planets and less than 2 mill nw...). Note, this round had a 70% NW cap on attacks! It is  strange you on the one hand make fun of me attacking smaller players with high planet count and on the other hand insist of keeping size in the morale formula.
BTW, in my defence, I think I have skirmished almost the complete top 30 that round.

Didn't mean to make fun of you, was just pointing out a fact.  The new morale formula promotes attacking players at or above your nw and planet count smile

253

(32 replies, posted in Ideas)

On a side note, once all planets are explored I'm going to be asking leaders to record the total # of morale planets that their family has.  For obvious reasons I won't be requesting numbers until the round is complete (I'm playing), but there have been discussions about increasing the # of morale planets since now players other than attackers can make use of them, so I'd like to collect numbers on the total # of morale planets.

Or I might just have people send the info to a mod that isn't playing.... that would give us more time to run some numbers since all we really need is total number of morale planets/total number of planets

254

(32 replies, posted in Ideas)

Or by being conservative with growth, finding creative ways to have increased production without massive nw & planet needs, taking into account that the family's overall nw and planet count will effect everyone's morale losses (playing as a pop banker will increase morale losses by 1-4% per attack due to increased nw.  Families must decide if the increased income is worth the morale loss), assigning people to do hard ops (since we adjusted the intel ops to only require 5 morale it's basically the same as 1 op/tick), decide who morale planets are better for (is it better to continue automatically giving them to attackers, or is it worth an opper having double morale allowing you to cpff more portals and need less attacks overall.  This works wonderfully, the round I did it we were able to cut our attacker's morale costs by about 68% by having twice the cpff/sab power.)

I'm definitely biased in this discussion.  Then again, I see that you're still trying to play as a small pax in a big family... no wonder you're bored hmm

255

(32 replies, posted in Ideas)

It's absolutely a challenge or opportunity to adapt tongue

256

(67 replies, posted in Feedback)

We're no where near testing on this (we're at the hey...what if we do this stage) but I'll keep this posted.

257

(53 replies, posted in Universal News)

We had devs set it up so we can have more control over over the # of planets in each system, that way we can still have enough systems that travel times are quick but there are less available planets.  We can decrease it a bit more next round if needed, but I didn't want to set it on the lowest setting yet.

Cores should be back to normal, last round there was a hiccup as the devs were trying to set up the core system in SB using the same base mechanic and from what I understand a button was pushed that shouldn't have been pushed.

258

(32 replies, posted in Ideas)

Because I like to pretend that IC is going to survive longer than the next 2 months, which requires new players.  Our player base has spent years using new players as farms so that they can win in size, and we're trying to make that more difficult.

I defend this formula because I've played with it in multiple roles, and know factually that it's not the formula causing problems.  I've been the #1 family, I've been in the middle, I've been in the bottom and the only real problem I've seen is when a super active attacker gets into a tiny family and goes ape shit in a top family's core, which is what the core system mechanic is meant to slow up. 

We have less than 100 players now, rewarding mediocrity is the only way to keep this thing going.  If you guys can find a way to stop the top 10-20% of players from chasing away the 1 or 2 new guys we get a round, then by all means step up.  At this point I view giving up on this morale formula the same way as giving up on IC, which isn't something I'm willing to do yet.

259

(32 replies, posted in Ideas)

Relentlessly hitting people smaller than you is fun?  There are 2 families that are head and shoulders above the rest of Starburst... they absolutely have the option of going at it for the round.  If they want to plan on a major eor war (I assume? unless it's a pnap, in which case lol) and try and hold the rest of the galaxy hostage until that, then they're saying they don't want to have any fun til eor hmm.

260

(32 replies, posted in Ideas)

Family size and nw is taken into account more than individual, so if you're in a family that's twice the size of anyone in the galaxy that you aren't napped with, it'll cost you more morale to attack or op them. 

This is exactly as intended.

261

(29 replies, posted in Feedback)

Lone Tiger wrote:

What could i do to convince you that the moral system needs to be fixed or dropped completely.  Or who do i need to convince.

