-Ascensions
Base Stats @ 1 Ascension 105% attack 51% Ascended Blessing upon ascension
1-6 = 5% increase stats each and 1% increased Ascended Blessing
7-23 = 1% increase stats and 1% per 5 ascensions ( i think )
Unknown = 146% stats and 60% Ascended Blessing (Not sure possible)
Changes
Base Stats @ 1 Ascension 105% attack 60% Ascended Blessing
1-6 = 5% increase stats each and 1% decreased Ascended Blessing
7-23 = 1.5% increase stats and 1.5% decrease ascended blessing per 5 ascensions
Unknown = 154% stats and 49% Ascended Blessing
Reason: It would give new players a slight bonus, however the stats would be more significant for the higher players, but it gives people a choice of what level they want to get to, etc. Can be adjusted but these rates seem decent with no REAL impact on gameplay but more versatility, new players will get a higher chance of AB to somewhat level the playing field. Take into consideration the term " Ascended Blessing", being so far into your ascensions and maxed out, there is hardly a need for the ascended to bless you. however the lower ascensions need help from the gods, in turn they get a larger ascended bonus to cope with life. LOL
-Turn Production
Current 4 Turns per turn change is too low for normal use, this should definitely be bumped up, I would make it 10 turns per turn change, reduce the maximum amount of generic turns generated naturally to 2,500. Turn generation does not stop at 2,500 it will stop at 7,500 however any turns that are generated after that 2,500 are considered personal and cannot be traded. Maximum general turns held or traded will be 20,000 (increased from 10k)
Turn Production = 10 general per turn. Total General turns = < 2500 = generate general turns; else Turn production = 10 personal Turn production IF total turns = <7,500 else Turn Production = 0 per turn.
-Military Experience
Current Attack Super Soldiers Killed (300)
Defence Super Soldiers Killed (100)
Changes
These should be changed most definitely.
Attack Super Soldiers Killed (250)
Defence Super Soldiers Killed (400)
-Military Experience Exchange Shop
Experimental but would like to see this implemented. A new tab called Military Armory, each item can be purchased just like the regular armory, however the only currency used is Military Experience. Additionaly each military quality item would be 10% more powerful (and 15% more repair cost) than the original item. The goal would be to be able to get a 100T defense / strike with approximately 100 billion Military Experience. These items can be sold at the fraction of the prices and ratios seen in the regular armory. These items do not count towards ascension points. Once you purchase them, the points are deducted from the "ME Bank". The total amount of the ME and the ratings will remain the same. However, the "ME Bank" (not implemented yet) will register the new kills into a usable currency. The total ME will remain the same and will go up like usual (the rankings dont reset or go down), however any new ME will also register on ME logs + be usable for purchases.
I would recommend only making the highest tier grade weapons for this, no need to make tons of stuff that would never be used.
Approximate pricing would be about:
(Names can be changed)
Military Ion Cannons Weapon Cost: 500 Military Experience Weapon Strength: 6,336
Military Grid Cannons Weapon Cost: 510 Military Experience Weapon Strength: 6,325
-Glory And Honor Exchange Shop
Experimental but would like to see this implemented. GnR use would be able to purchase naq at a proximately 5T Naq/8m uu/3k AT per 1k GnR. This allows players to be able to use the GnR to their advantage, gives people reason to try to fight for the top 1-10 spots, which I would also increase to 25 GnR per turn if this is implemented. 2-5 Should be about 20 and 5-10 should be 15. Why so high? Because being number 1 you will most likely be massed, to keep you from being massed, you need to enable nox which means no GnR and a deduction as well. Also reduce the next tier (Ranks 11-125ish i think) to 3 GnR per turn.
-Nox update
Nox should not be blocking EVERY attack, it should be changed to block dependent on what the realm alert rating is. If realm alert is at the max 75% blockage with 25% chance of NOT getting the benefits of nox per hit, each realm alert teir down will be 10% less chance. This has the potential to be abused, so coding this would be important. The way it would work, hit someone on nox like normal, follow up hit would have 25% chance to NOT be stopped by nox but go through and hit completely like normal, and the followup to that would also have 25%. If it hit nox, the attacker would be barred from attacking (like how it is now) for 3 seconds (Reduced Time).
If nox = 1 then continue;
Nox Protection = Attack = protected
Success_Rate = 100
if realm_alert = 5 set "Nox protection" = 5
else if realm_alert = 4 set "Nox protection_4" = 4
else if realm_alert = 3 set "Nox protection_3" = 3
else if realm_alert = 2 set "Nox protection_2" = 2
else if realm_alert = 1 set "Nox Protection_1" = 1
endl;
If nox Protection = 5 Attack_chance = 75%
else if nox protection = 4 then Attack_chance = 65%
else if nox protection = 3 then Attack_chance = 55%
else if nox protection = 2 then Attack_chance = 45%
else if nox protection = 1 then Attack_chance = 35%
endl;
If attack = protected
then Success_Rate - "Attack_Chance" = fail
then wait 3 seconds from last successful attack
else if Success_Rate = "Attack_Chance" = success = attack
-Nox Cost update
Cost of changing nox setting should be a 8 hour ban on getting any GnR. So if you take off nox, or put it back on either of those 2 will cause you to not generate GnR for 8 hours.
-Raiding
Amount of units raided in a raid attack should be increased 25-35% this would allow for much more uu to be on the market for those that know how to raid well, and would allow them to hit lower uu farms for the same amount of units.
-Supporter Status Membership
$5 a month: 15% increase turn generation, 15% increased base unit production (not total just RAW), and 15% increased total naq generation.
-Raid Master Membership
$5 a month: Amount of units raided in a raid attack will be FURTHER increased by 15% for 1 month
2012* This list is not complete, it is partial and can be updated as need be. This list is created to generate more active players, inspire different tactics, increase gameplay get people motivated to play the game.



