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Upcoming UEA Changes

 
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Author Message
General Khael

External


Since: May 07, 2007
Posts: 67



(Msg. 16) Posted: Thu Jul 24, 2008 8:25 am
Post subject: Re: Upcoming UEA Changes [Login to view extended thread Info.]
Archived from groups: alt>games>vgaplanets4 (more info?)

On Jul 24, 8:17 am, Magik <rickglo... RemoveThis @paulhastings.com> wrote:
> On Jul 24, 8:08 am, Magik <rickglo... RemoveThis @paulhastings.com> wrote:
>
> > Dust Off devices happen after.
>
> Specifically the military "Dust Off" device happens before movement
> and after movement, but the 2nd one happens after the confiscation.
> So the use of Dust Off is difficult to maneuver.
>
> Magik

so you could have an assault pod land with the necessary forces,
snatch up 1k of contraband and dust off them of the same turn only to
be able to do it again only to drop the pod on a new planet the next
turn, confiscate and dustoff and repeat the very next turn in a
different locale? Unless I'm missing something it seems way to easy
to confiscate... but it seems like thai could happen with BDA and a
second ship to start a base the same turn anyway so dustoff may not
really matter anyway...
GK
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rumata

External


Since: Nov 28, 2007
Posts: 33



(Msg. 17) Posted: Sun Aug 03, 2008 2:53 am
Post subject: Re: Upcoming UEA Changes [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jul 18, 2:41 am, Magik <rickglo....TakeThisOut@paulhastings.com> wrote:
> http://planets4.hood-net.org/wiki/index.php/The_United_Enforcement_Au...
>
> Magik

Copied over from drewhead, to have a permanent record.

> Remove Psi-Opps Hisser from all ships.

Good.


> Remove the Alaska Class Refinery Ship, Neutronic Fuel
> Tanker & Merlin Class Alchemy Ship from the hull list.

Good, should be a real weakness.


> Change Starting Ships to: 2 Sentinels, 3 Small Transports

Missing important details: What engines, what materials on board.


> Pax Class Jumpship: JPG burns additional 200 kts of fuel when used.

Good.


> Maxim Class Frigate: Cost = 345

Good.


> Contraband cannot be bought at bases.

Good.


> Contraband is gathered by the military performing raids on nearby
> bases (friendly and enemy; "I am the law!") to confiscate the
> contraband. "Police! Open Up!".
> Affected radius = base’s troops / 200 + HG * 20 + AU * 2, max 250 ly.
> Amount confiscated = same calculation as radius, max 1000.
> Will collect contraband from the planet surface as well.

I'm not happy with this mechanism:
-Largly Irrelevant without allies (apart from pot-luck, which I
thought you disliked)
-Trivial to circumvent _with_ allies

-> at least some negative trait is needed (loss of happiness
proportional to confiscated stuff for the busted base?).


> Hawkings Retaining Center: New cost to build is 40 megacredits and
> 5 supplies. No longer costs any thing to re-educate prisoners.
> Re-educated prisoners retain their personnel type. (So Privateer
> Colonists are reeducated to UEA Colonist, Fed crew are reeducated
> to UEA crew, and EE troops are reeducated to UEA troops.) There is
> a chance the re-education will fail and the personnel being
> reeducated will die in the process. 5% chance for colonists,
> 20% chance for crew, and 33% chance for troops. This is calculated
> against the total amount processed for the base for each type of
> prisoner. Each Center can process 1000 POWs. HG can not be
> re-educated. Cyborg, Robot, Solorian and Crystal prisoners cannot
> be re-educated.

I suspect this is too strong.


> The AU-147 Arresting Unit: [...] Arresting Unit increases happiness
> by one point each, to a maximum of 100. There is nothing like feeling
> safe in your own neighborhood!

Is 100 the maximum of the increase, or the absolute maximum hapiness
where this takes effect?

The first would be too strong, the latter would be irrelevant Imho.
Also doesn't say if/how it would affect natives.


> AS-480 Assault Fighter
> [...]
> Beam Weapons 80 (was 60)
> [...]
> Armor 15 (was Cool
> [...]
> Cost 200 (was 150)

This is _already_ one of the best fighters at the moment (high travel-
range, high combat-quickness, high weapons-range). It gets stronger
(possibly a lot), at a fairly moderate increase in cost, and of course
one starts with 80 of 'em.

Not good (unless you play UEA).

Cheers,
Michael
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protomatter

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Since: Apr 27, 2007
Posts: 180



(Msg. 18) Posted: Sun Aug 03, 2008 11:33 am
Post subject: Re: Upcoming UEA Changes [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

-> at least some negative trait is needed (loss of happiness
proportional to confiscated stuff for the busted base?).

i dont see how a loss of happiness would be the result of removing
illegal contraband from the base. however this should drop the crime
rating of bases that it has occured. its additional police measures
from an outside source. the raids are police measures on foreign soil.
so crime should potentialy drop on planets that have been raided. as
for happiness. lets leave that alone as the privs already have that
under control.

the UEA do however need to be removed from the contraband likes menu,

http://planets4.hood-net.org/wiki/index.php/Contraband

1) they are unable to buy contraband.

