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Search: Posts Made By: mathematician
Forum: Planetarion Suggestions 24 Feb 2016, 15:14
Replies: 21
Views: 4,623
Posted By mathematician
Re: Alliance limits 40/60 split

would have to be counted score. Or else an alliance can just recruit some high score planets just before end of round.

sort alliance members by counted score, discard the bottom 10% and build the...
Forum: Planetarion Suggestions 23 Feb 2016, 18:08
Replies: 21
Views: 4,623
Posted By mathematician
Re: Alliance limits 40/60 split

how about n alliance members contributing to score, but each member contributes only the alliance average score?

So the formula is
alliance_score := min(allianze_size, n) *...
Forum: Planetarion Suggestions 8 May 2014, 17:26
Replies: 32
Views: 4,686
Posted By mathematician
Re: Round Lengths

yes. at least this is what some whinings in the forums are about. 'End the round now because the top ... is already secured' and such.


A random round end also makes certain last-tick strategies...
Forum: Planetarion Suggestions 6 May 2014, 15:40
Replies: 32
Views: 4,686
Posted By mathematician
Re: Round Lenghts

how about a random round length?
have a round last 6 weeks, then disable vacation mode, and end the round at a random tick 7-14 days after.

If the round end is random, ppl don't know how long...
Forum: Planetarion Suggestions 5 Nov 2013, 11:34
Replies: 7
Views: 2,558
Posted By mathematician
Re: Xp as a commidity

how do you prevent two friendly alliances pretending to be at war with each other, but in fact only do roid swapping, gaining XP and the bonuses associated with it in the process?
Forum: Planetarion Discussions 20 Sep 2013, 12:16
Replies: 39
Views: 22,782
Posted By mathematician
Re: A hope for Change.

how about a new concept?

- make round length infinite
- make planets age (i.e. disappear after (say) 2 months)
- new planets would be placed in C200 and held there for 12 ticks. At the next...
Forum: Planetarion Suggestions 11 Sep 2013, 10:19
Replies: 13
Views: 3,363
Posted By mathematician
Re: MoW and other ministerial business

ministers are only useful if they have significant powers that other galaxy members don't have.

for example:
- give each planet a 4th fleet slot which can only be used by the MOW (and only...
Forum: Planetarion Discussions 3 Jul 2012, 14:43
Replies: 81
Views: 20,914
Posted By mathematician
a possible solution to "killed in 1 night"

1. increase armor of ships/structures/roids by a factor of at least 10
2. re-introduce multi-tick combats

this makes combat slower (spread over more ticks) and gives both sides the option to...
Forum: Planetarion Suggestions 4 Jan 2012, 12:06
Replies: 15
Views: 9,006
Posted By mathematician
Re: Payment for Scanners ?

Is PA a social network or is it a war game?
Forum: Planetarion Suggestions 22 Dec 2011, 14:29
Replies: 15
Views: 9,006
Posted By mathematician
Re: Payment for Scanners ?

let everyone buy a scan by paying the difference in amps.
say, if you have 30 amps and want to buy a 45-amp scan, then you pay the scan cost + 15*x (the value of x is up to discussion) and get the...
Forum: Planetarion Suggestions 6 Aug 2009, 08:30
Replies: 1
Views: 2,233
Posted By mathematician
some ideas regarding constructions

1) you may build multiple constructions at the same time, but constructions of the same type still have to be built one after the other.

2) the resource cost for a new construction is based on the...
Forum: Planetarion Suggestions 26 Jun 2009, 10:43
Replies: 32
Views: 5,315
Posted By mathematician
Re: Regarding Sk´s

Right. That's what their minions do.
Forum: Planetarion Suggestions 14 May 2009, 11:19
Replies: 5
Views: 3,351
Posted By mathematician
Re: Alert Status on being attacked.

this is too abusable via "friendly hostiles".

