Alien Ships and thier Rating

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Swagman
Quiet One
Posts: 302
Joined: Fri Apr 19, 2002 9:44 pm

Alien Ships and thier Rating

Post by Swagman »

Hi All,

I know we've spoken about this before, but I wanted to bring up some real world examples.

I've been mining like a madman since the game started for teh ultimate prize... The Erebus Imposer, and finally I got it.... equipped it with all the latest alien technology. And sat and waited for my Prey.....

please see the results below..

Erebus Imposer
Rating : 57/43
Shields : 1650/1650
Armor : 2620/2620
CIJSD : *-**-
Ship Condition : 100/100


Weapons
Show/Hide
Aether Brightness
Aether Brightness
Aether Brightness
Nyx Lights Out
Nyx Lights Out
Tartarus Abyss
Tartarus Abyss
Tartarus Abyss
Open : 2
Total Damage: (1055/1205)
Power Used: 37/37


Shots on MM

EMP Results

Attacker Results

Gausian Blur (23) activates their Increased Accuracy.
Gausian Blur (23) activates their Hades Missile System.
Gausian Blur (23) activates their Increased Maneuverability.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but impacts the ship's shields.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but impacts the ship's shields.
Gausian Blur (23) fires their Hades Missile System at MadMatt and destroys 204 shields.
Gausian Blur (23) launches 3 combat drones at MadMatt and destroys 6 shields.
Gausian Blur (23) does 210 damage.

This team does 210 damage.


Defender Results

MadMatt (59) fires a Huge Pulse Laser at Gausian Blur but misses.
MadMatt (59) fires a Small Laser at Gausian Blur and destroys 5 shields.
MadMatt (59) launches 3 combat drones at Gausian Blur and destroys 2 shields.
MadMatt (59) does 7 damage.

This team does 7 damage.




EMP Results
During EMP Combat, MadMatt (59) lost 114 maneuverability.

Attacker Results

Gausian Blur (23) activates their Increased Accuracy.
Gausian Blur (23) activates their Increased Maneuverability.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but impacts the ship's shields.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) launches 7 combat drones at MadMatt and destroys 13 shields.
Gausian Blur (23) does 13 damage.

This team does 13 damage.


Defender Results

MadMatt (59) fires a Huge Pulse Laser at Gausian Blur but misses.
MadMatt (59) fires a Small Laser at Gausian Blur and destroys 5 shields.
MadMatt (59) launches 4 combat drones at Gausian Blur and destroys 3 shields.
MadMatt (59) does 8 damage.

This team does 8 damage.





EMP Results
During EMP Combat, MadMatt (59) lost 114 maneuverability.

Attacker Results

Gausian Blur (23) activates their Increased Accuracy.
Gausian Blur (23) activates their Increased Maneuverability.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but impacts the ship's shields.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) launches 7 combat drones at MadMatt and destroys 13 shields.
Gausian Blur (23) does 13 damage.

This team does 13 damage.


Defender Results

MadMatt (59) fires a Huge Pulse Laser at Gausian Blur but misses.
MadMatt (59) fires a Small Laser at Gausian Blur and destroys 5 shields.
MadMatt (59) launches 4 combat drones at Gausian Blur and destroys 3 shields.
MadMatt (59) does 8 damage.

This team does 8 damage.




EMP Results

Attacker Results

Gausian Blur (23) activates their Increased Accuracy.
Gausian Blur (23) activates their Increased Maneuverability.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires an Aether Brightness at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Nyx Lights Out at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but impacts the ship's shields.
Gausian Blur (23) fires a Tartarus Abyss at MadMatt but misses.
Gausian Blur (23) launches 4 combat drones at MadMatt and destroys 8 shields.
Gausian Blur (23) does 8 damage.

This team does 8 damage.


Defender Results

MadMatt (59) fires a Huge Pulse Laser at Gausian Blur but misses.
MadMatt (59) fires a Small Laser at Gausian Blur and destroys 5 shields.
MadMatt (59) launches 4 combat drones at Gausian Blur and destroys 3 shields.
MadMatt (59) does 8 damage.

This team does 8 damage.


Pretty pathetic, you have to agree..... now out of 4 shots, of 8 weapons each (32 guns in all) only 5 actually hit..

The question is, is this how it's supposed to be ?, as it appears that high lvl traders are invincible to alien ships, I later took 6 shots at Omega Prime, who also didn't die.... in fact I only just got him into armour... so even low lvl traders are impervious to the very difficut to obtain, alien ship and tech...

I realise you'll say, you shouldn't be hunting traders with it..... but really after 8 weeks mining or how ever long this game has been running,,,,, I'd have thought the best ship in th game should have done more than teh damage above to a trader...
Infinity
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Re: Alien Ships and thier Rating

Post by Infinity »

For the effort given into getting the ship one should at least get a ship that doesn't lose accuracy to any ship class (but doesn't gain).
Use The Force(s)!
Blade
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Re: Alien Ships and thier Rating

Post by Blade »

What ship type is the imposer and what reps at the time?
The truth is there, just don't look blindly
Infinity
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Re: Alien Ships and thier Rating

Post by Infinity »

Raider.

And I don't see the point of repairs as they do not affect accuracy.
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Blade
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Re: Alien Ships and thier Rating

Post by Blade »

Thats why then, raider class ships are this round completely useless for hunting, they just dont hit, it's why Sterling died and why no one is using that class to hunt with.

It's not the fact it's an alien ship, the accuracy and bouses are not right for the raider class at the moment. It will be different next round.
The truth is there, just don't look blindly
Swagman
Quiet One
Posts: 302
Joined: Fri Apr 19, 2002 9:44 pm

Re: Alien Ships and thier Rating

Post by Swagman »

Then we need to do markedly better testing in a more automated enviroment, as we swapped it from NPC to raider this round, but on what testing ?, or just gut feeling, which has made it useless...

we need an automated firing and damage thing built, like freon did ages ago, that can see the outcome of 100 or 1000 fights, and we can tweak the formulas to at least be fair....

Sorry if I'm shouting, I'm only mad that I spent so long mining to find that the ship I get at the end of it, is next to useless, against 3/4 of the player base.....
Freon22
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Re: Alien Ships and thier Rating

Post by Freon22 »

Good idea Swagman, did not think anyone remembered any of my Attack Simulators. But you are so right, the beta team should have an attack simulator for testing. A simulator will show the average hit and misses over a 100 or 1000 attacks. You could adjust it to different attacker and defender levels, differents ships types, different weapon setups.

I also remember I had a weapons loop that you could set the weapon, attacker level, defender level and loop only that weapon a thousand times to see it average hits/misses.
Page
SMR Coder
Posts: 1779
Joined: Sat Dec 07, 2002 9:17 pm

Re: Alien Ships and thier Rating

Post by Page »

I've already planned for a combat simulator in beta, which is why I've reworked all of attacking (which is mostly done and seems to work well - except for CDs which have currently been left out).

However what would be great is some test cases, so certain ships/exp/weapons/etc against each other with the sort of results we'd want them to have (so after each change we could just run this and see if things still match up reasonably well)
Page
SMR Coder
Posts: 1779
Joined: Sat Dec 07, 2002 9:17 pm

Re: Alien Ships and thier Rating

Post by Page »

There is now a combat sim in beta, it only does single shots at the moment (and displays the full results) but it will have to the death (with display of each shot), and just 100/1000 to the deaths with just total wins displayed.

As there are parts to it that could be very annoying if just anyone were able to access it requires special permissions to access - me/Baalz/JJ/Kiky are able to add the permissions (I've added the permissions to everyone currently registered).
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