Reconsidering lifer suicide mision

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Do you think lifer suicide mision rate needs to be changed?

No curent rate 5:1 seems fair to me
26
13%
Yes 4:1 would be a fair rate
1
1%
Yes 3:1 would be a fair rate
21
11%
Yes 2:1 would be a fair rate
61
31%
Yes 10:1 would be a fair rate
12
6%
NO i would like to see an alternative solution(read first post)
74
38%
 
Total votes: 195
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Legendary Apophis
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Re: Reconsidering lifer suicide mision

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... :roll:
I know the roleplay is gone now but at least keep the few parts left of it? :s
Last edited by Legendary Apophis on Thu Mar 13, 2008 12:14 am, edited 1 time in total.
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Re: Reconsidering lifer suicide mision

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.
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Re: Reconsidering lifer suicide mision

Sounds interesting...but don't lifers add bank size and remain alive after ascending? So they arent as bad as they seem to be.
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Re: Reconsidering lifer suicide mision

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... :roll:
I know the roleplay is gone now but at least keep the few parts left of it? :s



hmmm i m sure that if you go by that logic... a normal suicide mission, usualy 1 guy kills many... not the other way arround..
i mean if it would work like that in rl world... we wouldnt be having terorist problems :)
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Lord Silent Bob
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Re: Reconsidering lifer suicide mision

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 Toon_PDT_14
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madcat
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Re: Reconsidering lifer suicide mision

must admit, i like the idea of the new attack
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Omega Blade
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Re: Reconsidering lifer suicide mision

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.


Oops i didnt read all the posts after reading her post i change my vote to that rehabilitation program thingy.. but luck shouldnt be in this kinda game it should be that 90% of the uu u should get back and only 10% lose for sure.
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Re: Reconsidering lifer suicide mision

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 Toon_PDT_14

Used to be ;) ...80% I had :o
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nobodyhere
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Re: Reconsidering lifer suicide mision

when we consider the ratio of lifers suicide we have to bear in mind that the vast majority of alliances have players with army sizes ranging anywhere from a few mill to 100 mil+, theres only a hand full of players that can swallow even a 2 to 1 ratio, thats not counting the top 5 alliances. i kinda like the idea of a new attack but again the ratio must be taken into consideration as well as the loss ratio of any rehab update.

i'm not inf favor of fluctuating % loss as proposed by giesha for the simple reason that smaller players could end up losing most of their army in the hopes of getting some UU back.

i do like the fact that rehab should be linked to tech so rehab loss rate without tech should be say 90% that drops by 10% with every tech level gained to a max of 6 tech levels giving a loss of 30% with max rehab tech.

i also agree that the rehab tech should be very expensive and even linked to say covert level or how many times you have ascended or maybe linked to both covert level and how many times you have ascended...knowledge is neither cheap nor gained quickly :wink:
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Re: Reconsidering lifer suicide mision

sorry for the double post but this really needs a posting of its own

EUREKA! :o

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?
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Re: Reconsidering lifer suicide mision

Lord Silent Bob wrote:
Bull-E wrote:i like the strike covert combination attack


yeah, me too

agreed
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Re: Reconsidering lifer suicide mision

nobodyhere wrote:sorry for the double post but this really needs a posting of its own

EUREKA! :o

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?



hmmm might present some coding issues but also not a bad solution...
so a lifer rehab colony... covers the losses some costs... and also prevents rehabing 100mil lifers at once.. meaning takes some time to undoo the years of lifery.. which also isnt bad.
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Re: Reconsidering lifer suicide mision

2:1
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Re: Reconsidering lifer suicide mision

nobodyhere wrote:sorry for the double post but this really needs a posting of its own

EUREKA! :o

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?

Definately like this idea if it could be implimented or the combo attack. Lifer suicide is just too costly.
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Re: Reconsidering lifer suicide mision

I say make it a 1:1 ratio or a 2:1 ratio.

Fact is it isn't worth it really to kill ac agents.


And hey donovon =D
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