Forum wrote:1) will likely drop to below 1000
2) will likely get increased in cost (all levels) relative to beta server. cheaper than production
3) 1app per turn for active accounts is current setup on dev (if turns passed)
4) 1:1 ...but you only get cache if you are full LF&reserve...
5) i am going to stop raid, keep revolution, to make it simple and 'warm and fuzzy feeling' for those who want their revenue protected. this will also help the 'farming' to generate income
6) agreed.
in short - i am doing both teh increased APP->LF and decreasing levels, but not to the degree it is now. Part of reasoning is people like to grow...waiting 2weeks to upgrade one stat (assuming they do not ascend to get app) is a perceived negative.
more to come...RobinInDaHood wrote:Here is a list of proposed changes:
1. App goes to 1500-2000.
2. Life force levels good.
3. SW removal good, however, a drop of 50mil lifeforce into cache weekly, on all active accounts who have logged in within the last 48 hours.
4. LF Cache (direct APP into the cache, excessive life force goes into the cache every 7 days, i.e. you don't get to have more then your max life force level). Life force can come out of the cache and back into active LF but at a ratio of 100 to 1.
5. Raiding restored and Initiate Revolution to be changed to 15 turns and 2% loss of sent units.
6. Vacation mode to be continued as it currently works for this update and up for review for a later date.
Ok?
just logged onto dev server
1. ~837 APP:LF, looks good (this is still 25x what it was guys who think its low)
2. Costs look 'okay' 95 CL costs 831k LF, whereas currently 75 costs 1.2m LF, so like i said not a bad drop, but not great
3. 1APP per turn = 281k LF per week for free (which is safe from 'enemies'), nice touch
4. 1:1 is good
5. best get raiding tonight then
6. no comment
Thanks



