CS attack/defence weaponizing increase

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Sol
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Re: CS attack/defence weaponizing increase

Urke wrote:Actually it is 11.250.000.000.000 per turn. :smt117

Was I accurate enough ?

It is not nice to penalize people who actually farm to buy things around here. :) I'm sorry that my CS is 47Q. I promise to stop at 10mil/10mil, so I can boost my income a bit as worst thing to boost, from my perspective. xD Will :smt089 for "lost" DMU... :P

I almost forgot to thank you for Dr Mariaelena Punicelle. So, Thank you. :smt060

Well increase your production more then, your loss. It is still within reasonable bounds to increase the CS cost. You still haven't provided any decent argument against it.
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prsko
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Re: CS attack/defence weaponizing increase

Cost to buy one attack weapon for the CS = 210,080,000 (210 t per 1 mill)
Cost to buy one defence weapon for the CS = 230,500,000 (230.5 t per 1 mill)

At this prices, a 10mil/10mil CS will cost roughly 4.4Q to build.
At the 11.25trill/turn you would need roughly 350 turns, thats more than 7 days, not missing a single TC with crit off.
Don't u think thats a bit to much?
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Urke
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Re: CS attack/defence weaponizing increase

Sol wrote:You still haven't provided any decent argument against it.


Im sorry but it is your job to set this game to be fun not my. It is understandable that some people cry about w/e, because they were never even close to win The Arena. With CS or not, we already decided who will win next one. :D How awesome is that ? :-"

Biggest bank I saw in the last arena was 7.5bil weapons. I doubt anyone had more. That would be roughly 1Q. :D
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Sol
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Re: CS attack/defence weaponizing increase

prsko wrote:Cost to buy one attack weapon for the CS = 210,080,000 (210 t per 1 mill)
Cost to buy one defence weapon for the CS = 230,500,000 (230.5 t per 1 mill)

At this prices, a 10mil/10mil CS will cost roughly 4.4Q to build.
At the 11.25trill/turn you would need roughly 350 turns, thats more than 7 days, not missing a single TC with crit off.
Don't u think thats a bit to much?


11.25 t per turn was based on urkes values in regards to the old numbers (he considers the original numbers still too high for the arena). I would expect people would have greater amounts of planets trained to get more income, and farm for better production levels to compensate.
If you wanted some more numbers; 5 bill planets as income (basically the UU what you start with in the arena) equates to a little over 28 trill. By your calculations 11.25 t ~ 7 days which means 28 trill < 3.5 days.

Anyway if you read further down I said:
... Anyway I was considering lowering it for people in the arena..

Which doesn't imply using what I originally posted for the out-of-tourney values.


You shouldn't expect to get a renewable source of additional attack and defence in a few turns changes after planets -the backbone of an attack and defence - are practically limited to what you start with and then a few more from lucky kills.

Perhaps you should consider what you're saying anyway, you want a 10 mill / 10 mill, approx 19 Q/ 29 Q, command star (arguably matching a few players defences) to be built in a few turn changes? Again and again? And again? With no repercussions.

@urke, people dont stockpile dmu in the arena, they get a bit, then they get what they need when they need it.
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Urke
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Re: CS attack/defence weaponizing increase

Sol wrote:@urke, people dont stockpile dmu in the arena, they get a bit, then they get what they need when they need it.


For the lulz Sol. Just made my day. :smt050

I even if I said that 1+1 = 2 you would say it is something else.

Till next time.. :D
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Sol
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Re: CS attack/defence weaponizing increase

Urke wrote:
Sol wrote:@urke, people dont stockpile dmu in the arena, they get a bit, then they get what they need when they need it.


For the lulz Sol. Just made my day. :smt050

I even if I said that 1+1 = 2 you would say it is something else.

No I would agree with you, if you considered 1 - 1 = 2 I would correct you.
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Mathlord
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Re: CS attack/defence weaponizing increase

Sol wrote:@urke, people dont stockpile dmu in the arena, they get a bit, then they get what they need when they need it.


Technically people stockpile dmu every tournament. I personally don't stockpile too much because I am way too lazy, but people save up billions and billions of weapons. This is especially important in team deathmatch when most people don't have the attack button.
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Sol
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Re: CS attack/defence weaponizing increase

Mathlord wrote:
Sol wrote:@urke, people dont stockpile dmu in the arena, they get a bit, then they get what they need when they need it.


Technically people stockpile dmu every tournament. I personally don't stockpile too much because I am way too lazy, but people save up billions and billions of weapons. This is especially important in team deathmatch when most people don't have the attack button.

