the level caps at 1000 i am most concerned with are: the 2 def; repulsion; -- those work to a % ... 1000 is high. it used to be you could have 220% bouceback, and only take -150% of the damage (nobody was there yet, but close..) --nonsensical...so they need a limit. i arbitrarily set 50%/50% for damage (to a 75% reduction) and 50% bounceback (at level 1000).
the others i am game to remove limit, as they are 'hard numbers' and not % bonuses....thus the cap.
the DMU<>LF rational is: something has to slow the <2yrs old> exponential growth...if it does not, you will outstrip everyone, more each turn... i dont' mind you being and getting ahead, but the rate of distancing yourself from the rest has to slow at SOME point )this is true of your account, and ALL accounts in general...assuming they never lose their production on stuff) ...suggestions on how its done? sacrifice planets for DMU? plague like main? I picked army size, as this is the indicator of revenue potential..if you potential is THAT high, you could afford to pay more ... was the thinking...
what is in beta is what is being suggested for production.
also -with levels 'cheaper' - but higher levels obtainable to all -the 'cubed cost increase' actually starts to kick in... so the levels 600+ do get very expensive...but if you are teh only (or one of the only) ones in game with income planets and reveneu to pay the silly prices, again it further distances you simply because you alrady have 2yrs of unit production under your belt to rely on... goes against the 'makes it reasonable to compete even if you are low/new/made mistakes' (i did not say guaranteed equal - i said there is a prayer
the one aspect i am not sure on the play of is the LF recovery...turns will help determine that...
the more i looked at the logic/code, the more i realized we were just about to hit a real wall where some stats got to the point of 'invincible' ... play wise, and math wise...
Mojo Rising wrote:OK, I cannot respond intelligently to the changes in the server until I actually know what those changes are. Basically, if I understand what you are saying, you are making the levels cheaper, you are putting a hard cap on all levels of 1000 and you are making the DMU - LF conversion rate higher at 2 billion planets. If this is the case, you may as well just reset ascension now and be done with it. I will be the second or third to reach 2 billion planets (long before I reach 1000 in all levels). In the meantime, others with smaller accounts will be able to do massive ascensions and get to the levels more quickly and with greater ease than I can, making my account obsolete within a year. I am very confused. Not sure why the sudden change (yet again causing me to rework my strategy in main).
Jason,
Believe it or not, I really do appreciate the work you are putting into ascension, I really do. But turns are still not running in the development server and until you actually do a "live" update, you will never know how the server will play out.
Also capping LF per turn is a bit unfair to those of us who are above those levels already. But I guess you have to do what you have to do. If you could please post on here EVERY proposed change you are planning to bring over to regular ascension server so we could break it down, point by point, that would be spectacular. Thanks Jason.




