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Post by phantombudgie on Jun 24, 2014 10:33:40 GMT -5
I have a planet on the border that is being somewhat intensely contested by myself and a bunch of alien-y chaps who don't seem interested in discussing issues over tea and crumpets.
I promptly installed orbital defenses and an FDF garrison and thought that would protect against World Killer ships. (These b*st*rds can dodge fire from most of my 7 local ships in sequence almost without a scratch!)
I was wrong. After each attack by a lone ship, I get one loss of population and one loss of quality. Every time, like clockwork.
How much defense is needed to stop them? Is defense without ships useless?
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Post by Cory Trese on Jun 24, 2014 10:51:54 GMT -5
What is your defense score showing.
For defenses to work well, it needs to be something like 10/10 or 15/12, where the defense covers 100% or more of the upgrades.
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Post by phantombudgie on Jun 24, 2014 11:07:38 GMT -5
Kingott: Quality 21, Defense 49 / 52.
Sent from my GT-I9300 using proboards
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Post by Cory Trese on Jun 24, 2014 11:24:49 GMT -5
OK, that's not quiet enough defense but the "black and white" process of defense and invasion is going to be removed in the next update and replaced with a fancy new v2
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jun 30, 2014 3:54:13 GMT -5
OK, that's not quiet enough defense but the "black and white" process of defense and invasion is going to be removed in the next update and replaced with a fancy new v2 Could you elaborate on what factors increase the "Defense needed" rating? And as an aside: I'd prefer the numbers for Defense (and Spice) of available / needed to be swapped. In most of the other parameters (housing, quality, minerals), if you go 'over' the value, it's bad, if you keep 'under' the value, it's good. For spice and defense, your aim is to be 'over' the value.
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Post by Cory Trese on Jul 2, 2014 13:23:57 GMT -5
OK, that's not quiet enough defense but the "black and white" process of defense and invasion is going to be removed in the next update and replaced with a fancy new v2 Could you elaborate on what factors increase the "Defense needed" rating? And as an aside: I'd prefer the numbers for Defense (and Spice) of available / needed to be swapped. In most of the other parameters (housing, quality, minerals), if you go 'over' the value, it's bad, if you keep 'under' the value, it's good. For spice and defense, your aim is to be 'over' the value. There were previously swapped and we got nailed by about a dozen e-mails that *demanded* it be reversed for those two. It was such a strong feedback point that we immediately swapped them early on in post-alpha updates. Defense needed = total levels of upgrades. 3 x Level 3 Hab = 9 defense needed
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Jul 2, 2014 16:30:50 GMT -5
Hm. Typical. I must be weird that I strongly prefer them the other way round to clarify, it's about all upgrades, not just Habs? So if I have 2 Lvl3 Hab, 1 lvl2 Mine, 1 lvl1 Factory, 1 lvl1 Exchange, that's 2x3 + 1x2 + 1x1 + 1x1 = 10 defense needed?
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Post by Cory Trese on Jul 2, 2014 16:44:12 GMT -5
it is a sum of all the Levels of all the upgrades on the world.
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