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Posted (edited)

I'm posting for ALL those people who are currently complaining about the current buyables. Now, buyables are good, and can highly turn the tables around, but there are SEVERAL pitfalls to them. The current buyables, which I strongly agree with, should be changed completely

 

As most of you know, You know what the buyables are. I'll list them anyways with PITFALLS and ADVANTAGES with each.

 

Now, just a heads up. If you don't like ultra long post, Don't bother reading on. LOL :D

 

MC = Million creds

 

1) scorereset (0 MC) ---> Nothing bad about it.

 

2) super (14 MC) --> Now, this one is EXTREMELY annoying. Nothing is more lame than playing a good ol' flagging game when you have some, random guy who buys super continously and sprays beyond a handful of bullets. This seriously ruins the flagging game. One guy, with super, could EASILY destory the other team in less than 5 seconds, with EASE. How to counter this? Simple - Get rid of it, Raise cost, or make time shorter. 14 mc? Very easy to obtain.

 

3) Warp (25 MC) --> Now, this one could seriously ruin a game, however, the chances of it are SLIM. The warp idea is a great addition, although I do not see the need for it. If you manage to get the person who is carrying the flags to warp to you, and kill them, The jackpot is literally yours. If this is the case, you minus will put Thors in the game, with low damage. This game is basing right? Meaning: You FLY through the base with security (defenders), and AT the end is your prize (THE FLAGS).

 

4) Tri-Warp (30 MC) --> Not much to say about this one, other than, it's re!@#$%^&*ed.

 

5) NoAnti (13 MC) --> Question for you all - Should this be removed? Put your hand up *Puts his hand up* In bigger games, when this is used by the defending team, the person carrying the flags is just gonna warp, run away, CONSTANTLY. Annoying? Yes. Now, probably most of you are thinking, "Well, Most ships have anti, and in bigger games, it'll only knock one anti off; therefore, anti will still be in effect." Yes, agreed, but, if the WHOLE defender team uses it, all anti gone. Now, SOS and/or DOOM is probably gonna say, "We'll make it only that the team can use it once," but the problem here is that someone else has anti, and by the time the timer resets to buy noanti again, the person who got it knocked off, will probably be dead and back with it again. Get rid of this.

 

6) No-Energy (13 MC) --> My my, What can I say about this...This is probably the most, re!@#$%^&*ed, useless one I have ever seen in my life (No offense SOS. :D) Deva = Semi-Super; therefore, it takes a small steam of bullets (most ships) to kill someone. The no energy makes it one bullet of any kind, but your ALSO no-energy'd. If you were planning to use it, and burst to kill people, good idea BUT the burst will most likely kill the person anyways, with or without no energy. Useless because it's yourself and only two other people.

 

7) Brick (20 MC) --> Finally, something that I requested and NORMAL!!!! The Price is outrageously low. Raise it.

 

dirol.gif Shutdown (11 MC) --> Now, the most ANNOYING of them all - THE ENGINE SHUTDOWN. I get so many complaints about this one (even though I'm not mod or anything) because people believe it was 'my idea.' It kinda was, but this is a single shutdown and picking who you want to shutdown is fairly easy. I definitely think we should scrap it. I'm not gonna list bad things about this one because it'll go on...FOREVER blum.gif

 

9) Rocket (6 MC) --> WOOT!!!! Something else normal! This one is 100% Fine.

 

Now, having said that, That'll bring us to like, 3-4 buyables.

 

My and TM's idea

--------------------

BURST

REPEL

DECOY (Not needed...)

PORTAL

BUYABLE BOUNTY

 

Now, to Expand on it more. Make all the buyables of each, MAX out the amount carried (i.e. 5 burst for Terrier, Shark, etc.) Most of you think this is pretty plain. It is, but the WHOLE point is to buy items that could assist you in the flagging game, not RAPE you in the flagging game. Make bounty something like, 1000 or something. I don't know about prices yet. We can test WHEN the periodic free creds is taken out.

 

Now, Special ideas

---------------------

M!@#$%^&* SHUTDOWN

M!@#$%^&* ENERGY LOSS

M!@#$%^&* WARP

 

M!@#$%^&* as in, ALL, or EVERYONE. Those are suppose to be just for fun, screwing around. Put this a REALLY high amount of creds, so people are actually saving their creds for something cool :D

 

A Special idea

-----------------------------

*arena Message

*arena Message (But with, (your squad here) (msg, as in owns, or sucks, whatever lol)

 

Those are for fun as well.

