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Re: Covert/Anti-Covert level cap
Posted: Tue Jun 12, 2012 3:10 pm
by Lithium
GeneralChaos wrote:Maybe a cap isnt the way to go then, instead of making it that you need all 1.5Q, 3Q etc in 1 go, allow the player to pay the covert level off over time, and when they pay there debt off the gods award the new covert level to the realm,
That would have a bigger impact that a hard cap, because they even the most casual of players could get up there,
I dont see many going past covert 41, as your talking 25Quad at that point, admin would need to increase naq per miner at that stage to allow growth to that level.
and what if one abuse it and dont pay??? its exploitable 100% that way
Re: Covert/Anti-Covert level cap
Posted: Tue Jun 12, 2012 4:34 pm
by Loki™
Lithium wrote:GeneralChaos wrote:Maybe a cap isnt the way to go then, instead of making it that you need all 1.5Q, 3Q etc in 1 go, allow the player to pay the covert level off over time, and when they pay there debt off the gods award the new covert level to the realm,
That would have a bigger impact that a hard cap, because they even the most casual of players could get up there,
I dont see many going past covert 41, as your talking 25Quad at that point, admin would need to increase naq per miner at that stage to allow growth to that level.
and what if one abuse it and dont pay??? its exploitable 100% that way
They dont get the level until they've paid it all.
Re: Covert/Anti-Covert level cap
Posted: Tue Jun 12, 2012 5:09 pm
by Sol
I'm going to throw out an old old old suggestion.
Add more 'levels' to the covert/anti.
I assume most of the problems lies in people farming and such to get the shear amount of naq, so how about making a new booster tech (or something along the lines of) to allow people to boost their covert level. So it will look something like this:
Buy covert x (say 36) from the training page.
Then in the tech page you can 'boost' covert 36 by 0.1 (so 36.1, 36.2....) for x amount of naq, and so on for 10 levels, after 10 levels have been bought you automatically get covert 37, alternatively you can all out buy covert 37 from the training page if you want to speed things up, of course though whatever booster techs have been bought will be reset.
The tech way of getting the next level will of course have to be chopped up naq from the cost of the next level (having increasing costs per tech level). i.e in this instance the next level is covert 37 so the naq for each 0.1 increase will be a portion of the cost of the cov 37.
This form of helping can be used UP TO say covert 38 or 39.
Easier for others to catch up, doesn't use a hard cap, everybody is happy.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:08 am
by GeneralChaos
Sol wrote:I'm going to throw out an old old old suggestion.
Add more 'levels' to the covert/anti.
I assume most of the problems lies in people farming and such to get the shear amount of naq, so how about making a new booster tech (or something along the lines of) to allow people to boost their covert level. So it will look something like this:
Buy covert x (say 36) from the training page.
Then in the tech page you can 'boost' covert 36 by 0.1 (so 36.1, 36.2....) for x amount of naq, and so on for 10 levels, after 10 levels have been bought you automatically get covert 37, alternatively you can all out buy covert 37 from the training page if you want to speed things up, of course though whatever booster techs have been bought will be reset.
The tech way of getting the next level will of course have to be chopped up naq from the cost of the next level (having increasing costs per tech level). i.e in this instance the next level is covert 37 so the naq for each 0.1 increase will be a portion of the cost of the cov 37.
This form of helping can be used UP TO say covert 38 or 39.
Easier for others to catch up, doesn't use a hard cap, everybody is happy.
Thats a pretty good idea, this would allow everyone to continue working on covert levels but without having to save up 1.5Q+ each time, but it would have to be made that the 0.1, 0.2 extra do not add to covert power until the next level is bought.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:27 am
by Sol
GeneralChaos wrote: but it would have to be made that the 0.1, 0.2 extra do not add to covert power until the next level is bought.
That voids the whole idea. You might as well just use a bank.
At least with the 0.x extra people can stand up in some battles.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:34 am
by GeneralChaos
Sol wrote:GeneralChaos wrote: but it would have to be made that the 0.1, 0.2 extra do not add to covert power until the next level is bought.
That voids the whole idea. You might as well just use a bank.
At least with the 0.x extra people can stand up in some battles.
Then it needs to be down in x100 so its like
0.01
0.02
...
0.99
all the way up to 1.00 then it upgrades
because can you imagine someone going for level 42, getting 10% at a time, be harder than it already is,
Also 39 costs 1.6Quad so / 100 means 100 x 16trill payments which even the smallest of players could manage.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:50 am
by EbilCC
i like sols idea it should Be implemented BUT there still should be caps and the caps should be at 39 not 41. why?
most players will never get past level 38 thats why pure and simple 39 shows u have done it im sorry to the 40s and 41s yes there are some in DDE but if were thinking of most players few will even get to 37 will be hard without spending money so
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:53 am
by Lithium
once i sent a suggestion to Jason , maybe its worth still. The main idea is to expand the strategy in the game rather then built accounts only in one direction.
top accounts today surf the c/ac 38-40
My idea is to unleash 10 more ascended lvl's and a "bonus". none would know what the bonus is it.
Players that know the power of AB will start the run , the bonus at the end path is quite something new to the game. At the end of the path a new game perspective appears.
After completing the path the game release a new type of a weapon or technologies path.
the tech's can vary like covert, up/income tech, new weapon, MS tech etc path.
each puts the account in a different path not visible to any player. this can be choose before one can built its account
![[115.gif] :smt115](./images/smilies/115.gif)
and 4 lvl's of each path are available.
this brings a new age in the game, AB will add to stats and the tech's path is the real change. Game will face a new class of player threatening that can pose a stand to old top one.
Those with monster account cant complain much because there are still houses they can benefit, And the difference wont drastic. Houses will play a role to stabilize different game mode.
the result in the end is to increase activity of play mode, raise strategy gama and expand the game horizontal and not vertically.
horizontally: more players, strategy and activity.
vertically: player funding top accounts for heavy stats.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 5:23 am
by jedi~tank
![[078.gif] :smt078](./images/smilies/078.gif)
Didn't I suggest this last year? Oh wait wasn't me