They do to an extent, even I do, but there would be very very few that would do it continuously.
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Borek
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Re: CS attack/defence weaponizing increase

Sol wrote:Effectively, CS has been left behind as I increased a few things. You can fully equip a CS in one TC really with a few bill planets trained and decent income powerup level, which is ridiculous and that was in the tourney, a resource deprived area, outside the arena dmu required compared to income or on-hand dmu, or anything really, is simply negligble.

So I propose something like this:

Cost to buy one attack weapon for the CS = 210,080,000 (210 t per 1 mill)
Cost to buy one defence weapon for the CS = 230,500,000 (230.5 t per 1 mill)
I would be considering increasing it more.

Love the way you propose this then add this:

Black Hole String 1,100,800,000 Dark Matter Units
Enegry Vortex 1,250,000,000 Dark Matter Units

*face-palm*

Ruined farming active accounts in 1 move.
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Re: CS attack/defence weaponizing increase

It *is* a tad expensive.. maybe rebuilding the average CS should cost as much as building an average (40Q) strike minus the planets. :)
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Lebe
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Re: CS attack/defence weaponizing increase

Great.... log into arena asap. With decent production level, you could have 30Q strike after 2 TCs + one more for weapon repairs. Then invest everywhing into CS weapons and start slaughtering players who will log after this time, because they will not have any DMU for weapon repairs, no DMU to build CS to defend themself and they will only loose 2,5B planets + 500M best def weapons and they could only watch....
...and count into it, that there is no penalization, if attacker fail a hit and your CS withouth any shields will not loose any weapons fighting CS that freshly entered arena.

We could then easily say, players who will log 12 hours after arena will start, will be immediately treatened with players with 40Q strike + 10Q strike from CS (if they have enough DMU), with no way of defending themselves.

Argumet, that is saying, that you could get DMU in arena by attacking other players is correct(if you qill build up at least 50Q strike..... or be wasting lots of ATs on almost killed players), but gitting DMU in team deathmatch arenas by attacking players is not correct. Most player have only 2 possible attacks. Most frequent ones are destroy and DM?
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To equip all 20M slots on CS, would require 4,4Q DMU... Lest say, average CS with 10Q strike will destroy 250K shields on one attack. It is over 70T DMU, witch is 3 TCs for average player.
Only thing, that this update will make is, that majority of players, will not investing a single DMU into CS. So few rest players will only had to invest into CS weapons and they would get over 10Q undestroyable strike against majority of players.
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Another thing is, that prices before this update in arenas final hours were astronomicaly high to equip CS, because no1 have any income planets left, all DMU is stored in weapons and each hit is very costly to repair. Especialy if both players have higher strike as is theyr defence, not enough planets to DM and each hit cost you over 5T DMU and each hit on you cost you 10T DMU (for example).
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To make it short. Entering into arena with 0 CS is very very bad idea.
Increasing astronomicaly prices to equip CS as is proposed will eliminate almost all CS from combat.

All of it lead me only one question, after each player in arena is allowed to use only 2 or more types of attacks... Why do you want to penalize so badly players, who invested time and resources in theyr CS at expense of other stats?
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Re: CS attack/defence weaponizing increase

:( so I can afford to still build.. I just can no longer afford to equip.. :smt091
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Re: CS attack/defence weaponizing increase

Well, the new price of weps came as a bit of a surprise, I was expecting the increase to match those in Sol's original post, What was the reason for increasing the price so much from your original post Sol?

As it happens I also thought I had been hit while farming when I repaired my CS after hitting a few players with CS's built.

Current price for a single 2560 strength planet wep is 167,800 DMU. Current price for a single CS wep is 1,100,800,000 DMU. Thats one hell of an expensive gun I'm putting on my CS, considering I can equip an entire planet for just 167,800 DMU :P Add to that the cost of buying the initial weapon capacity for the CS, I don't see why you have made it so prohibitively expensive.

If this change is being driven by the arena, and the ability some have of taking a large CS into the arena for 'cheap' pewpew, then address that problem IN the arena. Use a copy of the players CS when entering the arena, un-equip the shields and weps but retain the capacity. Allow the player to invest (in higher cost shields / weps) if they wish to use the CS. Please don't use a knee-jerk reaction to an 'arena issue' to massively change the viability of CS's in normal ascended gameplay. Otherwise you end up relegating them to purely an 'achievement goal' and nothing more.
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Re: CS attack/defence weaponizing increase

Well.. one could argue that while a realm has many planets, it has only one Command Star, so upgrading that Unique Entity is going to cost more. But this is quite a bit more pricey than I thought this would be.. burned my fingers.
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Re: CS attack/defence weaponizing increase

Thank you Sol for re-adjusting the price of shields and weps, I no longer have to invest my entire empire production into knocking out the dents in my pimp mobile!

More importantly, hitting active players is once again profitable even if they also have a built up pimp mobile, and that has to be good for the game :D
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