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Re: Best "turtle" strategy?

Posted: Mon Nov 17, 2008 4:16 am
by MGZ
wow. WTH. makes me wish I hadn't started asking questions about how the server functions. ignorance was better.

Re: Best "turtle" strategy?

Posted: Mon Nov 17, 2008 5:44 am
by Tacet
Lol, ignorance is only better until you build a nice def, only to have it assassinated.

:-D

BTW - cool post.

Re: Best "turtle" strategy?

Posted: Mon Nov 17, 2008 3:49 pm
by Lore
MGZ wrote:wow. WTH. makes me wish I hadn't started asking questions about how the server functions. ignorance was better.



The more you learn about ascended, the more you will come to understand how broken it really is.

Re: Best "turtle" strategy?

Posted: Tue Jan 06, 2009 9:09 pm
by Dubby_CompGamerGeek2
instead of asking what is too big for defense, strike and covert...


I will ask... what **remotely approaches** having too big a defense,
too big a strike, and too big a covert...

both in planets, weapons, and powerups...
aka Life Force devoted to those stats... :)



a ballpark figure, please...
but I don't wish to be any closer than the edge of the parking lot,
thank you... :-D

Re: Best "turtle" strategy?

Posted: Tue Jan 06, 2009 10:24 pm
by Duderanch
Your levels can never be too high!

Don't train more planets than you wish to lose, I'd say no more than 500mill per stat.

Re: Best "turtle" strategy?

Posted: Wed Jan 07, 2009 7:06 pm
by Dubby_CompGamerGeek2
Thank you, duderanch, for the info on planets, (and thus weapons)...
additional input also appreciated... :)


Two follow-up questions:

1) while my power-ups can never be too high,
(with infinite Life Force resources),
my resources are quite limited...

may I ask, at what point should I stop working on each?

for example... should I keep my power-ups for assassin no more than...

100 levels higher than my other physical realm power-up stats...

no more than 75 levels higher or lower than my ascended being power-up stats...

something like that would be quite useful... :)

2) is there a "too high" number or percentage for my assassin planets?

Re: Best "turtle" strategy?

Posted: Wed Jan 07, 2009 7:21 pm
by Lore
Dubby_CompGamerGeek2 wrote:Thank you, duderanch, for the info on planets, (and thus weapons)...
additional input also appreciated... :)


Two follow-up questions:

1) while my power-ups can never be too high,
(with infinite Life Force resources),
my resources are quite limited...

may I ask, at what point should I stop working on each?

for example... should I keep my power-ups for assassin no more than...

100 levels higher than my other physical realm power-up stats...

no more than 75 levels higher or lower than my ascended being power-up stats...

something like that would be quite useful... :)

2) is there a "too high" number or percentage for my assassin planets?



That is based solely on your play style, if you never spy, you dont need intellegence levels

if you never attack you dont need att levels

i would assume everyone needs def and assasin levels, but if you never train income planets, and farm all your income you wouldnt need def levels


I personally worked mine up together, 100 points at a time, but thats just me.

Re: Best "turtle" strategy?

Posted: Thu Jan 08, 2009 12:44 am
by Borek
Few things to bear in mind on ascended:

Cost of weapons is so little that it is worthwhile having less covert planets and a lot of excess weapons, that way if someone wants to sab your weapons you lose hardly any DMU worth of weapons, still have more than enough to fully arm your def/attack, plus they are spending a lot of turns sabbing for effectively nothing.

Rank modifiers make a HUGE difference, if you maintain all your stats 24/7 then you will be ranked quite high even if none of them are particularly amazing. This means people get a better modifier attacking you, means your defense can potentially lose 40% of it's value. Also the amount of turns you generate per turn is based on your overall rank. The better your rank, the less turns you generate.

Now when you factor in both of the above then you may realise that you can play the game in such a way as to gain every conceivable advantage for your playstyle.

Basically sell ALL your strike weapons so you have zero attack stat, this will drag your over-all rank down a long way, meaning that anyone who attacks you will more than likely encounter your defense score being artificially boosted by the rank modifiers. Untrain most of your covert planets and buy enough defense weapons to mean you have 2 or 3x as many as you actually need. If someone is dumb enough to sab you then you just lose some cheap weapons that you can buy back for hardly anything.

You should keep quite a lot of assassin planets trained up (not more than you are prepared to lose though obviously), they will help keep your defense from being DM'd, or at least make it more expensive for someone to do just that.

Work on your assassin and defense levels as a priority, as you can tell attack and covert are not so useful with your playstyle, so don't waste LF boosting them until you have your Def/assassin levels where you want them.

Another good tip is to use the alert level and ability to untrain your income planets when you are offline for a while. It is better to make very little per turn and avoid having it farmed, than to risk someone noticing your DMU amount is quite high and wake up to see you have been savagely DM'd just so some doofus can take your DMU. remember that with less covert planets more people can see your DMU, so if you follow my suggestions then you need to avoid tempting people into farming you too often, they will probably be able to see your DMU easy enough.