Get yourself attacked with 1 ship by friendly planets every 4 ticks to have your losses permanently minimised.
Forum: Planetarion Suggestions 26 Mar 2009, 15:26
Replies: 1
Views: 2,398
Posted By mathematician
galaxy roid field: why not?

what if ALL the roids initiated or captured by planets are placed in the galaxy, rather than the planets?

so... fleets wouldn't attack or defend PLANETS but the GALAXY roid field.
each planet...
Forum: Planetarion Suggestions 12 Mar 2009, 16:50
Replies: 18
Views: 4,042
Posted By mathematician
Ideas against fencesitting

have roids age (become depleted)

alternative A)
- each roid produces 250 resource per tick
- each tick, roid production decreases by 1, capped (say) at 100
- for each capped roid, roid...
Forum: Planetarion Discussions 26 Nov 2008, 14:30
Replies: 55
Views: 9,398
Posted By mathematician
Re: re-write the manual for the combat code!

Some rounds ago, each ship HAD its own initiative - from zero (spider, cath emp fi) to 38 (guardian, cath norm bs), then came the zik stealers and finally the pods (SK didn't exist then).
Forum: Planetarion Suggestions 28 Oct 2008, 13:40
Replies: 25
Views: 6,108
Posted By mathematician
Re: "Gang Bang Protection"

which led to the question whether the defender ran his fleet in the last second before landing, or the attacker recalled his kill fleet, also in the last second. It was a matter of guessing the right...
Forum: Planetarion Suggestions 9 Sep 2008, 15:53
Replies: 22
Views: 3,789
Posted By mathematician
Re: More "realistic" fleet sizes and prizes

proportionally changing stats isn't a problem with damage carried over. however, if a single gun can kill at most one enemy ship, overkill becomes a problem, as it was in older rounds (with...
Forum: Planetarion Suggestions 2 Sep 2008, 12:39
Replies: 11
Views: 2,635
Posted By mathematician
Re: Roid Initing

if i want to init 10 roids of each type (assume i have no roids yet):
a) i init first 10 M roids, then 10 C roids, then 10 E roids
=> M cost is (M1+M2+...+M10)+20*M11
=> C cost is...
Forum: Planetarion Suggestions 12 Aug 2008, 12:05
Replies: 9
Views: 3,307
Posted By mathematician
Re: portable cloaking device / planetary fleet scanner

actually, my idea was to have a scan which is targetted at your own planet (planetary based). it may list type, eta and amount of all incoming ships within a certain eta range. somewhat like the...
Forum: Planetarion Suggestions 7 Aug 2008, 13:48
Replies: 9
Views: 3,307
Posted By mathematician
portable cloaking device / planetary fleet scanner

- have a research "planetary fleet scanner mark x" (x=1,2,3,4)
- reveals fleet composition of incoming fleets with eta <= x

- have a research "cloaking device mark x" (x=1,2,3,4)
- enables...
Forum: Planetarion Suggestions 5 Aug 2008, 12:21
Replies: 7
Views: 3,783
Posted By mathematician
PDS as a construction

ok the main old argument against pds is that they can't run. But how about this:

- PDS are constructions
- there is a PDS type for each target class
- PDS fire first and destroy 0.5% (maybe even...
Forum: Planetarion Suggestions 5 Aug 2008, 11:59
Replies: 14
Views: 3,515
Posted By mathematician
Re: Fleet Recalls

If my fleet gets recalled automatically, it may run into a fleetcatch.
So no to auto-recalls.
Forum: Planetarion Suggestions 23 Jul 2008, 16:23
Replies: 41
Views: 5,605
Posted By mathematician
Re: Alliance Flags, (New) Battlegroups, and in-game politics system

this game is hostile to casual players and newcomers:
- a single mistake (crashing a fleet or running into a fleetcatch) can ruin your entire round
- if you don't spend xxx h per day in irc, you...
Forum: Planetarion Discussions 24 Jun 2008, 08:44
Replies: 20
Views: 4,676
Posted By mathematician
Re: No Fun no Future

maybe we really need two universes per round. one for the experienced hardcore players, and one for newcomers and casual players.
Forum: Planetarion Suggestions 25 Apr 2008, 20:00
Replies: 39
Views: 3,729
Posted By mathematician
Re: Getting more action during day

each tick, add the spent resources of all planets, then distribute a small percentage equally among all planets (or among all planets not in c200) as additional resource income.
(may work on galaxy...
Forum: Planetarion Suggestions 7 Apr 2008, 23:13
Replies: 38
Views: 3,516
Posted By mathematician
Re: Incoming Report

