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Question about overloading sector(s)
http://www.classictw.com/viewtopic.php?f=13&t=17972
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Author:  Maniac [ Tue Oct 24, 2006 4:27 am ]
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Purely hypothetical question
Say you have 4 corpies in cits and the max planets/sector is overloaded what happens to the corpie that is/was on the planet's cit when and if they collide. Or do planets collide when they have people in cit?

Author:  Singularity [ Tue Oct 24, 2006 5:37 am ]
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The planets collide and the people are podded. If they are offline or get bumped offline their pod could easily come back to the 20% haz and they'd end up #SD#.

ALtho overloads only create collisions a certain percent of the time. Never taken the time to map that, but I've seen overloads go weeks without one.

Author:  the reverend [ Tue Oct 24, 2006 2:49 pm ]
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every planet you add over the max in a sector adds 10% chance of collision. this has been tested extensively by ck.

so if the game says max 5 planets per sector, 6 planets gives 10% chance of collision at extern. 15 planets gives 100% chance of collision at extern.

Author:  Kavanagh [ Tue Oct 24, 2006 5:35 pm ]
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quote:Originally posted by the reverend

every planet you add over the max in a sector adds 10% chance of collision. this has been tested extensively by ck.

so if the game says max 5 planets per sector, 6 planets gives 10% chance of collision at extern. 15 planets gives 100% chance of collision at extern.


Slightly off topic reply -

If your sector is overloaded by an opponent and is worth the effort to salvage, the best defense is to massively overload it, by 100 planets or more. That reduces the odds that one of your "good" planets will collide before it goes L4.

Author:  the reverend [ Tue Oct 24, 2006 6:50 pm ]
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quote:Originally posted by Kavanagh
If your sector is overloaded by an opponent and is worth the effort to salvage, the best defense is to massively overload it, by 100 planets or more. That reduces the odds that one of your "good" planets will collide before it goes L4.


good point kav! of course the *best* thing to do is remove the overload and you have 0% chance of collision. however this means you have to live with probably 100% navhaz for a while which sucks and you can't guarantee that your opponent won't find time 15 seconds before extern to reinstate the overload.

overloading with 100 planets means you will have a collision every night, but the odds that you lose a good planet go down the more planets you have - because only 2 planets out of 100 are going to collide. there is also a side benefit - twgs lags when people scan or display sectors with lots of planets - and you can experience lag when attempting to land in a sector like that, especially if you have a planet scanner on your ship. i think this tips the scales in favor of defenders in an invasion.

Author:  Kavanagh [ Tue Oct 24, 2006 7:11 pm ]
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quote:Originally posted by the reverend

quote:Originally posted by Kavanagh
If your sector is overloaded by an opponent and is worth the effort to salvage, the best defense is to massively overload it, by 100 planets or more. That reduces the odds that one of your "good" planets will collide before it goes L4.


good point kav! of course the *best* thing to do is remove the overload and you have 0% chance of collision. however this means you have to live with probably 100% navhaz for a while which sucks and you can't guarantee that your opponent won't find time 15 seconds before extern to reinstate the overload.

overloading with 100 planets means you will have a collision every night, but the odds that you lose a good planet go down the more planets you have - because only 2 planets out of 100 are going to collide. there is also a side benefit - twgs lags when people scan or display sectors with lots of planets - and you can experience lag when attempting to land in a sector like that, especially if you have a planet scanner on your ship. i think this tips the scales in favor of defenders in an invasion.


Problem with removing the overload as a solution is potentially twofold.

1. Those who overloaded you know that you are there.
2. If you did not remove overload before extern, so does every dog and devil playing know, and you attract flies like dead meat :)

Author:  Chairman Mao [ Sat Oct 28, 2006 3:00 pm ]
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yeppers - overloading shouldn't matter... IF your opponents were not strong enough to take your planets - just refortify and fry them - clear the sector and deal with nav haz. Only time i overload is multiple lvl 5 or 6 shielded planets with way more defenses than i can take.

Then overloading serves two purposes:
It might take one out....
Every newb in the game will rush to the sector to investigate and drain down the q-cqnnon for me.

Author:  maidenariana [ Mon Oct 30, 2006 8:23 pm ]
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Even a 30% chance can turn out great for the attacker. I got very lucky on this one time and it actually caused my opponent to quit the game. It was a stock game with 5 planets per sector and I only had enough turns and resources to take a peek at his main base after I stumbled onto it. I created 3 planets and went home. At extern, his oceanic in that sector collided and apparently he (my co-worker) had all his eggs in that basket. Boy, was he pissed ;)

Author:  Killian [ Mon Oct 30, 2006 10:53 pm ]
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Turned out great for me at 20% if thats how the formula works!

Found a lvl 6 with 10k+ shields and it was the only planet in sector. Its a small game so I could kinda guess how many figs were on it. No way I could take it. Launched 6 torp (limit was 5 so total was 7) and waited for extern. Had a hit :)

I thought there was a higher percentage for the first planet over 5 or I might have even launched more, but I didn't want so many planets in the sector that two empty ones would hit.

Didn't make him quit, but deffinately slowed him down.

Author:  Chairman Mao [ Fri Nov 03, 2006 5:28 am ]
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I always name the overload planets "Bob" - Then I can scan daily Logs where Bob collided with Bob...

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