Recent posts by Navan on Kongregate

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Topic: Kongregate Multiplayer Games / [Star Supremacy] Arena

Problem with arena is it determines who you fight based on fleet strength, including AC (they count as 1). So if you send in 200 Corvettes, you may end up fighting 20+ Battle Cruisers. Either way, the arena obviously needs a lot of changes.

Btw, helpful hint, don’t use Destroyers, use Corvettes or better yet when you can use Frigates or better. Destroyers suffer from only being able to kill 1 ship per destroyer. This may not sound like a problem, but if you look, you can pack 5 vettes in the space of 2 destroyers. NPCs are still a place where destroyers will be fine, but just remember in PvP setups, a Destroyer is more likely going to get owned because it can’t kill the opposing party as fast as other similar strength setups.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Maintenance at 09:00pm 13th server time

I was confused (since you guys usually post a done message) as to why this hadn’t been done till I did Dipper Hard and saw I got XP now. So thanks greatly!! Makes doing team instance a bit more reasonable now since it gives some xp.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Can't research new amour and shield

That looks buggy since you’re showing your home colo. I wonder if it’s now looking at another colo which doesn’t have the res? Either way, this last patch just keeps getting better and better doesn’t it?

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Damage and initiative bugs collecting

Wait for them to fix it. Previous Garrisoned Space Fortress followed by capturing today of Corsairs and Trade Posts are all bugged and no one can dismiss their fleets locked in them.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Bug Alert: Space fortress

Oh to add more to it, Jim on Gemini was saying you can’t even reinforce them beyond the conquering team. I seriously hope that’s also a bug.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

Actually I don’t find many designs using EMP, being people leave those only for when they can control. My concern is just the stupid choices part. For instance the #1 disgust of letting the AI run is when you fight someone using say Glory/Aggressive and you have Crit/Dodge. For the player it is obvious which one to use in that situation; however, the AI has no intelligence so it just selects randomly.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Server merge

Kong account doesn’t matter that much, being they use something similar on their website (though with stupid name length restrictions hence my using navan1 there). In fact you could easily swap to using an account purely there for instance instead of Kong if you wanted to (which makes them loose any profits Kong ads bring them).

Anyway my concern/point was what will happen if someone did have the same name as another player (not sure if that’s common but I could see somebody potentially trying it). Will they just force new names since they are distinct separate accounts or will the one being merged in be removed. But I also don’t mind the idea that if I had accounts on both just creating a separate account if I wanted to keep the old one. After all that’s essentially an endorsement to multi (which it seems they don’t mind anyway before this).

Regardless I do think it’s silly to merge the servers while creating a new one. If you’ve got a problem with player numbers on a server because it’s too established, then find ways to protect the new guys so they have a chance to grow and prosper without being dominated.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

I think you organize the team then choose a leader for it. That person then sends the team into battle. Course I’d like to know is once formed, do the team members need to be there to control their team? If they don’t have to be will the team leader then get 100% control of their fleets or will they just make AI choices.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Server merge

Just so you know from reading their post over on the supremacy website. They won’t destroy old accounts. It’s only a problem if say you yourself have an account on both servers or I bet if there is any name collision. The idea is that we decide on which one will be the default. From there the other server is merged in and has to do something if they want to retain an account that has a name collision. If there will be a name collision then the server accepting the merge will override and the other server’s account won’t be merged (unless you contact support and follow what ever they want you to do).

Btw for Kong users who haven’t checked their site out, here is the post about the server merge: http://www.ssupremacy.com/bbs/viewthread.php?tid=5219

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] equipment wearing problem

It’s a bug with the Barbily equipment set. If you look at it, we’re going to have the ability at some point to turn 3 identical pieces of it into a better piece. Unfortunately right now that means we cannot use it because it seems to be trying to find these pieces perhaps.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

On #6 this I imagine will help in stopping some players from attacking new players on a whim, but I can see that this will only slow down someone occupying all of a lesser player’s bases (unless you put a limit there as well). However, the problem I see is what happens when someone the rank below you keeps attacking you, but because of this, you can only attack them 3 times. I hope this will include some leeway for situations like this were a higher rank can retaliate against a lower ranked player within say 2-5 ranks.

I look forward to the team battle!