This is exactly the opposite of what I like. I want to play PA using in-game tools, not external tools.
Forum: Planetarion Suggestions 28 Sep 2007, 12:10
Replies: 30
Views: 5,623
Posted By mathematician
Re: shoot in the back of cowards

are you kidding, i mean seriously.
remove defence missions, they are defence orientated and just shit :P
Forum: Planetarion Suggestions 27 Sep 2007, 17:30
Replies: 30
Views: 5,623
Posted By mathematician
another approach for a star base

you always have one (and only one) starbase and it can't be destroyed.
- starbase can store x% of your fleet
- ships in starbase are safe from attackers and may have some bonuses (e.g. initiative...
Forum: Planetarion Suggestions 17 Aug 2007, 17:36
Replies: 15
Views: 3,393
Posted By mathematician
Re: spy probes (aka probe droids)

a probe has traveltime like any other fleet, it's just that the probe stays on the target planet instead of returning (and the fleet slot is occupied until the probe is recalled and has travelled...
Forum: Planetarion Suggestions 17 Aug 2007, 12:41
Replies: 15
Views: 3,393
Posted By mathematician
Re: spy probes (aka probe droids)

you say it's silly. why? is it useless, too weak, too powerful?
basically, the idea is to get (continued) intelligence on the target planet at the expense of a fleet slot.
Forum: Planetarion Suggestions 17 Aug 2007, 11:31
Replies: 15
Views: 3,393
Posted By mathematician
Re: spy probes (aka probe droids)

because the news scan does not show news from the last 3 ticks.
and, the probe will stay at the planet and report all combats for free. regardless of how many distorters the planet has.
Forum: Planetarion Suggestions 17 Aug 2007, 09:03
Replies: 15
Views: 3,393
Posted By mathematician
spy probes (aka probe droids)

a special device which can be sent to a planet.
the probe does not return home unless recalled. instead, it shows all future combat reports on that planet.

the probe is cloaked, indestructible,...
Forum: Planetarion Suggestions 8 Aug 2007, 13:21
Replies: 5
Views: 2,255
Posted By mathematician
public scan database

My idea is to establish a scan database where every player has access to.

- When scanning, a player may tick a checkbox to store the scan in the database. As a little reward, the scan will cost...
Forum: Planetarion Suggestions 31 Jul 2007, 19:16
Replies: 9
Views: 5,725
Posted By mathematician
get rid of hct researches

currently, only 7 planets have between 3k and 4k roids, the rest is all below 3k.
there is no need for hct researches up to 10k roids.

aside from that, why not make storage facilities a...
Forum: Planetarion Suggestions 24 Jul 2007, 15:31
Replies: 17
Views: 3,022
Posted By mathematician
Re: bring back fuel cost

a little change in how eonium works can help.
eonium is not use to fuel the fleet, but to power the jumpgates.
without eonium, eta of ships is as if you haven't researched any eta
you may pay 1x E...
Forum: Planetarion Suggestions 9 Jul 2007, 08:43
Replies: 2
Views: 2,371
Posted By mathematician
new fleet slot for production line

idea: ships do not arrive all at one tick, but are produced tick by tick.
each tick, the already completed ships are added to the production fleet slot.
- ships in that fleet slot can be scanned...
Forum: Planetarion Help Desk 5 Jul 2007, 16:08
Replies: 3
Views: 4,078
Posted By mathematician
tricky production

i have ordered 1 syren 1 dragon 1 wyvern (allocated 1 heavy factory).
cost=2806+10000

i added to it an order of the same amount and i get
cost=5812+10000

then i cancelled the order and...
Forum: Planetarion Discussions 4 Jul 2007, 11:38
Replies: 71
Views: 7,395
Posted By mathematician
Re: End of my round allready. thx guys!

[QUOTE=Mzyxptlk]The simple solution is always the best. Reduce. The. Stealth. Bonus.
QUOTE]

or, raise the minimum alert level.

