I see more the soldier fact than skipping it and only thinking of the kill ratio like if all david could kill all goliath...
I know the roleplay is gone now but at least keep the few parts left of it? :s


Apophis The Great wrote:2:1 or 3:1, lifers are weak they are slaves while assassins are elite troops, totally unlogical to make them as strong as each others lol
I see more the soldier fact than skipping it and only thinking of the kill ratio like if all david could kill all goliath...
I know the roleplay is gone now but at least keep the few parts left of it? :s



Apophis The Great wrote:Sounds interesting...but don't lifers add bank size and remain alive after ascending? So they arent as bad as they seem to be.





geisha wrote:alternative for getting rid of lifers:
First, what are lifers? They are slaves who have been forced to work in your mines for ages.
Slaves can be freed, but after years of slavery, they clearly need rehabilitation in order to learn how to live a normal life again.
So, you have to send them into a very expensive and complicated rehabilitation programme.
The programme costs 100,000 naq for each lifer. You pay in advance, then send your lifers away. After 24 hours, your lifers will return to you as UU. Unfortunately not all of them will have made it. Some of them will have commited suicide because they just can't deal with the idea of freedom, some just died because they were too weakened... etc. So your losses will be something between 30 and 70%. You never know how many will make it. You may get rather lucky and get 70% back as UU, or rather screwed and only get 30% back.
Another idea would be an advanced rehabilitation programme. Even more expensive, but you do get a chance to increase the success rate by 10%. This one would cost 1,000,000 per unit.
Lord Silent Bob wrote:Apophis The Great wrote:Sounds interesting...but don't lifers add bank size and remain alive after ascending? So they arent as bad as they seem to be.
Try having your account made up of almost 70% Lifers

Lord Silent Bob wrote:Bull-E wrote:i like the strike covert combination attack
yeah, me too
nobodyhere wrote:sorry for the double post but this really needs a posting of its own
EUREKA!![]()
instead of rehab tech how about we have a rehab planet?
just like our home planet, the rehab would be unconquerable. you would also need to have at least covert level 27 and ascended to messiah and would need to use all 3 MT and say 1000 attack turns to create the planet, maybe even naq as well, say 500 bill??
the way i was thinking it could work would be like this...
you would need to have a cargo ship to transport your lifers to the rehab planet and this would take say 48 hours round trip (12 hours to the planet 24 hours for rehab and 12 hours return trip to home world).
we could then have tech levels for the rehab and for the ship cutting down transport and rehab time to a total of 24 hours with a 30% max rehab loss.
we could also limit the amount of lifers you could rehab by starting off with a ship which can only transport say 500k UU at a time and you would need to buy ever costlier transports to increase the amount of lifers you can rehab at any one time.
of course, all of the numbers above can be reworked.
so what do you guys think?



nobodyhere wrote:sorry for the double post but this really needs a posting of its own
EUREKA!![]()
instead of rehab tech how about we have a rehab planet?
just like our home planet, the rehab would be unconquerable. you would also need to have at least covert level 27 and ascended to messiah and would need to use all 3 MT and say 1000 attack turns to create the planet, maybe even naq as well, say 500 bill??
the way i was thinking it could work would be like this...
you would need to have a cargo ship to transport your lifers to the rehab planet and this would take say 48 hours round trip (12 hours to the planet 24 hours for rehab and 12 hours return trip to home world).
we could then have tech levels for the rehab and for the ship cutting down transport and rehab time to a total of 24 hours with a 30% max rehab loss.
we could also limit the amount of lifers you could rehab by starting off with a ship which can only transport say 500k UU at a time and you would need to buy ever costlier transports to increase the amount of lifers you can rehab at any one time.
of course, all of the numbers above can be reworked.
so what do you guys think?