 

I.E.

Kick me!!> .buy arenaall I PWNZORRR YOUR !@#$%^&*ES!!!!

 

I PWNZORRR YOUR !@#$%^&*ES!!!! - Kick Me!! (In green, with a %[number])

 

My fingers are tired. If forgot something, i'll repost.

 

IF YOU READ ALL OF THIS, I THANK YOU :D AND PLEASE REPLY WITH ANY IDEAS AND SUCH.

Edited by Kick me!!
Posted
Well to tell you the truth I never liked buyables :D because, it changes a game of skill to a game of who has the most credits. Some things could be left but a lot of them should be taken out. I think that the *arena Message idea would be great :D .
Posted

As for anti ... anti only takes 1 ship off anti ... and it might not even by the guy that has the anti on ...

 

Super ... well you can green it .. and everybody wanted it greened ... so what is the different to buying it?

Plus, if super is team-greened ... everyone is gona get it ...

 

Warp .... not supposed to effect a flagger (bug SOS needs to fix)

Tri-warp ... its fun :D .. not supposed to effect flaggers

 

 

bricks ... well if you think other thigns are lame ... based on the your reasoning this one should be lame to. YOu are being totally biases now .. only wanting the ones that YOU like that dont get you killed.

Just like super or warp, it can make a serious advatage to get the flags ... or keep them... somebody can continuously buy bricks and block the flag room for example

 

 

no-energy .... it should effect everyone and be expensive, thats what I said but SOS didn't listen

 

 

shutdown .... I liek this one .... it should not effect a guy w/ flags tho to make that fair

 

 

rocket .... meh

 

 

As for the buyable bounty ... I already mentioned that to SOS .... I think the buyable bounty should basially be a "Multiprize" (which I think is 30-50 bounty)

Reps ... are you out of your mind ? ... ships have enough of them.

 

Portal .. everyone starts with 2 ... if you want more ... that means you are reccing and not flagging so go green it.

 

M!@#$%^&* warp .... do you honestly think that if people are complaining about 1 ship doing a shutdown that a m!@#$%^&* warp is not gona be a complaint? Its gona turn into first person to make it back to flag room wins .... plus it also warps the flagger ... which could let them run

 

 

I like the *arena thing too.

Posted (edited)
bricks ... well if you think other thigns are lame ... based on the your reasoning this one should be lame to. YOu are being totally biases now .. only wanting the ones that YOU like that dont get you killed.

Just like super or warp, it can make a serious advatage to get the flags ... or keep them... somebody can continuously buy bricks and block the flag room for example

 

Yes, agreed. That is why I originally said make them EXPENSIVE as !@#$%^&*. blum.gif

 

Also, REPS. Yes, I am outta my mind lol.

 

But if you enable the ability to buy multiprize, it's almost EVERYTIME will grant full equipment.

Edited by Kick me!!
Posted
Now, having said that, That'll bring us to like, 3-4 buyables.

 

My and TM's idea

--------------------

BURST

REPEL

DECOY (Not needed...)

PORTAL

BUYABLE BOUNTY

 

Now, to Expand on it more. Make all the buyables of each, MAX out the amount carried (i.e. 5 burst for Terrier, Shark, etc.) Most of you think this is pretty plain. It is, but the WHOLE point is to buy items that could assist you in the flagging game, not RAPE you in the flagging game. Make bounty something like, 1000 or something. I don't know about prices yet. We can test WHEN the periodic free creds is taken out.

 

Now I know all of you former Devaboarders used to dislike my notoriously long posts, but I feel the need to express my strong feelings on this issue.

 

Don't get me wrong: I understand the need for something unique to bring new players into the zone and SOS's/DOOM's thinking behind the credit bot and its listed buyables. However, I must tell you all right off the bat that it is my personal opinion that many of the buyables are ridiculous and should be removed, or greatly altered in their function/cost at least.

 

I've already spoken with several people in the zone about it and Kick Me!! and I agreed it should be changed (it IS his idea..). I mean, I can speak from first-hand experience on how negatively I can see the buyables affecting flag games (especially in the future if the pop ever increases to greater levels): I've already lost all the flags due to !buy shutdown.

 

Alright, on to the specific issues at hand:

 

1. If it hasn't been done already, get rid of the periodic 20 million credit grants, those are getting out of hand. I had nearly a billion credits total last reset, most from the bot.

