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this vote will decide about the future of this invention:
this can be added to the game
66%
 66%  [ 2 ]
it needs some changes but it is a good invention
0%
 0%  [ 0 ]
i will post the needed changes here
33%
 33%  [ 1 ]
no good try another one
0%
 0%  [ 0 ]
Total Votes : 3

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spacetrace
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 Post Posted: Wed Nov 25, 2015 12:11 pm    Post subject:
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here some test battle-reports:

Code:
you:
210 destroyers
enemy:
20 fighter escorts

60 destroyers vs 20 fighter escorts

20 fighter escorts vs 20 destroyers


Code:
you:
100 fighters
enemy:
20 fighter escorts

80 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters


Code:
you:
100 eagles
enemy:
20 fighter escorts

60 eagles vs 20 fighter escorts

20 fighter escorts vs 20 eagles

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Admiral
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 Post Posted: Thu Nov 26, 2015 7:37 am    Post subject:
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Great work testing it out so quickly! I of course understand that the syntax has its limitations, but It would be best if the shield could take the same amount of hits from c3 also. My reasoning is that otherwise this ship will be quite difficult to grasp for someone who cant read the syntax. It behaves seemingly one way against c1,c2 and differently against c3 even though when you know the syntax its very logical.
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spacetrace
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 Post Posted: Thu Nov 26, 2015 8:55 am    Post subject:
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i guess it can be done with something like 1200 and trigger_hit@mod,muliplay,0.01

also: the battle engine has no limitations! in fact it is quasi turinge complete

https://en.wikipedia.org/wiki/Turing_completeness

In colloquial usage, the terms "Turing complete" or "Turing equivalent" are used to mean that any real-world general-purpose computer or computer language can approximately simulate the computational aspects of any other real-world general-purpose computer or computer language.
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spacetrace
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 Post Posted: Thu Nov 26, 2015 9:41 am    Post subject:
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can be done with lp=3000
trigger hit : 0/-1000

it is easier to understand

Code:
your class 2 vs enemy class 3:         
you:
20 fighter escorts
enemy:
22 cruisers

20 fighter escorts vs 2 cruisers

21 cruisers vs 7 fighter escorts


Code:
your class 2 vs enemy class 2:          V ^
you:
20 fighter escorts
enemy:
210 destroyers

20 fighter escorts vs 20 destroyers

60 destroyers vs 20 fighter escorts


Code:
your class 1 vs enemy class 2:          V ^
you:
100 fighters
enemy:
20 fighter escorts

60 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters

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spacetrace
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 Post Posted: Thu Nov 26, 2015 9:58 am    Post subject:
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also this gives me an idea for another cool shield ship:

if hit it will repair itself to full strenght - it will not be repaired if lp <=0

lp 10 - cannot be shot down by a fighter or eagle, but by a destroyer or cruiser
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 Post Posted: Thu Nov 26, 2015 11:03 am    Post subject:
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if you can do it with subtraction then maybe the initial lp doesn't need to be so high? wouldn't 300 suffice?

awesome idea on the self repairing ship.
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spacetrace
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 Post Posted: Thu Nov 26, 2015 11:39 am    Post subject:
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in this configuration 300 wouldn't be enough (the firepower of the cruiser would kill it faster than 3 shots then)

i could program a new battlefunction, but it would be only for one ship ...so: no
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 Post Posted: Fri Nov 27, 2015 8:49 am    Post subject:
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isn't there a way that you can make a ship immune to direct damage and in case of getting hit it only uses its own subtraction formula?
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 Post Posted: Fri Nov 27, 2015 10:49 am    Post subject:
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it's deep in the main loop and i better dont want to touch it , but ... maybe ... yeah
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 Post Posted: Sat Dec 12, 2015 7:58 pm    Post subject:
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nice ship, i hope
can someone explain to me how the hydra works because i dont get it
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 Post Posted: Sat Dec 12, 2015 9:05 pm    Post subject:

here is the card:



basicly it can take 3 hits - because it loses 1000LP for each time it gets hit.
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