From: Oliver D. B. <oli...@ma...> - 2003-01-19 12:45:42
|
Please read the list and see if I added somethign we dont do or missed = something. Also add details. Game Set up for 4th generation: -12 galaxies average size of 50 X 50.. some bigger -Distance index extended to a limit of 50 -Amount of Lux ports lowered, price of lux lowered pirce of food raised -Mines+combat drone price raised to 10.000=20 -new ship list -new weapon list -XP for construction lowered -Construction price rise faster at the end Features redone: -ship to ship combat code. Its now one to one and no auto return fire. = Combat code made 10 times faster -Ship versus forces code, works the same way just faster -Jump drive, works the same way just faster -Base busting code reworked. -Defender: A bigger chance of someone dyign on his base -Attacker A chance of "wearing the base" down. Chance for destroying = structures=20 -Ship technology code made smoother and faster New features: -Racial abilities=20 -Critical hits in combat system=20 |
From: Michael v. D. <mi...@ci...> - 2003-01-19 14:25:48
|
XP gain for kills lowered to 10% ? Return of Hyperspace ? Changes to racial kill bounties ? -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: zondag 19 januari 2003 13:46 To: ope...@li... Subject: [Openme-developers] Announcement to players -revision 0.1 Please read the list and see if I added somethign we dont do or missed something. Also add details. Game Set up for 4th generation: -12 galaxies average size of 50 X 50.. some bigger -Distance index extended to a limit of 50 -Amount of Lux ports lowered, price of lux lowered pirce of food raised -Mines+combat drone price raised to 10.000 -new ship list -new weapon list -XP for construction lowered -Construction price rise faster at the end Features redone: -ship to ship combat code. Its now one to one and no auto return fire. Combat code made 10 times faster -Ship versus forces code, works the same way just faster -Jump drive, works the same way just faster -Base busting code reworked. -Defender: A bigger chance of someone dyign on his base -Attacker A chance of "wearing the base" down. Chance for destroying structures -Ship technology code made smoother and faster New features: -Racial abilities -Critical hits in combat system |
From: Michael v. D. <mi...@ci...> - 2003-01-19 15:17:15
|
-Distance index extended to a limit of 50 Is this a typo ? Either the DI cost increase curve is very low or jump trading will become 6 times better then normal trading ? This pretty much means that Alliances will try to claim whole galaxies to get a safe DI of 50 |
From: Oliver D. B. <oli...@ma...> - 2003-01-19 17:16:37
|
MessageNot a type.. currently a di8 gives about 6 times it will give 5,6 = now and a di of 50 will give 11 times. An alliance that controls an = entire galaxy including all ports and all possible upgrades?, so their = DI never drops. Well if they manage I would think they deserve the 50 DI ----- Original Message -----=20 From: Michael van Dongen=20 To: ope...@li...=20 Sent: Sunday, January 19, 2003 4:16 PM Subject: RE: [Openme-developers] Announcement to players -revision 0.1 -Distance index extended to a limit of 50=20 Is this a typo ? Either the DI cost increase curve is very low or jump trading will = become 6 times better then normal trading ? This pretty much means that Alliances will try to claim whole galaxies = to get a safe DI of 50=20 |
From: LJC. v. R. <va...@wa...> - 2003-01-19 15:56:13
|
<html> Also in next game,<br> =B0 Ship mountable devices can be produced on base, in a special, new construction: Technology Center<br> =B0 New technology to defeat the DSS-mark II<br> =B0 Deficit goods for construction/production of goods are shown in red<br> =B0 and new research-topics to expand the functionality of bases, and ships...<br> <br> <blockquote type=3Dcite cite><font face=3D"arial" size=3D2>Please read the l= ist and see if I added somethign we dont do or missed something. Also add details.</font><br> <br> <font face=3D"arial" size=3D2><b>Game Set up for 4th generation:</b></font><br> <font face=3D"arial" size=3D2>-12 galaxies average size of 50 X 50.. some bigger</font><br> <font face=3D"arial" size=3D2>-Distance index extended to a limit of 50</font><br> <font face=3D"arial" size=3D2>-Amount of Lux ports lowered, price of lux lowered pirce of food raised</font><br> <font face=3D"arial" size=3D2>-Mines+combat drone price raised to 10.000</font> <br> <font face=3D"arial" size=3D2>-new ship list</font><br> <font face=3D"arial" size=3D2>-new weapon list</font><br> <font face=3D"arial" size=3D2>-XP for construction lowered</font><br> <font face=3D"arial" size=3D2>-Construction price rise faster at the end</font><br> <br> <font face=3D"arial" size=3D2><b>Features redone:</b></font><br> <font face=3D"arial" size=3D2>-ship to ship combat code. Its now one to one and no auto return fire. Combat code made 10 times faster</font><br> <font face=3D"arial" size=3D2>-Ship versus forces code, works the same way just faster</font><br> <font face=3D"arial" size=3D2>-Jump drive, works the same way just faster</font><br> <font face=3D"arial" size=3D2>-Base busting code reworked.</font><br> <font face=3D"arial" size=3D2><x-tab> &nb= sp; </x-tab>-Defender: A bigger chance of someone dying on his base</font><br> <font face=3D"arial" size=3D2><x-tab> &nb= sp; </x-tab>-Attacker A chance of "wearing the base" down. Chance for destroying structures</font> <br> <font face=3D"arial" size=3D2>-Ship technology code made smoother and faster</font><br> <br> <font face=3D"arial" size=3D2><b>New features:</b></font><br> <font face=3D"arial" size=3D2>-Racial abilities </font><br> <font face=3D"arial" size=3D2>-Critical hits in combat system</font> </blockquote></html> |
From: Farid K. <Far...@ro...> - 2003-01-20 19:32:03
|
With regards to experience gain/loss from combat=85 So far, to combat code allows an experience gain providing you kill a more experienced merchant=85 And the Game Set up, says 10% experience gain=85 In chat, we were talking about a formula=85 Some ideas: XP =3D experience; :) 1) attacker XP gain < defender XP loss There is the idea that we don=92t =91make=92 XP when assigning XP gain, = it should be less than or equal to the XP loss (of the dead) 2) I think a base XP loss should be set a level increments. Make it less damaging for lower level merchants, and more damaging for higher level merchants. We can use level as an increment or set a percentage at certain levels For example: -Newbie level players lose NO XP when they get podded (after discussing it with vrm, this is the way I have it coded ATM, they also lose no money when they die) -Players level 10 and under lose 10% -Every 10 levels after that lose an additional 5%, so a level 40 (Emperor) would lose 25% of their XP. (sounds harsh eh?) Why? Why such a huge loss of XP at level 40? I think that having more merchants at the middling levels, and making level 40 (Emperor) a much harder target to reach, will extend the game life in later stages. Newer merchants won=92t be at the mercy of the high XP merchants with = the big damage low accuracy weapons. And it introduces more risk. 3) XP loss can then be enhanced by racial criteria, less of a loss for one race, more of a loss for another=85 4) XP Gain; well, XP Gain from kills does not necessarily have to equal the XP loss. It should NEVER be more, but can always be less. I think level increments in XP gain is good, make it more fruitful to hunt/kill more experienced merchants -Killing Newbie No XP Gain -Base set at 5% of defender XP=20 -No bonus for killing less experienced merchants -A 0.25% bonus for every level the defeated had on you=85 so a level 10 killing a level 20, would get him 7.5% of defender XP, a level 10 killing a level 40 would get him 12.5%, a level 20 killing a level 40 would get him 7.5%... and so on. A level 39 killing a level 40 get 5.25%... Less XP gain the higher up in XP you are. 5) Dying to forces? From a base? Well I think XP loss shouldn=92t change from what is set in item 2. 6) XP Gain from people dying to your base? I think a 5% of the attacker XP is reasonable. =20 Comments? Hawklan... -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: January 19, 2003 7:46 AM To: ope...@li... Subject: [Openme-developers] Announcement to players -revision 0.1 Please read the list and see if I added somethign we dont do or missed something. Also add details. =A0 =A0 Game Set up for 4th=A0generation: =A0 -12 galaxies=A0average size of 50 X 50.. some bigger =A0 -Distance index extended to a limit of 50 =A0 -Amount of Lux ports lowered, price of lux lowered pirce of food raised =A0 -Mines+combat drone price raised to 10.000=A0 =A0 -new ship list =A0 -new weapon list =A0 -XP for construction lowered =A0 -Construction price rise faster at the end =A0 Features redone: =A0 -ship to ship combat code. Its now one to one and no auto return fire. Combat code made 10 times faster =A0 -Ship versus forces code, works the same way just faster =A0 -Jump drive, works the same way just faster =A0 -Base busting code reworked. =A0=A0=A0 -Defender:=A0A bigger chance of someone dyign on his base =A0=A0=A0 -Attacker A chance of=A0"wearing the base" down. Chance=A0for = destroying structures=A0 =A0 -Ship technology code made smoother and faster =A0 =A0 =A0 New features: =A0 -Racial abilities=20 =A0 -Critical hits in combat system=A0 |
From: Farid K. <Far...@ro...> - 2003-01-21 03:22:28
|