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] BCs vs AC

Sorry to double post, but I wanted to add that I’ve fought someone in the arena using BCs with AC on them and my own BCs never once targeted the AC. While I’ve used Cruisers and BCs nwo against Cruisers with AC on them and this has happened both times. Course also happened to be that it was 2 cruisers left both times when the AC came out.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Fighting Bug

I think this has been mentioned somewhere before, but the round you finish off AC, if your hitting it with something that has more then 1 weapon (ie Frigates or bigger) and all weapons are targeting the AC instead of the main, then it will stop attacking once it destroys the AC even if it’s been only 1 weapon fired.

For instance I was attacking some NPC cruisers who brought out AC. My cruisers had left 2 enemy cruisers the previous round and then proceeded to attack the AC brought out the next with both the adv miss and lance. Finally comes the round the AC died by means of the missiles. Then the round ends after the NPC fires shots back all without my Lance ever firing.

This seems like that once a ship’s target chosen for the round is dead, it stops firing, even if their is valid targets left. I know it does this on reverse involving AC, but honestly Heavy and Capital weapons are something you’d never try to use on AC anyway. After all it’s like trying to open a walnut with a sledge hammer.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] BCs vs AC

Anyone know if BC are supposed to ignore AC all the time, or if there are valid conditions that force a BC to target them? I’ve had BCs usually ignore ACs all together, but I had a stack of them turn on the ACs that launched rather then finish off the remaining 2 cruisers and end the battle. Resulted in far more casulties then I would have liked.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] more crazy shit

If you are below what the Colony Hub says is protected that that is a problem. If you’re above that though, then that is the occupier taking resources from your base above what you produce. If you examine what you produce add that to what they are taking, it should be no greater then your overage from the Colony Hub’s safe amount or some lesser amount (if their fleet isn’t big enough).

For instance if you are producing say 6k/hr and you have a level 20 hub (protects 10k of all but your faction rare), it would suggest you have at least 18,253 ore and they are only able to take the 8253 part. If you have far more then that, then it just says their fleet is set to take 8253 ore/hr which could be either because that is the max it can take or because they set it to that for what ever reason (could be a several reasons).

Note that you can stop them for awhile (arbitrary and based on when they notice your colo isn’t giving ore anymore) by making the ore above your safe limit disappear somehow. Either by using it or listing it on the trade platform. Be aware listing comes at a cost, first in credits for what ever amount you list, then 1% of the listed amount of resources is taken if you cancel it (does it for expired listings too I think).

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

Sending 50 transports then 60 on a raid shows the change from 1 ship to 2 visually is somewhere between those values. 150 is not quite 3 ships but 180 is. I’ve got some free comms so I’ll narrow down these and edit this then.

Addendum:
51 is where it visually shows 2 ships.
151 is where it visually shows 3 ships.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] do scrambler effects stack between ships?

I don’t think so, but I’ve never tested.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Rail Weapons

Bit long, so there is a summary
Actually Normal Weapons are not useless. I don’t care for the low damage values they have still, but I think it might all balance out.

If you note, the new normal armors(from here on n-armor) don’t have any bonuses shown, this means that while yes they block normal, they won’t have nearly the same armor value as either the Energy or Projectile Shields (e-shield and p-shield) do. This means Rails don’t have as much to fight through. Further, if someone tries to use p-shields, Rails will be good to lay into them with as they’ll do 850 damage to a BC with top p-shield. Scramblers also boost Normal damage so another 10-30% to a max of 60% more dmg. Further, Lance doesn’t have this though Projectile does with Targeters. This means against someone using only the top p-shield and you using all 3 scramblers, the Heavy Rail Cannon should do 1150 damage to them that won’t be blocked (unless they have n-armor as well). Note if the 70% weakness applies to the post scrambler/tech boosts, ie total damage, then it maxes at 1360.

Course go to Mil Missile and consider it’s max damage output. It’s 300 base or 900 with max tech. Targeters should add another 180. The 70% weakness would then add another 210 damage for a max of 1390, or if applied to total damage then 1836.

Finally just to not let lance be left out, it maxes at 1k with tech. If against a single top n-armor, the damage would be 1350 on base, or 1700 if final.

The top bonus applicable by one N-armor is 140% or 1680 of a BC at Lev 10 (assuming it’s like Shields). The top bonus of p/e-shields is 280% or 3360. It’s easy to see using the max normal damage with no weakness boost that Rail Guns actually have things easier if they use Scramblers. Know that lance gets a reprieve once finished with shields as any armor mods are treated as 50% so on a BC with max armor mods, strengthen and seeker bonus that means 126% boost or 1512 on a BC or 756 to a Lance equiped ship.

Summary
Only top Capital weapons (no Torps).
Seeker with a BC at lev 10 reinf and all Armor Mods and a faction shield (dependent on Weapon considered):
Total Armor – 3912 or 3156 for Lance.
n-armor – 1680 or e/p-shield – 3360
5th mod spot whatever, just not faction shield.

Heavy Rail Cannon – 500 base, 800 with Scrams. Max dmg due to weakness: 1150-1360
Solar Lance – 500 base, 1k with tech. Max dmg due to weak: 1350-1700
Military Missile – 300 base, 900 with tech, 1080 w/ tech & targ. Max dmg due to weak: 1390-1836

Takes 6.99 HRC to blow one BC
Takes 6.52 SL to blow one BC
Takes 6.73 MM to blow one BC

So as you can see this uses just 1 of the appropriate faction shield and has no tactics/cship/m-rank boosts (might be others missing). Rails are still worse off, but it isn’t that bad really. Honestly I think this gives more reason why all Rail tech deserves to at least be able to get the Seeker Rail dmg bonus. Then a Seeker using the rails changes it to 6.57 HRC/BC, slightly worse then a Solar Lance.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

Originally posted by player1182:

Barbily pendant need items?

I think the problem with the Barbily items is also a Bug. They appear to have added an ability to synthesize 3 (based on description) identical pieces to make a better item. However, now it won’t let you reequip them as I assume it’s looking to see if you have 3. It’s kinda annoying as I swapped helmets on one comm to put the barbily one on another and got denied. So now it’s eating space as well as another barbilly item that I want to use. :(

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Armor Modules

Wrong armor in that case, this post refers to the Armor Plating, Energized Armor and Heavy Armor which add to the ships armor, not Normal resistance. As for what is “Normal” examine the weapons and it’ll tell you if it does Projectile, Normal or Energy. Anything Rail/Gauss is normal, Lance/Laser is energy, and Missiles/Cannons are projectile. Torpedoes are likely Projectile as well, but it doesn’t matter to much there since it’s a 1 shot weapon.

To add to this, it seems I forgot about the Colo Ship research that boosts armor, which for me was 30%. That ties together to give a suggested origin to the 7% value, 40%+30%=70% and 70% of 10% is 7%. This leaves the 50% as being Seeker and while I cannot match values 100%, I do see it appears to be the description is wrong for Seekers and that it really does what it’s suppose to do. Ie it boosts me 80% and not the suggested 120% that the description implies (ie the 5% value should really say 1%). I came to this conclusion after reinforcing a Cruiser 1 level and recording everything before and after. All the armor values just using 80% comes close enough where the true values are below and probably due to the game truncating decimals. Heavy Armor though comes out a few points higher which does seem odd, but meh close enough.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Maintenance at 01:00 29th server time

Barbily can we possibly get Patch notes on all changes as it’s obviously far more then in the other psot.

For now here is what I’ve seen/heard of from others.
1) Battle mechanics appear unchanged beyond what has happened to add/change some modules/weapons (see below). Do note there does not appear to be anyway to do different Super/Large like they show above, so I think that was just to show off the new ship graphics. Graphically though it has obviously changed a lot.
1A) The black icons are obviously your commanders instead of being lined up in the corners (on the small side honestly)
1B) You can no longer see an enemy ship design before they launch (should prove more interesting)
1C) The part I love, you now get to see who you’re fighting and their Mil Rank! Hover over any of their comms and it should show or maybe it’s their top most comm only. Either way you can now make an informed decision to retreat if you think their tech is enough to blow you to heck and back.

2) New Armor and Shields provide the resistance to their faction’s specific strengths at a cost, think of them as new versions of the old Shields designed for each faction.
2A)The old shields I’ll refer to now as Altairian Shields (seems fitting), and actually provide the backdrop for the effect strength and associated costs (faction res where appropriate) for the new ones. This might mean they are all susceptible to EMP, or perhaps only Altairian/UEO shields are.
2B) Boosting effects, UEO use the Shield Alignment tech based on description showing Shield boost. Seeker armor appears to use nothing (perhaps because of the old armor) and thus most likely is not susceptible to Laser Focusing (it’s for Normal damage anyway). Given Normal damage weapons are on the low side, I imagine the Seeker Armor has no boost intentionally to keep it more on par with the other “shields” since Heavy Rail Cannons have no dmg boost. I still wonder though if it’s susceptible to EMP since it’s the Seeker “shield” so to say and the graphic is very “shield” looking.
3C) All new “shields” have a weakness now associated to them that amplifies damage done. Given they protect only against 1 damage type, that amplified damage should go to armor. Altairians are weak against Projectile, UEO against Normal and Seekers against Energy.

3) Missiles now have a Capital version (sorry no Heavy). They do 300 base, but should get 200% boost still so can do a max of 900 damage at level 10 Light Warheads. They have innate Range of 6 Also only 1 missile is fired for Capital version. One can only assume all projectile defenses will still effect them just as well, meaning EMPs probably will hurt a Mil Missile based ship.

4) Targeters and Scramblers gain damage boost to Projectile and Normal damage respectively. 10% for baisc, 20% for adv and 30% for Mil for a max potential boost of 60% to damage. Probably applied only to base damage so maxed out Capital Mill Missiles probably will do 1060 damage and Heavy Rail Cannon 800 damage. Sorry Lance lovers, not yet seen anything offering a damage boost to Energy, possibly because Lance has so much power already.

In the end I liken the new setup to being a Rock, Paper, Scissors type of balance. Every setup will have some kind of weakness and trying to plug said weakness will mean you sacrifice something else. For instance, going for 1st shot Lance Build means anyone using Altairian Shields will stop you cold even if they don’t get first shot. Going for an Anti-Dmg builds of any kind means the weakness will get you. A Tank using the top level anti-dmg techs should be fun to see what happens as you both defend against the weakness of each but take more damage from everything shot at you (note that weakness is half the % of the resistance). Course it will probably be very EMP susceptible and might even mean that you still get the extra damage done, but suddenly without the extra protection.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

Originally posted by BlueToast:

Man, being Altarian sure sucks. You guys with your fancy shields and battle ships….

Actually, the new “shields” and “armor” are really just a different kind of shield so to say. Where shields of old blocked energized weapons, the new ones block those damage types and are shown with a graphic very akin to shields which may mean they are susceptible to EMP, but it needs checking.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] Rail Weapons

Odd, though I haven’t been able to test, could have sworn EMP was 100% disabled and then last for 1 or more rounds depending on your EMP boosting tech. Otherwise shielding effectively destroys Lance doing anything.

As for level 10 comment, do you mean reinforcing? If so my small ships are all at 20% boost to armor and are lev 10. No idea on the Large/Supers as they’re not as far since they cost far more to reinforce, but I bet it’s not a stretch to say they’ll be 20% also. If you refer to Strengthen Plating, that should be 100% boost to the armor, so the 10% armor mod should become 20%.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] about 11-13 upgrade

I thought once you were Level 10 you can’t drop lower. But yeah I think the risk to go beyond level 10 for the insane cost is far to much to ask unless they want to do away with Adv Trade Tokens and make Dark Matter far easier to get.

 
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Topic: Kongregate Multiplayer Games / [Star Supremacy] This week's updates

If you’ll be answering questions.
I noticed note 2 details new Seeker and UEO additions, will these be Faction only like BS is currently, or just simply Faction Research, but Covert for everyone else? Further will Altairians be getting anything new? I noticed you’re giving resistance for instance to Normal for Seeker and Projectile for UEO, which makes sense, given that seems to be their Faction weapon of choice. Does this mean Altairians would likely gain Energized resistance?

For everyone else, I noticed on the screenshot there is 4 brand new large/super ships shown and the Royal ship from Capella makes an appearance as well. It seems there may be a couple small ships mixed in there that are new, but it’s hard to tell with all the weapons fire. This patch could potentially throw everything we know about the game into the trash if the new tactics and ships alter everything. Otherwise thew new Armor modules for Seekers may be making them quite the Tanks, but the new Shields will make UEO also capable of tanking Lances.