| |

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
May 18, 2013, 08:52:40 PM
1-30-2010
Congrats to the Winners!
The DM70 FFA is over and all agreed is was a hit. The next FFA will be a Standard Galaxy somewhere between G121 and G130!
  Home   Forum   Help Search Login Register  

Purchase Premium Features














Recent Topics
[Today at 10:04:02 AM]

[Today at 09:40:44 AM]

[Today at 07:08:03 AM]

[Today at 04:11:46 AM]

[Yesterday at 06:34:17 PM]
Members
Total Members: 3949
Latest: emboneTorne
Stats
Total Posts: 77093
Total Topics: 2841
Online Today: 41
Online Ever: 271
(January 19, 2011, 08:54:18 PM)
Users Online
Users: 4
Guests: 16
Total: 20
Permissions

Pages: 1 [2]   Go Down
Print
Author Topic: A Practical Guide to Fleet Boni  (Read 3003 times)
Gonad The Barbarian
I can clean the red button!
****

Karma: +43/-43
Offline Offline

Posts: 582



WWW
« Reply #15 on: July 15, 2008, 12:07:49 PM »

I may not be able to code, but i cant still lend a hand by helping out new players (and some old ones) heh Wink



I'm not much of a coder either, but I'm willing to help in any way that I can.
Logged

Voted Space's Most Hated American!

Red State Talk Radio
Darth Frog
What's this red button?
*

Karma: +1/-1
Offline Offline

Posts: 33



« Reply #16 on: July 16, 2008, 08:00:23 PM »

Wow.. I am so lost.

First, I want to point out that you say that your scout only needs one weapon slot when it clearly states that 2 weapon slots are needed if the escorts are to affect your caps and SoLs.

And before I tell you where I am lost, because I understand the stealth portion of it, what happens if I have 200 stealth on half my escorts and 100 on the other half? Does the 20% come from the average which would be 150? Also, for this 20% to be added, does my number of escorts be maxed to the 550, so having 275 escorts would only give a 10% bonus?

Okay, now to the lost part
1) Why do I need minimum speed? It doesn't mention speed anywhere in the text file you linked with the formulas.

2) I really want to specify where I am lost in the damage/sensor bonus, but I honestly don't understand your explanation. I understand both if we talk only the 0.5% addition type of thing, but I don't get the +40% for escorts, +30% for SoLs, etc. Where is this coming from, and when does it kick it?

I tried to read your posts, but my eyes were glazing over.... I'm only in my second gal back since playing 7 years ago, so I'm still trying to wrap my head around the basics again .. *tries to whipe glaze that formed over eyes*
Logged

"Don't be too proud of this technological terror you've constructed; the ability to destroy a planet is insignificant next to the power of the Force." - Darth Vader
Hal
Zero Sum Gamer
Game Administrator
Can order the red button pressed! BOOM!
*****

Karma: +289/-52
Offline Offline

Posts: 4118


Hello Dave.


« Reply #17 on: July 16, 2008, 10:08:41 PM »

that text you linked to is obsolete. Raven's final version of the bonuses does not allow ships with zero stealth to get a stealth bonus. You can find it here, 4th post down:

http://forums.coldfirestudios.com/spacearchive/viewtopic.php?t=4653

I need to find the guide I made for the brotherhood on this topic...  Cool
Logged

The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
Completed recently: NAP Bounce bug fix
Updated: May 8th
drvtech
I can clean the red button!
****

Karma: +53/-37
Offline Offline

Posts: 958



« Reply #18 on: July 16, 2008, 10:19:53 PM »

Ah I thought so.  Because I remember testing this and finding out that stealth laden escorts do not add stealth to non stealth carriers Tongue
Logged

Solar Flare
Global Moderator
I can clean the red button!
****

Karma: +11/-21
Offline Offline

Posts: 566



« Reply #19 on: July 17, 2008, 02:36:16 AM »

The only thing there about 0% is that it is no longer 2*Exp level and 3% for unexperienced ships, i took that to mean that it was now 20% for all

Where it says there must be 1 stealth, that looks to be to qualify for the above equations

The 20% increase survives onto Mikes site, so I thought there was a high chance of that being so (it also occurs in his guide on the later version of the boards http://forums.coldfirestudios.com/ospace/viewtopic.php?t=2534 )

Now im not saying he was correct, but he was closely following the bonus system as it came out and i would be completely amazed if he had missed something like that

If you are correct then Stealth is again useless and needs to be completely reworked  Undecided

I'll check with Jim before any editing, hes bound to have tested it at some point