/me is on drugs. =20 Thanks y'all for sending me the kind messages and not flaming me in the mailing list. I am grateful. But all I was trying to do was make it different and level dependant, I guess I went a little over board. Sorry Hawklan -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Farid Khan Sent: January 20, 2003 2:32 PM To: ope...@li... Subject: RE: [Openme-developers] Announcement to players -revision 0.1 With regards to experience gain/loss from combat=85 So far, to combat code allows an experience gain providing you kill a more experienced merchant=85 And the Game Set up, says 10% experience gain=85 In chat, we were talking about a formula=85 Some ideas: XP =3D experience; :) 1) attacker XP gain < defender XP loss There is the idea that we don=92t =91make=92 XP when assigning XP gain, = it should be less than or equal to the XP loss (of the dead) 2) I think a base XP loss should be set a level increments. Make it less damaging for lower level merchants, and more damaging for higher level merchants. We can use level as an increment or set a percentage at certain levels For example: -Newbie level players lose NO XP when they get podded (after discussing it with vrm, this is the way I have it coded ATM, they also lose no money when they die) -Players level 10 and under lose 10% -Every 10 levels after that lose an additional 5%, so a level 40 (Emperor) would lose 25% of their XP. (sounds harsh eh?) Why? Why such a huge loss of XP at level 40? I think that having more merchants at the middling levels, and making level 40 (Emperor) a much harder target to reach, will extend the game life in later stages. Newer merchants won=92t be at the mercy of the high XP merchants with = the big damage low accuracy weapons. And it introduces more risk. 3) XP loss can then be enhanced by racial criteria, less of a loss for one race, more of a loss for another=85 4) XP Gain; well, XP Gain from kills does not necessarily have to equal the XP loss. It should NEVER be more, but can always be less. I think level increments in XP gain is good, make it more fruitful to hunt/kill more experienced merchants -Killing Newbie No XP Gain -Base set at 5% of defender XP=20 -No bonus for killing less experienced merchants -A 0.25% bonus for every level the defeated had on you=85 so a level 10 killing a level 20, would get him 7.5% of defender XP, a level 10 killing a level 40 would get him 12.5%, a level 20 killing a level 40 would get him 7.5%... and so on. A level 39 killing a level 40 get 5.25%... Less XP gain the higher up in XP you are. 5) Dying to forces? From a base? Well I think XP loss shouldn=92t change from what is set in item 2. 6) XP Gain from people dying to your base? I think a 5% of the attacker XP is reasonable. =20 Comments? Hawklan... -----Original Message----- From: ope...@li... [mailto:ope...@li...] On Behalf Of Oliver Due Billing Sent: January 19, 2003 7:46 AM To: ope...@li... Subject: [Openme-developers] Announcement to players -revision 0.1 Please read the list and see if I added somethign we dont do or missed something. Also add details. =A0 =A0 Game Set up for 4th=A0generation: =A0 -12 galaxies=A0average size of 50 X 50.. some bigger =A0 -Distance index extended to a limit of 50 =A0 -Amount of Lux ports lowered, price of lux lowered pirce of food raised =A0 -Mines+combat drone price raised to 10.000=A0 =A0 -new ship list =A0 -new weapon list =A0 -XP for construction lowered =A0 -Construction price rise faster at the end =A0 Features redone: =A0 -ship to ship combat code. Its now one to one and no auto return fire. Combat code made 10 times faster =A0 -Ship versus forces code, works the same way just faster =A0 -Jump drive, works the same way just faster =A0 -Base busting code reworked. =A0=A0=A0 -Defender:=A0A bigger chance of someone dyign on his base =A0=A0=A0 -Attacker A chance of=A0"wearing the base" down. Chance=A0for = destroying structures=A0 =A0 -Ship technology code made smoother and faster =A0 =A0 =A0 New features: =A0 -Racial abilities=20 =A0 -Critical hits in combat system=A0 ------------------------------------------------------- This SF.NET email is sponsored by: FREE SSL Guide from Thawte are you planning your Web Server Security? Click here to get a FREE Thawte SSL guide and find the answers to all your SSL security issues. http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0026en _______________________________________________ Openme-developers mailing list Ope...@li... https://lists.sourceforge.net/lists/listinfo/openme-developers |
From: LJC. v. R. <va...@wa...> - 2003-01-21 07:58:48
|
I agree with these, although I suggest a more gradual 5%+(level/2) XP-loss= =20 for #2, to reach the same effect, >1) attacker XP gain < defender XP loss > >2) I think a base XP loss should be set a level increments. >- Every 10 levels after that lose an additional 5%, so a level 40 >(Emperor) would lose 25% of their XP. (sounds harsh eh?) > >3) XP loss can then be enhanced by racial criteria, less of a loss for >one race, more of a loss for another=85 > >4) XP Gain; well, XP Gain from kills does not necessarily have to equal >the XP loss. It should NEVER be more, but can always be less. > >5) Dying to forces? From a base? Well I think XP loss shouldn=92t change >from what is set in item 2. > >6) XP Gain from people dying to your base? I think a 5% of the attacker >XP is reasonable. |