Suggestions to Increase DMU/Reduce Snipers

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Robe
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Suggestions to Increase DMU/Reduce Snipers

Following in the foot steps of Colos and BMMJ,
I would like to list the some suggestions that I initially raised in the general discussion thread.

Common complaints about the server since it became active is that there is not enough DMU to farm and
linking the number AT earned with ranks encourages sniper play.

I have 3 simple suggestions to address these concerns and make the server fair for new and old players.

1. Raise the old cap of 2b planets for CER to 3b to increase production and generate more DMU throughout the server for all players (new and old) to farm.

2. Increase the number of turns generated for every player to 15 per turn to reduce sniper play and provide enough turns for all players (new and old) to farm.

3. If you set Vacation in Ascended, you lose your ascended bonuses in main.
The reverse logic should apply so if you set vacation in main, you should lose a 50% overall power bonus in ascended.
Combined with suggestion Number 2, this should significantly reduce sniper play.

I would appreciate mods linking these ideas to the pinned Index Summary Thread.
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Re: Suggestions to Increase DMU/Reduce Snipers

I thought setting Vac on Ascended was the same as being decended anyway... :s
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Re: Suggestions to Increase DMU/Reduce Snipers

Robe wrote:
2. Increase the number of turns generated for every player to 15 per turn to reduce sniper play and provide enough turns for all players (new and old) to farm.



this would also promote people to acctuly build their ascended accounts.
currently i belive the most popular game style is to never leave anything trained, to optimize your farming capability.

if the top ranks can farm as much as those at the bottom, it could potentaly make people more active and rank mean something

thus in my opinion make snipers have to work on their accounts more, to destroy active players

we should reward the active players, not hamper them with less turn generation capability
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Re: Suggestions to Increase DMU/Reduce Snipers

I am generally agree-able to these suggestions...

even though I think it will hurt my personal account indirectly by a lot... :(

not because I don't build...

but because it will encourage my fellow farmers to hit my preferred farms more,
and to encourage my preferred farms to build defenses...
and i prefer to farm with a single strike weapon where possible...


additional suggestions:

god questing and recon reports should go back to having nothing to do with any rank or rank modifiers.

getting information should not be the privilege of people who happen to have stats within range of target...

if i wanna god quest or spy rank 1 or rank 5k,
or to GQ or spy a 30 bil planet person, or a 200 planet player,
it should have nothing to do with rank or rank mods.


In addition, i think getting a main name AND a main ID on an ascended player should be fairly easy, regardless of covert power...

and that it should also be relatively easy to get the ascended name and ID of a known main player... cuz people who mess with a player on main should be concerned on ascended...

even though that might well also decrease my ascended farms further... :(


for the record, I will continue to farm with 1 strike weapon,

as long as it is a viable option...

as it generally keeps me outta trouble... :-)
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Re: Suggestions to Increase DMU/Reduce Snipers

Added to the index.

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Re: Suggestions to Increase DMU/Reduce Snipers

think part of the problem is everyone wants to farm with 1 weapon, they don't want to build something they know is easily removed ( as it should be on ascended if you have learnt to play

as it stands, a farmer who has alot of trained planets, needs to train a certain other unit to protect them
That one ranked stat alone is enough to knock you out of the best "turn bracket"
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Re: Suggestions to Increase DMU/Reduce Snipers

Robe wrote:1. Raise the old cap of 2b planets for CER to 3b to increase production and generate more DMU throughout the server for all players (new and old) to farm.

2. Increase the number of turns generated for every player to 15 per turn to reduce sniper play and provide enough turns for all players (new and old) to farm.
1) Not needed if untrained generate income.
2) Agreed

ƒëmmë ƒatalë wrote:I thought setting Vac on Ascended was the same as being decended anyway... :s
50% bonuses i believe. Unless it's changed
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Re: Suggestions to Increase DMU/Reduce Snipers

Rottenking wrote:think part of the problem is everyone wants to farm with 1 weapon, they don't want to build something they know is easily removed ( as it should be on ascended if you have learnt to play

as it stands, a farmer who has alot of trained planets, needs to train a certain other unit to protect them
That one ranked stat alone is enough to knock you out of the best "turn bracket"



Yes, that's one of reasons I farm with one weapon...

However, there are several others that I and others use, which deserve to be enumerated:

1) It is *more* difficult for a targeted player to be taken seriously
if they have a problem with being hit or farmed
for sizable amounts when they are being broken with a single weapon,
than if they have even a small defense...

+ the lulz factor goes up,
++ the friends are less likely to get involved,
+++ always the potential the target will be outted and made widely available as a farm to every nearby ranked ascended noob who builds a single strike weapon,

++++ random players are less interested in taking the side of people who are not willing or able to
arm a single defender when they have DMU out.

Much like the Main Server, but without as many players,
and without any alliance / commander logs, the secrecy of the zero defense player is more easily kept... and more cherished by the targeted player...

and thus the targeted player is much more likely to say nothing,
or to modify their income than to complain, threaten, mass, etc. ;)

2) I have never had anyone complain because I bounced off their new or hidden gigantic defense with one strike weapon. :smt081

even if I bounce a lot... :smt043


3) it costs tons less in repairs for the attacker.

4) Rank does not only influence how many ascended attack turns a player gets every :30 minutes,

but the Ascended Rank Mod also dramatically affects the percentage of DMU that the attacker is most likely to walk off with.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
_________________________________________|______________________________________
This is at least as important as the reduced cost of repairs, as the DMU spread on a low-ranked player is several times father apart than any Unit Raid that I have ever seen or heard of during in my 4+ years of playing the Main Server...

Yes, even the raids from 4 years ago were more predictable than hitting a 3k ascended player for DMU, in my 2+ years of actively playing Ascended.


This is also the major point of my post:

If one's Ascended Rank, especially as relative to one's targets, is going to be changed to be less easily influenced or manipulated on Ascended,
then the Rank Mods are also going to warrant change. ;)
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