 

2. scorereset- perfectly fine, although i've had people complain to me that they'd like to see ?scorereset still work. I don't see why not, as long as we agree we don't care if people don't reset their credits as well.

 

3. warp, tri-warp, no-energy, shutdown, and even noanti- This is where I get opinionated. I absolutely hate all of these. I am 100% for completely doing away with them, but I'm willing to work with you guys on this. So, I'd say either make them ridiculously high priced or change their function so flaggers can not be affected by the warps/no-energys/shutdowns. I simply see WAY too much abuse of these happening when the flag games get larger, especially if all members or even just one on a team uses them. With its seeming randomness, warping especially will piss many people off in the long run. It's really disorienting and maddening after you've been in the same flag game for hours. Eventually, it's not going to feel like Deva flagging anymore.

 

4. super/brick/rocket- I have no problem with these being buyables, but I absolutely have a problem with the prices. They should be WAY higher. Also, if possible, make them so you can only buy 1 at a time for a certain time period. For example, if you buy a brick and pay the high price in credits, you can only buy 1 at a time and then subsequently can't buy one again for let's say 10 minutes (or some similar period of time). An additional failsafe needs to be put in place to make it so that everyone on a team can't buy at once and brick up a flag room, since that's the other major abuse that could occur. As in 1 person per team/per amount of time can buy. That's the only way I can see to make it fair during flag games. The same applies to super, but rockets won't affect flag games, obviously, so just price them higher.

 

5. Additional ideas of mine/kick's-

 

Burst

Repel

Decoy

Portal

 

It makes ABSOLUTELY no sense to me that if you're going to go through all this trouble for the stuff I listed above that's already buyable that you won't just make these buyable as well. No excess numbers needed, just the same amount a ship can normally hold.

--------------------------

M!@#$%^&* Shutdown

M!@#$%^&* Energy Loss

M!@#$%^&* Warp

 

Not for these at all for the same reasons I listed above, even for just screwing around and not affecting flag games.

--------------------------

*arena message buyable

buyable bounty

 

These are two FANTASTIC ideas. I've actually seen *arena listed as a buyable on bots in other zones before, so it's not exactly an original idea, but I think newer players (as long as it's not abused) would absolutely love it. The same goes for buyable bounty. Just, make it like Kick's idea of like +1000 bty for each buy. A multiprize of 30-50 bty is not going to cut it, plus like kick said, that refills your items, doesn't it?

------------------------------------

Sorry for the long post, I just had to get my thoughts on all of this out there. Let's get some intelligent replies to Kick's important topic going, people.

 

--TM_Master OUT...

 

Edit: I removed the last portion of my bible..god awful long post. At least it shows I care. blum.gif

Posted
Super ... well you can green it .. and everybody wanted it greened ... so what is the different to buying it?

Plus, if super is team-greened ... everyone is gona get it ...

 

Ohh..Did NOT read this one clearly. The difference in GREENING it and BUYING it is that it takes TIME to green it. BUYING it is an instant.

 

If super is team-greened, obviously, everyone is gonna get it, and there is no doubt it'll be chaotic. Easy solution: Don't make it greenable. If they want super, they will have to buy it instead.

 

M!@#$%^&* Shutdown

M!@#$%^&* Energy Loss

M!@#$%^&* Warp

 

Not for these at all for the same reasons I listed above, even for just screwing around and not affecting flag games.

 

Of what Doom was saying, Yes, true, but I further realized that they'll possibly used in flag games, which could me irratating, but still, people would like to get a laugh and memoriable moment in deva (WHICH IS GOOD). If you had, 10 vs. 10 on each time flagging, and some random person cast M!@#$%^&* SHUTDOWN, it'll be pretty funny. No one barely moving, and getting destoryed buy spray bullets, etc etc. It will not affect the game much due to EVERYONE is affected. You also have repels and such.

 

M!@#$%^&* ENERGY LOSS is literally the same as above. Each team is bound to have an anchor, so it shouldn't prove much problems. If someone is greening on your team in the middle, it'll make this one-way, which can be good. But it's for FUN, or a FUNNY moment.

 

M!@#$%^&* WARP is the one, you are probably ALL questioning. This is the one who can RUIN the flag game. When it used in the flag game, it'll be a race to who gets there first. BUT most likely, the game will still continue on, up until the jackpot hits a LARGE amount and the teams want to win. This is where rockets are EXTREMELY effective :D.

