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 Traitor's First Question. :), Planet collisions 
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Sil, that is true, however, when there are no collisions, that is the same as if two of the wrong planets collided. The planets you want dead, aren't. heh. Finding the right balance between the two is the trick.

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Sun Dec 18, 2005 9:12 pm
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from what traitor has said here would explain why planet#2 kept blasting a player in a game I had even though the planet wasn't Ferrengal. It did as if it were tho,when he thought he drained the planets cannon, it zapped him again at about full charge, I guess that was one of the bugs that I was told about.

That the results may not be what you think them to be.

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Sun Dec 18, 2005 11:18 pm
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If ferrengal is invincible and is collided, the next planet created will be planet 2 and you will not be able to det it.


Mon Dec 19, 2005 11:47 pm
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Incidentally, planets hitting you again after you think you've drained them is related to how planets update their fuel ore status. It isn't until you try to land that it calcs ore regen, so if no one has pressed L in the sector with it for a while, it'll suddenly regen massive ore when someone next tries to land.


Mon Dec 19, 2005 11:58 pm
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Thats what I thought Harley, thanks, nearly had a playeer think I was T-Editing on a game it happened in. And we figured out it was a bug. Thanks again on this.

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Wed Dec 21, 2005 3:02 am
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That is some good information to know... Kinda changes my mothing technique a little too... My question however is: When the planet doesn't recalc cept upon a landing attempt, does that mean that the sector blast can actually use more ore than the planet has?

I guess this would be a REALLY weird circumstance, figuring in that the planet blast would stay 'normal' until someone tried to land... but at the same time, is there a remote possibility of reverse engineering?

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Wed Dec 21, 2005 6:41 am
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Note he said ore REGEN isn't calculated until an attempt to land. Ore use is immediately deducted from the planet's total when a sector cannon is fired. However, any additions to the planet's total from the oclonists present aren't calculated until specific conditions are met.

Another condition that causes a planet data refresh (updates the "last update time" field for the planet and effects product/fighter generation and colonist growth/death) besides a player generating a list of planets in current sector with L (even if landing is not then followed through) is the planet's owner displaying a personal/corporate planet list. This is why "rogue mercenary" planets are infamous for suddenly generating large amounts of spontaneous ore. No owner to hit CY or TL.

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Wed Dec 21, 2005 7:58 am
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Please Invaders remember that the blast from the atmosphere
cannon is dramaticly pumped when mbbs is on.

Without it the blast is = to avaliable ore / 2
With it the blast is = to avalable ore * 2

So a planet with 500,000 colo makeing ore at 1:1,
makes 347 ore a min, or 20,833 ore a hour.

Add the MBBS and its easy to see how the blast can massively
increase so unexpectedly.
347 ore a min = (694 bpd), or 20,833 ore a hr = (41,666 bpd).
bpd = battle points damage.
bpd is the damage inflicted on a ship where no odds are taken into account.

ex. a default iss has 50k figs and 0k shields, reguardless of the defensive odds 50,001 bpd is all thats needed to blast the ship into oblivion.

50,001 * 3 = 150,003 ore USED via sector blast
50,001 * 2 = 100,002 ore USED via atmospheric blast non MBBS
50,001 / 2 = 25,001 ore USED via atmospheric blast W/ MBBS

so in a little over an hour and a quarter and another iss bites the dust, if the planet is allowed to sit and refuel itself.

A hint here, when 2-3 ore is cheaper then a fighter, buy the ore and
place it on the proper planets. When you can do it, as players have to come at you with figs and shields both cost way more then the ore used to destroy them, most of the time.

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Wed Dec 21, 2005 5:49 pm
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It's 20,833 ore/hour, 347 ore/minute, 5.79 ore/sec


Wed Dec 21, 2005 7:16 pm
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Lieutenant J.G.

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opps something stuck : (
sorry bout that.

500,000 / 24 = 20833.333 hr
20833.333 / 60 = 347.222 min
347.222 / 60 = 5.787 sec

my apologies for the typo, thank you Harley for pointing it out i have fixed the error. : )

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Wed Dec 21, 2005 11:13 pm
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