3 suggestions to make ascended a lot better in the next update! pls read them all.

This is the post I don't think u read and have been pushing lol.
1. You can't just increase the APP>Life force every half a year or something, players in ascension grow too fast so it's just guess work.
100 times would have been more reasonable (would seem extreme but the rate is out by that much).
top incomes in ascention are around 500bil, top incomes in main are around 20bil.
at APP 330>1, the main player could send up 6tril (so no rounding errors) worth of stuff by ascending, assuming its at the best rates (infinite UP, with required units etc) the number of ascensions becomes irrelevant (in determining costs) which work out UP is worth exactly 2.25 times more than the rate of naq, which would be converted into 2.25*6tril/6000000=2,250,000 APP, this can be converted into 742,500,000 Life force (by multiplying by 330). to get 6 tril naq it would have taken the main player 6tril/20bil=300 turns.
742,500,000/300=2,475,000 Life force per turn
For an ascension player with 500bil a turn income, they could convert this into 500bil/10000000*1000=50mil LF per turn.
so that means a strong ascended account is worth 50mil/2.475mil=20.2 top main accounts income if you want LF in ascention, if you want dmu in ascension you would get 2,475,000/1000*1000000=2,475,000,000 which is the same as 500bil/2.475bil=202 main accounts.
Therefore i suggest to make main and ascension more in line the APP to life force ratio instead of being 330:1 is 3300 to 1. that would make ascension accounts a more reasonable 2.02 times as good as a top main account for LF and 20.2 main accounts if they want DMU!!
For an even fairer ratio the top 1% of mains incomes, that have logged in within the last 2 weeks vs the top 1% of ascension incomes to determine the APP to LF ratio, ideally 1 main account should be able to generate as much life force per turn as 1 ascended account on average but of course the top players in ascension won't like that!
2. The server NEEDS a super weapon (all the people that said yay are the people dominating the game), to one day just maybe, maybe have enough money to hit one of the top players with it. It is great for activity of smaller players because they can make some decent amounts of DMU from farming, sure it's nothing like the larger players make but hey its not bad! make it not kill any planets if you want, just destroy weapons, that'd be enough to make the top players hittable until they log in! don't worry its not like they would be raided because they'd still have covert/assassins!
3. There needs to be moving caps!! limits like 100m+ planets is no raiding, 1/2 DMU>LF conversion rate after 200m planets, quarter after 800mil planets and 2/3 up, 1/8 after 3.2bil and 1/2 UP! as a larger percentage of players are being hit by these limits, have it updated automatically. for example 0.1% of players (ie around 5 currently, rounded down) should be hit with toughest cap, 0.5% (around the top 6-25) should be hit with the next strongest cap, the top 2% of players (26-100) should be hit with the next strongest cap. If, heaven forbid, somebody catches up to another person in planets, they will be hit by the cap instead of the other guy!
It is imposable to even be comparable without caps. these caps slow the top players down but it is still almost impossible catch up to them but if they are moving caps they will make the top accounts more comparable. There should be these sort of caps in all 4 servers to encourage different strategies beyond, "i have a higher income, ur so screwed"
Limits do not mean being overtaken, they mean making peoples stats are less run away and more comparable, that's the only reason main server is considered reasonably balanced, caps are slowing people from running away with the game, but the top players are still the strongest!!
thanks,
chargin.