cap it at 40 and reimburse the one that has 41.
Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 8:19 am
by EbilCC
cap at level 39

Re: Covert/Anti-Covert level cap
Posted: Wed Jun 13, 2012 4:03 pm
by Sol
GeneralChaos wrote:Sol wrote:GeneralChaos wrote: but it would have to be made that the 0.1, 0.2 extra do not add to covert power until the next level is bought.
That voids the whole idea. You might as well just use a bank.
At least with the 0.x extra people can stand up in some battles.
Then it needs to be down in x100 so its like
0.01
0.02
...
0.99
all the way up to 1.00 then it upgrades
because can you imagine someone going for level 42, getting 10% at a time, be harder than it already is,
Also 39 costs 1.6Quad so / 100 means 100 x 16trill payments which even the smallest of players could manage.
I was talking about having intermediary steps for each covert level, so basically:
covert 36, 36.1, 36.2....36.9 then 37, if they want they can go 36, 36.1, 37 (if they have the naq, which can be outright bought on the training page), or if someone has the stored naq they can just do 36, 37, 38 etc.
the calculations will still run with 36.1, 36.2 so people gain a little bonus. Otherwise they might as well use a bank.
Also this helping approach can cease at a certain level so 38-39 or something
Re: Covert/Anti-Covert level cap
Posted: Thu Jun 14, 2012 2:02 am
by Jim
Of all the suggestions I favor the soft cap. Though it must be worked out so that it does not just mean cash spenders are going forward as a group.
10people get 40, 10 people get 41, 10 people get 42, while 990 people are still waddling around with 0-37 = problem not fixed.
Re: Covert/Anti-Covert level cap
Posted: Thu Jun 14, 2012 2:12 am
by EbilCC
cap at 39 most players no more than 40 will get to 39 i believe and for a game of hundreds no
Re: Covert/Anti-Covert level cap
Posted: Thu Jun 14, 2012 2:36 am
by Field Marshall
It was capped. Jason removed the 10Q autoban 2 months ago

I imagine the increase would allow 41 and not 42

Re: Covert/Anti-Covert level cap
Posted: Thu Jun 14, 2012 5:01 am
by Loki™
CCexy wrote:cap at 39 most players no more than 40 will get to 39 i believe and for a game of hundreds no
Capping at 40 would be more reasonable imo since that is reachable without $ and 39 quite easily so.
But the soft cap would be better. I doubt there are 30-40 people spending on a big enough scale to get 41s so imo 30-40 people should be required to have the top level before the next one is unlocked.