Now to answer Darth Frog

The linked to page is slightly wrong, the amendments can be seen on the page in Hals last reply ... Scouts and escorts min requirements were adjusted down to 5 Sensors and 1 Slot

The value used is the average stealth, so 150 is correct

You need the minimum number (50) for the 20% to be added (if it actually does) the extra ships just raise the bonus amount ... ie it will increase the 150 by up to 25% if you have the max number (550)

Minimum speed is so you are also giving the speed bonus to all your other ships, since your fleet should be 30-35 speed roughly, then your scout needs to be at least 30% over that so it can give the max bonus with minimum numbers

The +40% for escorts +30% for sotl is the maximum amount any ship is allowed to gain over what they already have on the ship itself (those specific numbers refer to the Stealth/Speed bonus - Escorts can only gain 10% over their base damage and sotl can only gain 15%)

So if an escort had 100 damage, the highest bonus it could ever reach is 110

Dont worry about finding it complex, it is overly complex and requires a rambling explanation that almost always requires further explanation, heh
« Last Edit: July 17, 2008, 02:40:52 AM by Solar Flare » Logged
Merc42
Knows not to press the red button!
**

Karma: +0/-1
Offline Offline

Posts: 135


« Reply #20 on: July 23, 2008, 10:01:53 PM »

So what is being said here is that you can get the max bonus with less than the max needed number of ships, ok fine.

What exactly is the advantage of going all one weapon SOTL in regards to imparting the damage bonus?  How would all single weapon designed SOTL's affect mixed CAPS?  Frex, if you had 275 SOTL to modify 100+ CAPS (mixed weapons) would you be better off say half all beam and the other half all missile armed and would this compare to the same number of SOTL if they were all half and half missile and beam?  I ask because I'm rather new and honestly I do not know.



Logged
Hal
Zero Sum Gamer
Game Administrator
Can order the red button pressed! BOOM!
*****

Karma: +289/-52
Offline Offline

Posts: 4118


Hello Dave.


« Reply #21 on: July 23, 2008, 10:56:26 PM »

You want your sotl to be pure weapon type ships, because the bonus they give is weapon specific. the ideal the preferred scenario for maximum bonuses wold be a sotl fleet of beam only ships and missile only ships, supporting caps that had mixed beam and missile. the ideas is to get your bonus-giving ships to have higher damage in a particular weapon then the ship they are giving the bonus to, because that scenario hes the best bonus.
Logged

The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
Completed recently: NAP Bounce bug fix
Updated: May 8th
Solar Flare
Global Moderator
I can clean the red button!
****

Karma: +11/-21
Offline Offline

Posts: 566



« Reply #22 on: July 24, 2008, 09:49:55 AM »

Yup, what Hal said. To be clear, it makes being able to give the max damage bonus with the minimum amount of SotL possible (though you always want to build afew over the minimum number just to be sure you get the bonus after you lose a few ships)
Logged
Tobygood
Knows not to press the red button!
**

Karma: +1/-0
Offline Offline

Posts: 100



« Reply #23 on: August 02, 2008, 03:54:11 AM »

I really suggest to either rewrite this guide or delete it.
It has always been so that the caps applied to the receiving, not the granting ships.
A cap of 125% as in Raven's doc meant: a ship can't have more than 125% of its original stats. In my math 125% of 0 is 0.
The numbers changed later, but the principle has remained the same all the time. Even if you could build escorts with 1000 stealth (meeting all the other requirements), a capital couldn't get a bonus that exceeds 20% of its original stealth. Even if you build a HAC with 1 slot stealth at lvl 15 you get 7 stealth. So out of the 1000 stealth of your escorts you can receive 1.4 stealth for your capital ship. That stealth slot isn't more than complete waste.
Logged

Don't worry - be happy!

Solar Flare
Global Moderator
I can clean the red button!
****

Karma: +11/-21
Offline Offline

Posts: 566



« Reply #24 on: August 02, 2008, 04:06:03 AM »

The cap of +25% is the increase to the granting ship base number - provided by having over the minimum number of ships, that is quite correct.

There is a cap on what the recieving ship can gain also, which is different for each class, but listed in the original post.

What happens when a ship has 0 stealth is contentious, Ive not seen anything that says the 20% of the modifier goes onto a ship has been stopped, so I'll wait until its been checked in the code. If it has been taken out then its simple enough to change the stealth section to "Practically Useless" instead of all those numbers.
Logged
Pages: 1 [2]   Go Up
Print
 
Jump to: