Well it has been a HUGELY exciting first month for MOON, this great game completely surpassing all of my personal expectations and at the same time - so much fun!
And in the last week or a bit more, since the stunning State of the Moonion 2 event, there has been some deep work, hard thinking and now AMAZING UPDATES to the game, thanks to the hard work of @hivetrending. Make sure to sign up for State of the Moonion 3, because this game just keeps getting better and better and there will be a lot to talk about by then!
Read on to find out all about it, but first - the birth of the first moon.
This prompted a buzz - and a bounty, given out to player omgomg
:
The game is getting quite exciting, as more and more fleets are taking to the skies, and experiencing what its like (possibly "once again") to play as a space emperor, existing within a violent universe. Will the cargo ship fleets "mining" the far solar systems on expeditions win? Or perhaps the fleeters or the raiders, with their baddass and battle tested ships?
We cannot yet know! But we can know one thing:
For the past two weeks, our entrepid @hivetrending has waded up to his neck in the Ogame Battle Probability Engine, we had been finding some results were not as expected, and especially that the simulator was doing something different. It seemed, to more than one person, that "shield domes were OP".
Well, as it turns out - shield domes are OP. And the simulator was wrong! That has changed, now your simulations should be correctly showing how tough it is to take down these domes.
Of course @hivetrending did all the work, hard work at that, while I just looked over his shoulder on occassion; and so I will give him plenty of space to tell you all about his adventures in PHP probability space inside the open source "hivenova" repo brought to us all by the @hive.pizza team. Watch his blog for that!
But there is one, very important thing to announce:
Our universe was undercounting the debris. This is, ironically in reference to that last bit, something that the simulator "should have been right about", but the actual universe was doing "wrong", at least according to the admin settings of "70% from fleet, 30% on defense".
We've been "testing" 70/30 for months now - except it never was 70/30. It was strict 30/0 since forever. And not its "fixed". Is this too much debris? Only time will tell!
Major exciting changes to the game as we shift into the next phase - fleet hunters and moon chasers, stay tuned in the PIZZA discord as we will be announcing the pizzabit bounties for our previous mission, which is now closed, very soon!
If you haven't already, be sure to Upgrade to Combustion Engine 6 to get your large cargoes and Recycler ships off the production line - this universe is heating up fast and in some ways "we are just getting started"!
Very cool, I love how many challenges there have been already! Now I just need to get myself into some of them...lol! I'm looking forward to what's to come! ð ð ð âĻ ðĪ
Oooh is it like one of those old school browser space sim games from the 90s?
Used to play those waaay back!
Yessss bro, in fact it may BE that game you are thinking of!
Except of course, ours is better! ð ðĪŠ
wow
thats a crazy boost to DF
fleets will be crashed left and right
byebye turtles
It really is crazy, I think defense debris is 30% of total, not 30% of killed, which would be 9% ðē
It's just really cool that we have this... brings back memories of very early days online when these were 100% text based; pretty much just one generation after (I'm gonna date myself here!)...