I'm not really interested in endless posts explaining how it's broken.  I mean at some point it becomes stupid complaining, and I think we may have already reached that point.

An explanation for why the morale system is broken in Starburst that can't easily be answered by adjusting strategy/gameplay would be a start.

262

(29 replies, posted in Feedback)

So, again I'm at work and have only had time to glance at these numbers quickly, but a few things.

1.  Supernova was originally put into place to give newer players a place to get the hang of the game without having a leader bashing them over the head with what they "have" to do.  It was never a galaxy aimed to cater to the top players, I believe it was just opened as ftp because there was room and it gave people a chance to play solo.  (correct me if I'm wrong other mods)

2.  The concept of NW factoring into morale loss at all is entirely new to the new system.  It used to be 100% individual size.

3.  As stated, the new system was aimed at leveling the playing field. 

4.  As long as Size is what is considered the winning factor, it will be taken into account for morale.


Round 18
47 players
2 players with less than 10 planets
Avg planet count from 20-30: 210.9
Avg planet count from 1-10: 438.9
% of Mid players to Top players: 48%

Round 15
39 players
2 players with less than 10 planets
Avg planet count from 20-30: 157.7
Avg planet count from 1-10: 469.7
% of Mid players to Top players: 33.5%

Round 11
48 players
12 planets with less than 10 planets
Avg planet count from 20-30: 99.09
Avg planet count from 1-10: 450.8
% of Mid players to Top players: 21.9%


What I'm seeing strictly from these numbers...is an evening of the playing field.  Granted it's difficult to pin down exactly what's going on.  I've been told this round there was an excess of planets (we're working on this, next round we may cut the # of available planets in half), which would also lead to less conflict as exploring is just plain easier than trying to orchestrate an attack.  50 planets in 5 days from a small player is considerably less than the damage that used to be done by farmers
Round 15:
NW: 14    Give me Wings! - LiGhTgUnS (1550) [43,34]    1009    3730441    35483
Size: 1    Give me Wings! - LiGhTgUnS (1550) [43,34]    1009    3730441    35483   
(we all know it wasn't just top players that contributed to that planet count tongue)

263

(29 replies, posted in Feedback)

Not ignoring you, trying to get this into excel between tasks at work so I can run some numbers.

264

(67 replies, posted in Feedback)

Undeath wrote:
Undeath wrote:

Again, I'm not saying that taking another look at nukes is necessarily a bad idea, it's just a convo I've had multiple times as mod, fmod, and player and what it tends to come down to is if you allow players the ability to select what building a nuke will hit, you have to increase the difficulty of the op to the point that it's almost impossible to cast to keep it balanced.  So throw some ideas out there.

What happened here is just unlikely, it's not a bug tongue


Same thing here (it's a 15% hit, not a 30% hit).  If it only targets buildings that players have, we'd have to significantly increase the difficulty.  The misconception here is that nukes are, ever have been, or were ever meant to be reliable.

Also, in regards to epik, I'm 90% sure I've had the convo with devs before and with the way the code works it would be difficult to have the op ping to check what buildings an individual before calculating what is hit, let alone set it so that it bases it's chances of hitting a building off the % of buildings an individual has.  Option A was doable, but any idiot could build 5 of everything on their hp and negate the change.  Option B would be extremely over-powered, and probably wasn't doable.

There have been preliminary talks about semi-targeted nukes, (3 different nukes each targeting 3 potential building types) but we'd have to figure out a way to balance the increased chance out.  Possibly something similar to destroy cash, and have it do 2-7% damage to whatever you hit instead of a flat 15%.

265

(67 replies, posted in Feedback)

Update:  No evidence has been discovered to indicate that there's any problem with nukes.

266

(104 replies, posted in Universal News)

And they'll be in here complaining about how they can't attack anybody when they pnapped their only real competition (barring anything unforeseen) in the first 1/3 of the round tongue

267

(29 replies, posted in Feedback)

Do you have the complete top-bottom ranks?

268

(2 replies, posted in Questions)

Took me a couple resets to get it set up.