Posted

P.S.

 

 

Just so you know ... the buyable stuff is still in testing stages anyways.

 

Here are some imporvements that are supposed to happen ... cough ... cough ... SOS

 

 

1. Most items will not effect flaggers [warp, tri-warp, no-energy depletion, shutdown] (this should be already implemetned)

2. Most items can only be bought by 1 team member once every 2-5 minutes (not everybody in the team can buy the same item at the same time) (this should be already impletement too)

3. Perodic Credits prizes will be removed.

4. Increases in the cost some of the prizes (super, no energy, shutdown, brick, trip-warp and warp)

5. The people who did not win the flag game will recieve 10% of jackpot to credits (winning team gets 100%)

6. Anyone in a safe zone will not be targeted to any warping mechanisms

7. A Multiprize buyable will be added (not a crazy cost)

8. M!@#$%^&* Shutdown and M!@#$%^&* Energy Depletion will be added for HIGH costs (This will effect EVERYBODY, except the person who did it ... so they alone get the advantage ... which I think is fair).

9. M!@#$%^&* Warp will NOT be added.

10. * arena Messages for when major items get used.

11. The no-anti prize remains ... unchanged. It just takes anti off of 1 enemy ship ... what are the odds that it is actually gona take the anti off the 1 person who has it on ... especially when the zone is more populated.

12. Since people with flags can not be effected by some items ... they also can not buy anything while carrying flags, it is up to his/her team to do the work.

Posted

i read the first part...frig that.

I vote for all buyables to be removed.

I never use them, I don't intend to.

 

Rockets were fun back in the day as it was the only thing people bought.

 

anyways thats only my opinion. I will live with whatever gets changed. but honestly, if you keep some of that stuff, prices need to go up. We aren't running a charity here!

Posted

Super ... well you can green it .. and everybody wanted it greened ... so what is the different to buying it?

Plus, if super is team-greened ... everyone is gona get it ...

 

Ohh..Did NOT read this one clearly. The difference in GREENING it and BUYING it is that it takes TIME to green it. BUYING it is an instant.

 

If super is team-greened, obviously, everyone is gonna get it, and there is no doubt it'll be chaotic. Easy solution: Don't make it greenable. If they want super, they will have to buy it instead.

 

First of all, what the !@#$%^&* doom..."everybody" wanted it greened? I don't recall you or SOS taking a vote on that anywhere. Don't be so sure...

 

You both forget that with very little pop, everyone is usually attaching instantly and in the base trying not to die off with a 3 or 4 person team. Instances of team greening in this case are VERY rare. I agree with Kick, don't make it greenable. Force people to buy it.

-------------------

Now on to XDOOM's comments in his latest post:

 

1. "Most items will not effect flaggers [warp, tri-warp, no-energy depletion, shutdown] (this should be already implemetned)"

 

Honestly, it's irrelevant to me whether it affects the flaggers themselves or not. Sure, leaving the flag carrier(s) out of the equation for those buyables is nice, but it's still going to negatively affect the overall team's game. Talking about it here is fine, but I just don't see people being happy with these being buyable when it actually happens to them/their team and drastically affects the outcome of the flag game.

 

5. "The people who did not win the flag game will recieve 10% of jackpot to credits (winning team gets 100%)"

 

I do realize this was mentioned before, but I think that's an excellent idea. It will make the losers a LOT less peeved, and possibly be an incentive for players who are new to the zone or to flagging to come back and give it another try.

 

10. "* arena Messages for when major items get used."

 

That's actually not what I meant. I meant more like what Kick me!! described in his original post. But DOOM's idea here is actually also a good one.

 

#'s 2-4,6-9,11, and 12 in XDOOM's last post:

 

Thank you for clearing your intent with all this stuff up, DOOM. All those things you listed cleared up major concerns I had about those points. HOWEVER, what you say means NOTHING unless those things are actually implemented the way you described. At this point, they are not.

 

You need to get in contact with SOS immediately to clear this stuff up. It's kind of maddening that it seems as if SOS just implemented this stuff seemingly the way HE wanted it, without consulting anyone else first. I do realize it's in testing, but you need to at least poll everyone, start a topic about it, or get in touch with XDOOM first before implementation. He should have the final say on all this, anyway...HE IS STILL THE OWNER.

-----------------------

 

--TM_Master OUT...

Posted

SOS will get to it as soon as he can ... it takes a lot of time to program this kind of functionality into the bot.

 

Also, there have been several topics about buyables ... and a poll for that matter .... I think this is the 3rd or 4th topic on it actually.

 

the *arena messages were kick me's idea ... but I like that notification idea.

 

It wont affect flaggers, and teams can;t constantly use it for 2 reasons

1. Time limit

2. Cost

And that means it wont effect flag games too seriously ... it just may help you if your team stuck because of a bombing line or something :D

Posted
P.S.

 

 

Just so you know ... the buyable stuff is still in testing stages anyways.

 

Here are some imporvements that are supposed to happen ... cough ... cough ... SOS

 

 

1. Most items will not effect flaggers [warp, tri-warp, no-energy depletion, shutdown] (this should be already implemetned)

2. Most items can only be bought by 1 team member once every 2-5 minutes (not everybody in the team can buy the same item at the same time) (this should be already impletement too)

3. Perodic Credits prizes will be removed.

4. Increases in the cost some of the prizes (super, no energy, shutdown, brick, trip-warp and warp)

5. The people who did not win the flag game will recieve 10% of jackpot to credits (winning team gets 100%)

6. Anyone in a safe zone will not be targeted to any warping mechanisms

7. A Multiprize buyable will be added (not a crazy cost)

8. M!@#$%^&* Shutdown and M!@#$%^&* Energy Depletion will be added for HIGH costs (This will effect EVERYBODY, except the person who did it ... so they alone get the advantage ... which I think is fair).

9. M!@#$%^&* Warp will NOT be added.

10. * arena Messages for when major items get used.

11. The no-anti prize remains ... unchanged. It just takes anti off of 1 enemy ship ... what are the odds that it is actually gona take the anti off the 1 person who has it on ... especially when the zone is more populated.

12. Since people with flags can not be effected by some items ... they also can not buy anything while carrying flags, it is up to his/her team to do the work.

 

The Kickzor has returned.

 

Let's see, I have a problem with tri-warp. If you warp someone inside the base to OUTside, they can instantly attach to someone ...making the warp literally ineffective. I think it should effect safe zones because it'll make the tri-warp has some effect. If you get warped out when in the safe, you can simply attach to another team-mate IF defending. If attacking, obviously, same as above. There should not be any major problems with this.

 

Or tri-warp that it drains your energy completely, so you have to wait or go to the green area to get your energy back up to DELAY.

 

Everything else looks good.

Posted

Ok, I read through like 25% and I found around 3-4 good ideas and some ones I didn't like. I don't yet like any of the M!@#$%^&* XYZ ones, they'll probably remain in fairyland.

 

Well, for now, all of it will, of course :D, since I'm going to sleep now. And I have no idea when I'll actually finish reading this, eheheh.

 

!@#$%^&* those school and friends and girls and gym and studying thingies.

Posted
Ok, I read through like 25% and I found around 3-4 good ideas and some ones I didn't like. I don't yet like any of the M!@#$%^&* XYZ ones, they'll probably remain in fairyland.

 

Well, for now, all of it will, of course :(, since I'm going to sleep now. And I have no idea when I'll actually finish reading this, eheheh.

 

!@#$%^&* those school and friends and girls and gym and studying thingies.

 

....After all that typing Kick and I did and all the work constructing those posts...you're telling me you haven't even read them all the way through yet?!? :D

 

Quit with the excuses and the whining about long posts, people. Just read faster. I can get through the entire thread in 10-15 minutes.

 

Kick's thread/ideas deserve a little more respect than this. ESPECIALLY since the credit system could end up being the idea that saves Devastation from obscurity and makes or breaks the zone. It's WORTH a thorough discussion. You haven't really even commented on anything specific. I understand it takes time to actually poll/discuss, consider, and implement ideas, but come on. Get with it already.

 

--TM_Master OUT...

Posted (edited)

Ok, I actually read it ;)

 

Changes done:

  • max super time is now 8 seconds
  • warp removed (yeah, too unbalanced)
  • tri-warp no longer affects flaggers
  • tri-warp does not warp people in safe
  • shutdown price is 21Mc (was 11Mc)
  • no-energy range reduced by 30%
  • increased delays for several items by a few minutes
  • no-energy does not work on flaggers
  • no-energy does not work on players in safe
  • shutdown gives the target 1 repel blum.gif
  • "items" added - gives 1000 bounty (= full items)
  • shutdown range decreased by 43%
  • shutdown time decreased by 50%
  • prices increased 20-30%
  • tri-warp gives an energy depletion as well (to avoid instant attach)
  • arena message for tri-warp, super, no-energy, no-anti, brick
  • tri-warp is now called warp (easier on the fingers)
  • no-energy is now called zero (easier on the fingers)

All in all, I love big threads (when I actually get around to reading them). Keep up the good work. Let me know more and such.