To make cov-op planets still useful, I propose population...
Forum: Planetarion Discussions 4 Jul 2007, 06:01
Replies: 71
Views: 7,395
Posted By mathematician
Thumbs down change in security settings :down: :down: :down:

now covop planets are worthless again.

at least, have one of the scans reveal population settings. It's ok for a planet to be immune, but then cov-oppers should be able to estimate their chance of...
Forum: Planetarion Discussions 4 Jun 2007, 10:25
Replies: 152
Views: 22,773
Posted By mathematician
Re: Congratulations Greenhills

was this a single 75m donation, or repeated donations, taking advantage of the fact planet score isn't updated until the next tick?
If a single 75m donation would have gotten the planet above...
Forum: Planetarion Suggestions 22 May 2007, 09:05
Replies: 14
Views: 3,950
Posted By mathematician
Re: Player Trading?

well, that would be interesting ... and remove the ability to change alliance (*). This forces players to play with different ppl every round.
Established alliances can ofc still remain, but without...
Forum: Planetarion Suggestions 9 May 2007, 15:21
Replies: 14
Views: 3,657
Posted By mathematician
Re: possible way to combat piggying

well, do we want PA as a game for hardcore cracks only (skill and/or 24/7 activity), or do we want less skillful, less active players have fun in PA, too?
Forum: Planetarion Suggestions 9 May 2007, 15:14
Replies: 14
Views: 3,657
Posted By mathematician
Re: possible way to combat piggying

So, drop everything which is hardcoded. alliance limit, bash limit. Drop even the rules for support planets, multiing and farming.
Let PA be a game of cheaters, farmers, bashers, exploiters. :down:...
Forum: Planetarion Suggestions 9 May 2007, 12:49
Replies: 14
Views: 3,657
Posted By mathematician
Re: possible way to combat piggying

i meant attack fleet with highest value vs. defence fleet with highest value, planet value or score doesn't matter here.

a more sophisticated algorithm would be:
- sort attacking and defending...
Forum: Planetarion Suggestions 9 May 2007, 12:08
Replies: 14
Views: 3,657
Posted By mathematician
possible way to combat piggying

Only the fleet with the highest value takes part in combat.
Maybe both for attackers AND defenders.

So if there are multiple fleets landing, the combat is only the strongest attack fleet vs. the...
Forum: Planetarion Suggestions 28 Apr 2007, 19:30
Replies: 34
Views: 3,693
Posted By mathematician
Re: Change or remove xp

Making fleets less valuable is possible without losing the wargame aspect of PA. Add more ways of combat, like:
- covert ops: already implemented in PA, make covert ops more powerful
- new covert...
Forum: Planetarion Discussions 23 Feb 2007, 10:16
Replies: 28
Views: 5,472
Posted By mathematician
Re: New Planets Signing up

isn't that multiying? you may have only one account at any time, so a player trying to get into a top gal should delete his/her old planet first.

BTW why should new players get into ANY possible...
Forum: Planetarion Suggestions 21 Feb 2007, 13:05
Replies: 17
Views: 3,264
Posted By mathematician
Re: Piggy's

Teaming can be made an alliance feature (only players from the same alliance can team up).
But i have no practicable idea how to implement this, nor how to resolve combat with more than 2 parties...
Forum: Planetarion Discussions 12 Feb 2007, 15:17
Replies: 16
Views: 3,235
Posted By mathematician
Re: I demand to be attacked properly !

how many crystal roids do you have?
In some earlier PA rounds your roids were save if you had less than 7, iirc it was per type, so if you have below 7 crystal roids, you can't lose any of them.
...
Forum: Planetarion Suggestions 7 Feb 2007, 10:09
Replies: 2
Views: 1,532
Posted By mathematician
combat tactics

have each fleet choose between 3 combat styles:
- agressive: ships do 25% more damage but have 25% less armor
- normal: ships have damage and armor as stated in the stats
- defensive: ships do 25%...
Forum: Planetarion Suggestions 31 Jan 2007, 14:23
Replies: 56
Views: 6,664
Posted By mathematician
Re: 'Fix' the combat engine its damage distribution

what I expect from "stats used" combat is (for each initiative/target_class):
compute total_damage_attacker (D) and total_armor_defender (A)
kill_ratio := D/A
if kill_ratio is above 1, all ships...
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