269

(104 replies, posted in Universal News)

RareUK wrote:

I love the smell of infra in the morning...........

But yeah round seems to have got fairly boring fairly quickly.

Personally I wish we could get rid of P-NAPS all together.

Instead just allow 1 ally family, and the rest of NAPS be 24 and 48 hours.

It wouldn't stop people from napping, wouldn't stop families working in an alliance.

But would always leave a chance for cancel wars.


I prefer to have 0 moderated naps, but nobody agrees with me. 
Unfortunately we have a player base that would rather find ways to get around the morale penalty that comes with attacking small families than risk fighting someone their size and losing..... and then complain when the family they're fighting is able to get off 10 attacks for each 1 they do.

270

(22 replies, posted in Ideas)

Xeno wrote:

Back after months to check on this thread.  Not much other discussion.  I hope that IC goes the route of fleet-commander-tag-controlled capital ship fleets as suggested in other thread, and a positive attitude towards SS / teams is is fostered.  Also, additional Research tree as discussed in other thread would help, along with a cheque in the mail from Stefan, please.

I thought you were using all your super innovative ideas to develop your own game!

271

(0 replies, posted in Announcements)

Map size: 80x80 (last round 80x80)
Systems: 658 (last round 641)
Families: 75 (last round 75)
Family size: 1
Max allies: 0
Length: 2 months
Attacks and ops: 4 day delay
Market: 4 day delay
Resources: 50x
Exploration ships: 30
Defense Stations: 1
Cores: 3 (including home system) but you must fight for the other 2
Starting: Saturday, Jan 9
Ending: Wednesday, Mar 9
This is NOT an IA round for Supernova

272

(8 replies, posted in Questions)

LiGhTGuNs wrote:

I would like to see Super Nova back with a few twists:

1) Give everyone 200 expo's to start
This will most likely result in different start strategies (max expolring vs exploring a few planets vs tactical spread)

2) Change the morale system to full NW based
See my other topic about this. This will make it more interesting to attack high NW players


I don't remember seeing a thread about a full NW based morale system, but as long as the general consensus is that the highest planet count is what grants a win, I will in no way support the idea.

273

(19 replies, posted in Universal News)

Did anyone actually read that conversation?

274

(67 replies, posted in Feedback)

thisyearsmostopen wrote:

You need to test amount of agents the victim has to see if it affects it

Of you have 1mil agents test it vs somone with 200k and then vs 50k the. Vs zero to see any difference

Its not just the randomness of the nuke hits its that the agent defence has an effect on whats hit that needs testing


We're waiting on Devs to check the formula to make sure there's no stray bit that would link these.  To accurately test if the randomness is the same for all those scenarios we would need to do at least a few thousand nukes in each scenario, which we don't have time for. 

Now that I've done a baseline random test, I'm 99% sure what's happening is that people are using nukes hoping to hit a specific building, and when they don't hit it they get upset. 

Once dev's check the formula to make sure it's a closed random algorithm, this is a closed case.

We're in talks again about developing a....more targeted nuking system, but with the system as is you guys need to remember that each nuke only has an 11% chance of hitting any given target tongue  Just like how it's completely possible to send 3000 bombers vs 200 lasers, and still get your fleet blown.

275

(67 replies, posted in Feedback)

Update:
Dev's haven't been able to check the formula yet, but we were able to set up a scenario on to test multiple nukes.  I'll try to post results, but forums don't like excel copy pastes.

     90 Nukes    45 Nukes

CF         11        6
HF         6             4
LA          8             3
LQ          5     3
MF         11     8
OC         11     7
RS          7     0
RC          18     9
TO          13     5


First column is after 90 nukes, second was after 45.  While in a perfect world column 1 would all =10, and column 2 would all =5... probability isn't perfect.  Everything's being hit, and if I had time to cast 900 nukes those numbers would be closer together.

Step 2 is we're going to set someone up with loads of about 90% cfs and less than 2% of all other buildings, and see if we get any wildly differing results.  This will either require a dev, or a few real time days for us to get the buildings up.