I do this myself, i attack people when i am at max turns, on the turn i intend to farm i buy my attack weapons, farm, then sell them, this means i usually gain a 130% bonus for my attack stat and my rank is usually worse than 1000, meaning i make 5 turns every 30 mins, so every 90 mins i can farm once to suppliment my income. Rest of the time i sit behind my defense and spend/convert my DMU. If i am not around much then i untrain a portion of my income planets until my income drops to the desired amount, hopefully meaning i do not make enough to get farmed whilst i am away, but still more than enough to cover the relatively small costs to retrain my income planets at a later time.

Re: Best "turtle" strategy?

Posted: Thu Jan 08, 2009 1:56 am
by Duderanch
Lore wrote:
Dubby_CompGamerGeek2 wrote:Thank you, duderanch, for the info on planets, (and thus weapons)...
additional input also appreciated... :)


Two follow-up questions:

1) while my power-ups can never be too high,
(with infinite Life Force resources),
my resources are quite limited...

may I ask, at what point should I stop working on each?

for example... should I keep my power-ups for assassin no more than...

100 levels higher than my other physical realm power-up stats...

no more than 75 levels higher or lower than my ascended being power-up stats...

something like that would be quite useful... :)

2) is there a "too high" number or percentage for my assassin planets?



That is based solely on your play style, if you never spy, you dont need intellegence levels

if you never attack you dont need att levels

i would assume everyone needs def and assasin levels, but if you never train income planets, and farm all your income you wouldnt need def levels


I personally worked mine up together, 100 points at a time, but thats just me.


Lore is right, it all depends on how you play. Ilike to farm so i got all my physical levels to 1k then worked on attack and assassins. If you are interested in defensive then work on your def and assassin levels alternatively.

Everything Borek said is right, i untrain all my covert and have billions of unused weapons that way sabs are pretty useless.

Re: Best "turtle" strategy?

Posted: Thu Jan 08, 2009 3:42 am
by fremen
Borek wrote:Few things to bear in mind on ascended:

...

Another good tip is to use the alert level and ability to untrain your income planets when you are offline for a while. It is better to make very little per turn and avoid having it farmed, than to risk someone noticing your DMU amount is quite high and wake up to see you have been savagely DM'd just so some doofus can take your DMU. remember that with less covert planets more people can see your DMU, so if you follow my suggestions then you need to avoid tempting people into farming you too often, they will probably be able to see your DMU easy enough.

...


Nowadays it is rare that I assassinate someone for a single DMU hit. Part of the reason I call myself a Pirate, I suppose. I just steal what is there with my overpowering offensive potential. How many players are still using the sniper technique? I have noticed a lot of the big defenses have been broken, but I thought it was for a different reason.

Re: Best "turtle" strategy?

Posted: Thu Jan 08, 2009 4:49 am
by Borek
well you're right to say people don't DM for 1 DMU hit, but people will DM a defense if they think they are getting a decent farm for the effort. I doubt many can match your attack techs though fremen, mere mortals would probably have to DM a defense that you could just farm with ease.

For people trying to "turtle" then the last thing they need is someone dm'ing
as they probably have quite a lot of defense planets to replace. That's why i say it's better to just not earn the DMU in the 1st place to tempt someone, certainly when offline for a while with a low covert.

Ascended is the place where you have to manage your account to suit the play style and activity levels. At least people don't earn ME in ascended though, otherwise there would be a lot more random massings :-D

Re: Best "turtle" strategy?

Posted: Thu Jan 08, 2009 6:18 pm
by Lore
@ Freman

According to my attack loggs

17 to 20 people, all in my attack loggs, all carry strike and little else, and its sold to 0 when I spy them

Nothing can be done but untraining income to stop it

honestly just shows how broken things are but maybe one day a freash breath will blow on the ascended relm once again.

Re: Best "turtle" strategy?

Posted: Fri Jan 09, 2009 1:40 am
by ~Insider Trader~
450 trill assassin power is going to stop 99% of sane people from DMing you. Because the losses for the attacker @ 4% per hit will be 120-150million planets or more so it's virtually a M.A.D. pact.
The other 1% of sane people will try it and epically fail because they mistook 450T for 450B.

There are, however, people who couldn't give a stuff and will happily do it just for fun. Those are the ones you have to watch out for.

Borek said it best - better not to earn dmu. I don't, I make a pathetic 100T income per day and farm a further 750-900T+/day from inactives. I find thats enough dmu for me, for now anyway.

Re: Best "turtle" strategy?

Posted: Fri Jan 09, 2009 3:07 am
by Cole
Covert techs are quite important, not for sabbing as said previously, but for farming.
I noticed some inactives with zero defences having like 100-150tril coverts, to see what they have out, you need a big covert (with 430tril covert, I was ranked 6th), which you'll untrain partly eventually when job is done.

Re: Best "turtle" strategy?

Posted: Fri Jan 09, 2009 4:19 am
by Duderanch
thats why i said get 1k in all stats, then 'specialise'. When i farm i train billions of planets in to covert, then untrain/ sell weps before the turn change then re-do.