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 Colliding Planets 
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Corporal

Joined: Mon Mar 26, 2001 3:00 am
Posts: 5
Location: USA
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Based of the sysop settings, say it allows 5 planets per sector. If there are already 5 planets in a sector and you make 6, will two collide and bring the number down to 4, below the setting? or is there a special case where one will magically implode? also, let's say i put 10 planets in a sector, numbers 5 6 7 8 9, and say 100-104. is there any method to which collide, say the smallest numbered planet or is it seemingly random? that would be nice to know. i lost capitilization and punctuation since it's late and i'm tired... sorry about that, but thanks for any info anyone has.



Edited by - GamblingPenguin on 03/26/2001 10:31:43 PM


Tue Mar 27, 2001 1:30 am
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1st Sergeant

Joined: Sun Dec 24, 2000 3:00 am
Posts: 49
Location: USA
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When planets collide there MUST be 2 to have a collision.

which ones collide is random

there is no way to guarantee certain planets will collide.

Anytime you have more planets then the sector allows, you chance a collision. The more planets the more chance. (if you have 10 planets in a 5max sector, you WILL have planets collide 99% of the time)

Hekate
hekate@twlinks.com
http://www.twlinks.com


Tue Mar 27, 2001 1:44 am
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Corporal

Joined: Sun Feb 25, 2001 3:00 am
Posts: 6
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Does anyone know what the formula for the chance of a collision is? 6 with a max of 5 doesn't seem to cause a collisoin, but 7 seems to always do it.


Tue Mar 27, 2001 4:20 pm
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Warrant Officer

Joined: Fri Mar 16, 2001 3:00 am
Posts: 85
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well... I ran 500 externs to test this a few months back...

With 5 planets max:

Planets Chance of Collission
5 0%
6 10%
7 20%
8 30%
9 40%
10 50%
11 60%
12 70%
13 80%
14 90%
15+ 100%

[The actual %'s I observed were a few % different than this, but it was clear that this was the pattern.]

Of course the more planets in there, the less chance of hitting the "one you want", so its a trade off...

Dr. Bad

quote:
Does anyone know what the formula for the chance of a collision is? 6 with a max of 5 doesn't seem to cause a collisoin, but 7 seems to always do it.


Tue Mar 27, 2001 9:16 pm
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Ambassador
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Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
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quote:

Of course the more planets in there, the less chance of hitting the "one you want", so its a trade off...

Dr. Bad


Yeah, I've used that to my advantage before, when an enemy has over loaded a sector of mine, with a citadel just a few days from L4. For some reason now, I can't remember just exactly why, but it was important to keep nav haz down, so rather than blowing the extra planets, we just added to them... and held our breath each extern. As it turned out, only the junk planets collided, and we were able to get out L4 out safely :)

http://tradewars.fament.com/Cruncher/tradewar.htm


Wed Mar 28, 2001 2:29 am
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Sergeant

Joined: Sun Dec 24, 2000 3:00 am
Posts: 9
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I personally use 11-12 in the sector if 5 are already in the sector

Guardian
quote:
well... I ran 500 externs to test this a few months back...

With 5 planets max:

Planets Chance of Collission
5 0%
6 10%
7 20%
8 30%
9 40%
10 50%
11 60%
12 70%
13 80%
14 90%
15+ 100%

[The actual %'s I observed were a few % different than this, but it was clear that this was the pattern.]

Of course the more planets in there, the less chance of hitting the "one you want", so its a trade off...

Dr. Bad

quote:
Does anyone know what the formula for the chance of a collision is? 6 with a max of 5 doesn't seem to cause a collisoin, but 7 seems to always do it.


Sat Mar 31, 2001 8:13 am
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Corporal

Joined: Mon Mar 26, 2001 3:00 am
Posts: 5
Location: USA
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I added in a probability table that you get one of the orginal planets in the sector. The formula (probability of colision) * (planet you want to destroy/total planets in sector). As you can see, the best probability is when you have 15 planets in the sector. If you add more, the probability that you destroy a planet that you want. Say a lvl 6 citadel in the sector. I am assuming a max of 5 target planets, but, someone can feel free to extend the chart if a foolish enemy has more then 5 in the sector.
With 5 planets max:

Planets Probability Collide Probability Original Planet
1 2 3 4 5
5 0
6 .10 .0167 .0333 .0500 .0667 .0833
7 .20 .0286 .0571 .0857 .1143 .1439
8 .30 .0375 .0750 .1125 .1500 .1875
9 .40 .0444 .0889 .1333 .1778 .2222
10 .50 .0500 .1000 .1500 .2000 .2500
11 .60 .0545 .1091 .1636 .2182 .2727
12 .70 .0583 .1167 .1750 .2333 .2917
13 .80 .0615 .1231 .1846 .2462 .3077
14 .90 .0643 .1286 .1929 .2571 .3214
15+ 1.0 .0667 .1333 .2000 .2667 .3333


Sat Mar 31, 2001 4:53 pm
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Sergeant Major

Joined: Sun Dec 24, 2000 3:00 am
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reverend, perhaps this will help. :)

Here I come to save the day!


Wed Jun 06, 2001 2:53 pm
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Gameop
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Joined: Thu Mar 08, 2001 3:00 am
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the table above is nice. two comments:

1) it fails to account for the probability that you collide two of the original planets. in the cases where there are >1 original planets in the sector, the odds of getting one of the original planets is actually higher than reported in the table. (i have to pull out my textbooks to figure it out tho - im a bit rusty on my probability statistics.)

2) the 15+ is deceiving. if you have more than 15 planets in the sector, your probabilities of colliding an original planet goes down quickly then tapers off. for example the following planet quantities have roughly the same odds: 14/16 12/17 10/20 8/26.

in the final analysis, i recommend putting exactly 15 planets in your enemy's sector. no more, no less.

regards,
the reverend
icq 83250263
tw.the_reverend@excite.com
http://the.reverend.home.att.net/tw/

Edited by - the reverend on 06/07/2001 09:59:36 AM


Thu Jun 07, 2001 11:58 am
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1st Sergeant

Joined: Sun Mar 11, 2001 3:00 am
Posts: 44
Location: USA
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Question: Is the percentage of nav haz from two planets colliding configurable? What about the rate of the nav haz clear?


Sat Mar 16, 2002 3:10 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
Question: Is the percentage of nav haz from two planets colliding configurable? What about the rate of the nav haz clear?


haz clear can be set .. default is 3% I think
each planet will cause 10% naz .. so when 2 go pop .. 20% ...

I personally like 1 over double .. 5 use 11, 3 use 7 .. I'll look at dr bad's numbers tho .. that might prove usefull .. only problem with adding 10/15 crappers is that those arent the ones U want to go pop :) ..


<<Doctor Who>>


Sun Mar 17, 2002 12:40 am
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