2) they dispose of contraband when they get it.

3) selling contraband to the UEA via gold pod should have no effect on
them

4) selling contraband to the UEA should not yield any cash whatsoever
as a result of thier ability. and the contraband should be lost.

ProtoRaider
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General Khael

External


Since: May 07, 2007
Posts: 67



(Msg. 19) Posted: Sun Aug 03, 2008 11:43 am
Post subject: Re: Upcoming UEA Changes [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Just because the UEA gov't is anti contra doesn't mean their colonists
are. Perhaps more the opposite because the colonists are under heavy
police watch and just gotta get their fix... much like when my wife
tells me to stop playing my 'silly star game.' Smile

> the UEA do however need to be removed from the contraband likes menu,
>
> http://planets4.hood-net.org/wiki/index.php/Contraband
>
> 1) they are unable to buy contraband.
>
> 2) they dispose of contraband when they get it.
>
> 3) selling contraband to the UEA via gold pod should have no effect on
> them
>
> 4) selling contraband to the UEA should not yield any cash whatsoever
> as a result of thier ability. and the contraband should be lost.
>
> ProtoRaider
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LeeSMaz

External


Since: May 14, 2007
Posts: 7



(Msg. 20) Posted: Thu Aug 14, 2008 5:54 pm
Post subject: Re: Upcoming UEA Changes [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Well what do u know,
seems the UEA are in the process of getting more powers and
therefore stand to get stronger??

I thought we were meant to be making them a little weaker.

That would mean introducing some weakness without any
balancing improving power elsewhere, otherwise they
are simply getting some advantages shifted to something else.

Copied over from drewhead, to have a permanent record.

> Remove Psi-Opps Hisser from all ships.

Good., Very good.

> Remove the Alaska Class Refinery Ship, Neutronic Fuel
> Tanker & Merlin Class Alchemy Ship from the hull list.

Good, should be a real weakness. This I like.

> Change Starting Ships to: 2 Sentinels, 3 Small Transports

Missing important details: What engines, what materials on board.
Not that important.

> Pax Class Jumpship: JPG burns additional 200 kts of fuel when used.

Good. hmm, what about per kt hull travelling with it.??

> Maxim Class Frigate: Cost = 345

Good., well it is their most powerful ship.

> Contraband cannot be bought at bases.

Good., great.

> Contraband is gathered by the military performing raids on nearby
> bases (friendly and enemy; "I am the law!") to confiscate the
> contraband. "Police! Open Up!".
> Affected radius = base’s troops / 200 + HG * 20 + AU * 2, max 250 ly.
> Amount confiscated = same calculation as radius, max 1000.
> Will collect contraband from the planet surface as well.

This is way too powerful. Gives them an extra level
of abilities to wage war with, I think they already have
more then enough, which is the problem.
We need to weaken them not divert strengths elsewhere.
This will greatly enhance their early game and greatly
effect the contra dependant races against UEA.
I'm not happy with this mechanism:
-Largly Irrelevant without allies (apart from pot-luck, which I
thought you disliked)
-Trivial to circumvent _with_ allies

-> at least some negative trait is needed (loss of happiness
proportional to confiscated stuff for the busted base?).

> Hawkings Retaining Center: New cost to build is 40 megacredits and
> 5 supplies. No longer costs any thing to re-educate prisoners.
> Re-educated prisoners retain their personnel type. (So Privateer
> Colonists are reeducated to UEA Colonist, Fed crew are reeducated
> to UEA crew, and EE troops are reeducated to UEA troops.) There is
> a chance the re-education will fail and the personnel being
> reeducated will die in the process. 5% chance for colonists,
> 20% chance for crew, and 33% chance for troops. This is calculated
> against the total amount processed for the base for each type of
> prisoner. Each Center can process 1000 POWs. HG can not be
> re-educated. Cyborg, Robot, Solorian and Crystal prisoners cannot
> be re-educated.

I suspect this is too strong.
Bring back the costs to re-educate.
Increase the death rate.

> The AU-147 Arresting Unit: [...] Arresting Unit increases happiness
> by one point each, to a maximum of 100. There is nothing like feeling
> safe in your own neighborhood!

This is way to strong, classic case of attempt to appear to weaken the
race
but only have diverted Psi-opps hisser to cheaper GA unit. No, remove
this ability.

Is 100 the maximum of the increase, or the absolute maximum hapiness
where this takes effect?

The first would be too strong, the latter would be irrelevant Imho.
Also doesn't say if/how it would affect natives.

> AS-480 Assault Fighter
> [...]
> Beam Weapons 80 (was 60)
> [...]
> Armor 15 (was Cool
> [...]
> Cost 200 (was 150)

No leave it as it was or reduce its travel range, but dont improve the
fighter.

This is _already_ one of the best fighters at the moment (high travel-
range, high combat-quickness, high weapons-range). It gets stronger
(possibly a lot), at a fairly moderate increase in cost, and of course
one starts with 80 of 'em.

Not good (unless you play UEA).

Cheers,
Lee.
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