You already have it setup for planet positioning. If you were to apply this to fleet movement you could take the moving of fleet into a new direction by player's actually moving fleets to the X : Y : Z coordinates. Making them actually be able to move fleets to exact position on the map. This would bring the game play of fleet battles to a new era. As it wouldn't only be planets being attacked but also fleets within the Solar Systems as well. The spy probe would have to be updated to allow a probe to scan a certain radius depending on a players spy Tech level. This would also allow you to turn the Raid Base setup in to a actual ship type that a player builds the hull then has to build the buildings on it. By sending resources to the raid base ship to do so. As long as the ship moves slower, then a Imperial Star base.

    Maybe thread should be closed any way as because the title of the thread is Specialization which we all ready have an official thread for it. It really against the thread posting rule's, because your not meant to open new threads if the topic is all ready being discussed under a thread that is all ready open.


    Maybe you should stick to topic not just post remarks about what someone posts but add to the conversation about the topic of the thread within your posts as well.


    Percentage Resource Protection Amounts
    It would have to be calculated to the point of losing a small percentage amount to the resource % amount on the spec % amount as the warehouses are upgraded. As if it wasn't the player would simply keep increasing the warehouses to astronomical upgraded levels to protect 100% of his resource's.


    Or set % amount for the different levels of Warehouses.
    This would mean as the player progressed in point's he would be able to upgrade the warehouses to obtain a stronger resource protection base for the increased mining production the player would be producing.


    As if an attacker attacks a planet when there isn't a fleet he really is raiding the warehouses of a planet.

    Obviously mathematics doesn't seem to be a strong point of your's. As in actual fact is if it was a percentage amount, larger player's would actually have a larger protection amounted resource's from what is at the planet at time of attack. A percentage amount means they have a protected % amount of the resource's at the planet at time of attack. So let's say a large researcher who has a fleet come in that has 50 Trillion in each resource. At the current state of resource protection if he was attacked and he was spec 4 in researcher spec he would only have 25 million in each resource protected. Bu if it was a percentage amount let's say 25% again as that's an easy figure to work with. he would in actual fact have 12.5 trillion of each of those resource's protected. But ok the downside would be if he was attacked multiple times. So of course maybe that the protected amount of resource if it was to go by % would have to be calculated from the first attack from that player in a 24 hour period.



    Dschibait
    I would like to say I have in no way said it was dead but trying to give an option to lead towards. But it's obvious some player's can't think out of the box. But are just narrow minded.


    An Easier way to Implement a percentage resource protection amount would be to tie the percentage amount to a planets warehouse capacity. In other words the player would a have a protection amount for that resource calculated by the % of the warehouse's capacity for that resource.

    Because if it was a percentage amount instead of the set amount that is resource protected the larger miner researcher would actually have more resource protection then he get's from a set amount. The raider then would still be able to raid for resource's as the raider would get a percentage of the resource's that wouldn't be protected by the percentage amount. Let's say it was 25% resource protected this would mean if a player had 100.000 of each resource the raider would still be able to get a portion of the 75% unprotected resources. Then say a larger miner researcher who has 1.000.000.000 in each resource with still a 25% resource protection would have 250.000.000 of each those resource's protected. So yes it benefits both sides.

    Well maybe it shouldn't be exact amount of resource's protected. It could be more put to a percentage amount of the resource's on the planet at time of attack. This would allow for raiders to continue but the researcher then would all ways have a percentage of amount of resource's at time of attack instead of a set amount. This would mean the larger researcher's if it was a percentage would in actual fact reserve more in protection then the way it is now.


    This would suit both sides.

    Well with google you had to make sure you had to alter where you put your verb especially when using a adjective word as if you didn't it wouldn't translate correctly into German. As the German language puts the verb placement differently then English. So when you translatored the German back to English it didn't translate to what you were trying to say.


    But to have gotten exactly what I was trying to say without having to rearrange the placement of words with the deepl translator is what I found impressive.

    As long as the chance of receiving such a bonus wasn't too high that you were getting it all the time. That would be the thing if it was too high. Or better you could receive a % increase to super computer which would mean you would have to login to use it to obtain the % increase by using the super computer.

    That only works on lazy VM jumpers. A good VM jumper would have EF'd everything then gone into VM. ;)
    That only works on one's with spy tech lower, then you also. But that's ok they a far and few between. I would have them in the game and blue then yellow and never to be seen again.

    Now that is and option you have there it would be benefiting those who stay out of VM but still keeping those who only can play here and there. But maybe you could make it if you actually perform an attack that there is a cooldown to being able to activate the VM. As it not nice to see players use VM to shield against spy probes and retaliation after they attack you. It's kind of frustrating.

    Maybe the calculation value as you say a bit excessive but the idea itself if players had a small proportion of their supplies taken on leaving VM then they may have to then at least play for more, then just leaving spying a few players then going back into VM. That was more the general idea of it. It was more to stop the vacation hoppers. I really haven't got anything against them but it has become a strategic part to the game a player hides in VM then all of a sudden comes out spies does attacks then goes straight back into VM. So unless you attack them straight away you lose your chance because as soon as they land they EF then VM.


    Even a cooldown period between, exiting and reactivating VM.Would solve this problem.


    So to say you have weekend players. Players that only play weekends so at least a cooldown period of 48 hours at the least between, exiting and reactivating VM.

    I would like to see that being in Vacation Mode that it costs the player resource's for everyday in vacation mode.
    So for every, hour in vacation it costs the player (0.05*Players total points in Spice) For every Hour in vacation mode. The player would have to select which planet to pay this on leaving vacation mode. If the player can't pay in spice it's same spice value is then applied to next most valuable resource.


    To me Spice then Metal then Kryptonite and last would be Pig Iron.

    Fodsey it is more of a general question. It really depends on the numbers whether it is worth then bringing up as Suggestion. If the numbers involved are small then it's not worth the hassell. But if the numbers involved are a good amount then it's worth bringing up as a Suggestion within the future. Plus it would also alter how the suggestion is put across. Because really at the moment the number's involved in the voting it would be pointless exercise to bring up as a Suggestion.


    The Poll is open till May 20 2020 12:00am So it was basically for 2 Months to try to scope how player's feel and in which direction a future Suggestion on the topic would lead.

    The only Senseless thing here is your comment about it being Senseless. One track minds never seem to adapt !!! Ok Pure Fleeter would also be thinking about "What if I am attacked do I want it to a speed where I haven't the time to escape." The question was put forward to scope what people think a good optimum speed is. One needs to think not only of Attacking but also if they are on the receiving end, how fast a speed they would want to react to attacks as well.

    Fodsey do you have a second tab where you can copy and paste the German translation to check what translation you get back when you translate it back into English as I am finding that sometimes if you don't get an exact translation then you need to alter your wording in the English to German Tab to get a better translation.


    This could be why your translation are off every now and then


    English : Adjectives are usually placed before the nouns they modify, but when used with linking verbs, such as forms of to be or “sense” verbs, they are placed after the verb. The latter type of adjective is called a predicative adjective.


    German : How do adjectives work in German?


    Four things that decide German adjective endings
    Whether the gender of the noun that follows the adjective is masculine, feminine or neutral. Whether the noun is plural or singular. Whether the article is definite, indefinite or not used. Whether the case is accusative, dative, genitive, and nominative.


    See we put adjective before the noun why Germans put it after a noun .


    You'll also find a difference in Verb placement as well between English and German.\ plus it's also called a Syntax for the German language.