• This suggestion is more for future Uni Servers.


    When the planet is colonised the system should generate amounts of each resource that can be mined on that planet. Once depleted that planet runs out of resource's. Making the player have to relocate to mine another planet.But to insure that there are all ways resources available. The planets when re colonised generates new amounts of resource's. This would add a new element of re colonisation of planets to obtain more resource base. You would find that player's would use a certain amount of planets for mining while obtaining some for military operations and production of fleet.


    You could also add minor asteroid rocks that appear at co-ords in the solar systems for a certain amount of time which then can be mined by recycle's. Once depleted they disappear or the time runs out and they disappear. Set to randomly appear throughout the Galaxies.Having the system in place to insure that they are limited to a certain amount through the entire Uni.


    This was thought of because the explosion of so much res in the Uni's have taken away the strategy of having to think of what to spend you resource's on. As SI use to be a game of more then just massive fleets. You use to have to really think what you would build in the way of infrastructure. With the overkill of res has kind of taken it away.


    This would also make the construction assistant more a viable asset through the entire length of a server running.


    Time Limit Protection At Start.


    Rather then the 10K point limit to attack and be attacked. Give a time limit of protection. This can be broken by the player before the time is up by attacking another hostile player as long as it is a completed attack to where a battle takes place.


    We could possibly revisit the idea of a new battlescript : By adding in a agility factor for each type of ship.


    Example:
    (Total offensive power/ab X defensive agility )+ X = (Total defensive power/ ab X Offensive agility) +X


    X is the variable factor between 0 and 50


    Ab is the average ship agility


    So 4 different ships with different abilities in agility you take and total them then divide by number of ship types



    Offense is / defensive agility


    Defense is / offense agility


    battle number:


    Ab of the offense is 4 and ab of defense is -3


    So total offensive power is (1000000/4 x-3)+X = ( 1500000/-3 × 4) +X


    So multiplication of integer comes 1st


    Both are -12



    But in division integers must be positive


    integers are A positive or negative factor


    TBPO = total battle power offense
    TBPD = total battle power defense


    TBPO and TBPD is total power of all ships offensive or defensive


    But ab is the average of ship offensive or defensive respectively


    So a combined fleet of BB,Nixie,Ftr verse a defensive fleet of just ftr


    So combined offensive is 20+15+-8= +27


    Defensive is -8


    So the ftr offensive negates the defensive ftr


    So defensive is 35 where offensive it is 19





    (1000000/19) + X = (1500000/35) + X


    will need to give each ship type a agility factor base number


    We will be wanting agility factors between +/- 100 for the different ships


    solar cell in orbit because it is not movable so would receive a agility factor 0
    A probe is bigger and moves so an agility of -35


    Having agility in the battle comp you have ships no longer thought usable making a use of them
    Most want nixie, mitter and BS in battle
    But a miter is a transport so not as agile
    They have an agility of 35
    Worse then a BS


    A warship has a. Agility of -5
    Small transport is slow ... and a large transport is slower but bigger
    But remember this is only fleet combat


    Any Defenses add to power but not agility


    For a better flowing equation let's look at it like this


    First we need the system to workout the AP of the Defensive fleet and the Offensive fleet
    AP stands for Average Fleet Power
    AP is average power of the fleet × number of ships either offensive or defensive


    Then the system needs to workout the DAB and OAB
    DAB=average size of fleet/average agility defensive fleet
    OAB= average size of fleet/average agility offensive fleet


    So that then the system can workout the TDP and TPO
    TPD stands for Total Power Defensive
    TPO stands for Total Power Offensive
    TDP=(AP)x(DAB/OAB)
    TPO=(AP)x(OAB/DAB)


    To the end resulting battle equation
    TPO+X/TDP+X