 

I guess I should also post about the stuff I didn't change? Mmmm, what were they now...

  • m!@#$%^&* items - way too unbalanced in any form
  • no burst, repel, decoy, portal - buyables are *special*, not the ordinary crap. I don't want to see a long buy list, as well
  • *arena - I simply didn't have time for the funcionality, although this could indeed be a neat toy for the newbies. Perhaps with the next batch of changes.
  • no-energy still affects 3+1 max, not everyone - m!@#$%^&* = bad!
  • prices were not made *way* higher. Well, I don't really have a good idea of the scale of prices right now... needs playtesting. Needs more players, actually ;) A throrough analysis is needed, maybe in the next batch.
  • shutdown still affects flaggers - time & repel stuff, see above
  • flaggers can still buy stuff - I didn't see the point

the *arena messages were kick me's idea ... but I like that notification idea.

 

I don't really understand what you are saying here, X. Maybe clear it up for me?

 

 

By the way, did you know that the top 5 players hold 71% of the credits? No wonder you complain about low prices - you're the only ones that have credits! The 6th person only has 40 million. 40! Barely enough for a few items. And 33% of December has already passed.

 

Anyway, I was thinking that to equalize the credit situation a bit, without creating any unevenness, perhaps making large JPs give slightly less % of JP (logarithmic scale). So a 10 million JP would give mostly 10 mil, but a 500 mil JP would give 300 mil or so. Could give the smaller people a chance too. What do you think?

Edited by SOS
Posted

If jackpot <10 million ... losers win 10% winners 100%

If Jackpot 10 - 25 million ... lossers win 15%, winners 100%

If Jackpot 25-50 Million .... losers win 20%, winners 95%

If jackpot 50-100 million .... losers win 25%, winners 90%

If Jackpot 100+ million ... losers win 30%, winners mega_shok.gif%

 

 

I think thats fair ... possibly the winners should always get 100% ... but this is a good balancing scheme.

 

 

Losers include players who are specced, but did play during the flag game.

 

 

Also ... SOS ... is it possible to include in the flag stats win ALL players that were involved in the flag game ... not just people who managed to stick around for the entire game ...

 

Bascially keep stats saved if the player leaves/enters arena.

 

-xdoom

 

Oh, and by the quote SOS I meant that I liked kick me's idea to have *arena notifications for important credit buyiung and using.

Posted (edited)
Bascially keep stats saved if the player leaves/enters arena.

 

Not without a ton of work. Too much work to manage in 2005, in fact blum.gif

 

How about this for the flag victory credit amounts:

 

(all in millions)

 

JP / Credits / % of JP

1 0,79 78,57%

2 1,48 73,95%

5 3,41 68,27%

10 6,43 64,26%

15 9,30 62,03%

20 12,10 60,49%

25 14,83 59,32%

50 27,92 55,84%

60 32,97 54,96%

75 40,42 53,90%

100 52,56 52,56%

120 62,08 51,73%

150 76,10 50,73%

200 98,95 49,47%

250 121,30 48,52%

300 143,26 47,75%

500 228,35 45,67%

750 330,62 44,08%

1000 429,89 42,99%

Edited by SOS
Posted (edited)

Winners. Losers would be 10% of that or so.

 

Yeah, it's a bit strange since it does not start at 100%, but it's all one formula, which means I like it smile.gif

Maybe another formula for losers, hmm...

 

1 0,23 22,72%

2 0,50 24,77%

5 1,38 27,53%

10 2,97 29,67%

15 4,64 30,94%

20 6,37 31,84%

25 8,14 32,55%

50 17,39 34,78%

60 21,22 35,37%

75 27,08 36,10%

100 37,05 37,05%

120 45,18 37,65%

150 57,59 38,39%

200 78,72 39,36%

250 100,28 40,11%

300 122,19 40,73%

500 212,38 42,48%

750 329,10 43,88%

1000 448,85 44,89%

Edited by SOS
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