We increased their amount on coordinates approximately by 30% and their quantity by 25%.
So, 100 pirates were generated every 5 minutes earlier, and now their quantity was increased to 125. Balancing this since April we reduced the "thickness" of pirates, but increased again not to meet a pirate fleet with 1 mudkip.
Perhaps there will be more adjustments to the composition of pirate fleets, a review about this from the acting BE is expected.
The speed of Scouts was slightly increased from 225/275 to 250/300.
So, 100 pirates were generated every 5 minutes earlier, and now their quantity was increased to 125. Balancing this since April we reduced the "thickness" of pirates, but increased again not to meet a pirate fleet with 1 mudkip.
Perhaps there will be more adjustments to the composition of pirate fleets, a review about this from the acting BE is expected.
The speed of Scouts was slightly increased from 225/275 to 250/300.
10 Мая 2017 08:01:32
Suggestion: Balance the size/strength of the Pirate fleet with the surrounding systems.
Example: Pirate fleet is designated to appear over planet [x:x:3]. The players in the solar system average 10,000 points, with a high of 100,000 points and a low of 100 points. The base Pirate fleet should average between 100 - 300 points, with a high low multiplier of the planet they are over. [Note: Pirates would not send stealth fighters to a planet with a player score of 100,000 points, nor would they send a deathstar to a planet with a player score of 500 points.]
For free planets (uncolonized planets without a player) The average of the "sector" +- 10 Solar Systems with a high/low multiplier of the sloar system the planet is in.
This will help generate Pirate fleets that are challenging to the players around the target areas.
Also, small fleets should break off and periodically attack active players (targeted specifically for their player score level).
[Note: if a player gets beat up by Pirates often, they should build up their defenses.]
Just an idea...
Shoot me a message if you want to discuss further.
Thanks
Example: Pirate fleet is designated to appear over planet [x:x:3]. The players in the solar system average 10,000 points, with a high of 100,000 points and a low of 100 points. The base Pirate fleet should average between 100 - 300 points, with a high low multiplier of the planet they are over. [Note: Pirates would not send stealth fighters to a planet with a player score of 100,000 points, nor would they send a deathstar to a planet with a player score of 500 points.]
For free planets (uncolonized planets without a player) The average of the "sector" +- 10 Solar Systems with a high/low multiplier of the sloar system the planet is in.
This will help generate Pirate fleets that are challenging to the players around the target areas.
Also, small fleets should break off and periodically attack active players (targeted specifically for their player score level).
[Note: if a player gets beat up by Pirates often, they should build up their defenses.]
Just an idea...
Shoot me a message if you want to discuss further.
Thanks
13 Мая 2017 01:44:02
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