melchet the great [FAHQ] wrote:If the Command star doubles the strike then the Rank modifier should be allowed to compensate for this more.
Example: Say I have a 60 Billion defence( a typical mid range defence ). I do not believe this should be taken out by a 35 Billion offence from a higher rank who decides in effect to not waste DMU on strike planets and potentially loose more strike planets ( which is what most of us want ) Instead I will choose to build a huge Command Star which will wipe out my opponents easily and add a further 35 Billion to my offence. There are strikes out there of 150 Billion these will effectively now be doubled to 300 Billion, quickly and relatively cheaply.
There is absolutely no way that the mid ranked players will be able to build a big enough command star to stop the top ranks from wiping it with the consequent doubling of their strike. It would be very difficult indeed. The top ranks would be able to raid the mid ranks cheaply and easily.
If this happens then the rank modifier would have to be made stronger still to compensate for this doubling of strike. Since I was raided last I have had to redouble my defence. I know for a fact the Top 15 strikes have a range of around 75-150 Billion, now they will be 150-300 Billion. It will effectively mean that those wishing to defend themselves will now have to aim for a defence of at 150 Billion.
Unlike main there is no way of making your planets unraidable, this is the main difference between the games. These is no safe haven for the middle ranks, we cannot place these planets out of reach of the higher ranks and this change will make it even more difficult still. Maybe if we had an equivalent of Miners which say cost 100 times as much to develop but could be safe from raiding that might help but that would not be popular either particularly at the top.
There are many in the top ranks who love to raid us middle guys which is fair cop you learn to protect yourself better improve you skills. If this change to power is implemented this will have a major impact on the balance in favour of the higher rank raiders. I suggest if this occurs then balance it back out with a stronger rank modifier the other way
Keep in mind that there is a significant modifier for attacking down in the ranks; that has not changed. And the Command Star is also affected by that change. Say I have a 100 billion strike but my attack modifier down is 60%. The most my Command Star could add to my strike is 60 billion, giving me a total of 120 billion.
I am not saying that I don't agree with stronger rank modifiers to attack down, now that it is nigh impossible for extremely strong players to drop rank effectively (since influence power counts for half of your rank). But it is also a way to make Command Stars a money sink for the higher players, and to slow down their growth in other ways, which I think is also Jason's purpose.
Another of Jason's goals is to make ascension a more one on one type thing, something I think is rather naive, given the alliance system in main, but there you have it. He also doesn't want it to become a "become #1, stay #1" type of server. The only way I could see that changing anytime soon is if Jason upped the conversion rate between APP and LF and let it continue increasing (I am hoping he would give some of us top guys a little LF to compensate for this). Of course this opens up whole new problems of the out-of-control spiraling of power as people continue to make bigger and bigger ascensions in main.
Now I am just spitballing ideas here and see what sticks. I was thinking of something like critical or Nox in main being applied to ascension as a partial defense against the super weapon. I don't know what percentage of income it would take (I would recommend at least 50%) or graduate it to determine how much protection you get (40% of your income gets 20% of your planets as resource, 50% gets, 30%, 60% gets 40%, 70% gets 50%, 80% gets 60%, 90% gets 70%). This is an idea that is more beneficial for the smaller guys than it is for the bigger guys. Those who don't have large incomes don't lose out as much and could possibly have more income after they are hit by the superweapon (if they chose the 70% income planet route). It could slow the growth of the bigger players tremendously as they would have to take the risk of keeping their full income and having all of their planets untrained (except for the 10% resource) or to give up some income in order to have the effects somewhat lessened. Like I said, this is just a "top of the head" idea.
I have a few others but I will end this post at its current length and throw out more for discussion later.