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Wednesday, April 11, 2012 - 05:15 pm 6. A reduction in the size of Air Force Units April 17. [ top ] Most air force units will be reduced in size by about 10-15% on April 17. The reduction is only effecting new air force units and will not have any effects on the existing air force units. _______________________________________________________________________________________________________ Navy Fighter Planes are still obsolete. Currently you can attack with 400 NFP at time.... and the result ratio is 0.001 if not a negative ratio in every single attack (even if you attack defenses). With this new change, the max quantity is going to be 340-360... I understand the reasons of these reductions. So, my question would be: What priority does "NFP" has in your agenda? When do you plan to fix the gap that you have with NFP? Thank you. Nicolas
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Wednesday, April 11, 2012 - 06:47 pm Navy fighter planes are one of the most effective weapons in simcountry. Expensive too. they are effective against many weapons but now against all (like other weapons too). the details are in the weapons document. We have announced a change in the war parameters on April 17 and there will also be an updated document on the same day. if you have a specific case of NFP not working against a weapons, despite the manual showing that it should be effective, I would like to know about it. Make sure you have the ammo for these fighters and give me the details. the best of course is a newspaper message describing an attack where NFPs do nothing. we have a detailed log of each attack and can exactly see what happened.
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Wednesday, April 11, 2012 - 07:34 pm Hello, I'm very happy and appreciate your very fast response to this topic (i'm not being ironic). Weapons document is outdated unfortunately. At least talking about distances. I couldn't find a way to check if rates are still exactly the same. I will glady provide the details you request in 48-72hs (can't be less due to rl issues). Thanks again. Nicolas
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Thursday, April 12, 2012 - 01:02 am real life issues? what is that? ha ha. 2-3 days is OK. I want to have it on time to see if we need to fix anything before the April 17 update. The document is not outdated. and again, show me where you found an error and it will be fixed. There will be many changes in weapons and corresponding changes in that weapons manual on April 17 but none in ranges so I am interested in any error you know of.
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Thursday, April 12, 2012 - 02:02 am Makes sense. I will try to do it as soon as I can then. I will begin with fastest ones ---> Documentation. Weapon: Current Distance / Game Documentation Distance CMB 20000/40000 Strategic Bombers 9500/20000 Nuclear Missible Battery 9500/30000 Helicopters 7000/12000 Land Based Cruisers 6000/8000 Destroyers 5000/7000 Cruisers 4500/6000 NMB 1500/2000 OAAMB 500/2200 MRMB 500/3000 Attack Drones 1500/2000 Defensive missile batteries 1500/2000 Heavy Armored Vehicles 35/800 Heavy Artillery 35/800 Heavy Jeeps 35/800 RDU *1/2500 DAAMB *2/2,500 *1 ---> RDU currently can only be used to build Remot Depots and the distance is dictated by Military Transport Units (which is between 7500-9000km). *2 ---> Docs states that they cover the entire country. I didn't test it... at first is confusing if it covers the entire country but you have a range. And on the other hand, was 2500km enough for all country map size? There are some super small and there other much more bigger. These are the ones that I have noticed to be outdated. There are a couple that are accurate, but there are also a few others that I didn't use... hence I don't know if they are right or not nowadays.
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Thursday, April 12, 2012 - 03:23 am I must agree the docs are very outdated. One thing the GM can do to help weapons is the fighting levels also effect range. If a 100Q attack drone goes 1500km then a 296Q(2.96) should move 4400km this would greatly help in longer range wars and would increase the ranges for missiles making them more useful. On that note Missiles should do much more damage for the bang they bring to the table. 80Cruise missile batteries that use 6missiles per round are needed to blow up a fort. So far 1000tanks/artillery are needed in to 2attacks to destroy a capital/cities. thats 4000weapons needed for 1attack. Using 350Q weapons and 200Q ammo i still need 2full attacks. Each weapon uses 35shells per attack. 4000weapons * 35shells per attack = 140K shells Since tank and art cost the same base price the base cost is 213,000 per shell 213,000 * 140,000(shells)= 30B 30B is the BASE cost for destroying 1target. In the upper levels for warring you need to destroy around 50targets. 50targets * 30B per target = 1.5T 1.5Trillion is a lot of cash, that's just the cost in ammo. We have gotten into the ammo needed for missiles, or even weapons lost in battle. If the GM wants to make a REAL needed action they should consider a wipe "much like when you factory reset a computer. Buy all the current surplus/supply all the needed demand and make the markets a 0 @ the same token they need to set the prices back to the "Base price". From there the player can take over @ that point the true supply/demand will show non of the Manipulation that has gone on for so long. https://sim05.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=w3graph&miTable=tldhist&miKey=21&miColumn=vTradeSupplyVolume There are no companies producing Defense Fortifications Don't believe me check LU in fact any world and see how much they inject into the markets. Would it be terrible if all the forts used in C3 wars where bought from the market? no it would only increase demand and increase profit creating opportunity. The GM either needs to do that or being back warring from war level 1-9 on AT LEAST FB ITS A GOD DAM WAR WORLD FOR A REASON. If they don't want to war there's 4 other worlds for them to be on.
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Thursday, April 12, 2012 - 09:08 am Nicolas, Thanks for all these details. Nearly everything is true and exact. Most errors were caused by the change from long distance fighting to military units. It is all corrected now and will be on the site coming Tuesday.
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Thursday, April 12, 2012 - 09:30 am The quality of ammunition is influencing the range. As to the numbers of weapons and ammunition needed, we agree. this is why we are trying to reduce the numbers. Some are against it and we used to need many millions of missiles and shells, now the numbers are much lower and will be reduced even further. destroying a city however, is not a small thing and should not be too quick or easy. As to pricing, the markets will determine both pricing and production quantities and currently they are influenced by sales of weapons and ammunition by players. although we are buying some of the surplus from time to time to prevent the demise of the war industry, this is a short lived action and we will let the markets do their thing. Simcountry always had erratic markets from time to time and this is part of the game. We have never set pricing, the market did. we never change a shortage into a surplus, the market does. pricing is shifting based on demand and supply, in a wide range around the base price and the last thing we want to do is to set it to this or that, forcing corporations to pay more or less for their raw materials and deciding how much corporations will get for their product. The recent error in oil, showed what happens when pricing goes unlimited and our one time correction was not popular. In that case, there was no escape.
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