Re: changes to ascension
Posted: Mon Sep 10, 2007 4:41 am
blahh wrote:@forum
The way i see it, the non (ex) COP ppl are mainly complaining about 2 things in this update.
1. descension is alot easier due to raising the max life force and so destroyn the only posible defence against descension made by most "little" ppl - having a nice chunk of life force while keeping max life force lvl as low as posible.
Here you basicly destroyed the tactic on wich most of the server was betting for keeping them alive. Betting and loosing as it seems now.
I have a solution to this problem
Basically the concern about Descension with this update is that some people are concerned DD/Omega (and other Strong Ascended) accounts will have free reign on descending people once the update is in place.
So forum my suggestion is this while you are removing the rank modifiers for attacking etc so its possible for big players to fight little guys.
Why dont you keep the rank modifier on for Descension (based on life force maximum).
Say Sinister went to descend me and say he is rank 1 or whatever
I'm ranked about 500-600. He will have a large ascended life force pool and do lots of ascended damage (obviously capped at half)
But when he attacks it takes his ascended attack and lowers it with a rank modifier. this gives me more of a chance to stop more of his attack getting through.
Some of the big players may not agree with whats coming next -
When I go to attack Sinister back I dont get the rank modifier applied to me as I'm attacking someone stronger (again comparing his life force max and mine)
So it will go like this
(the numbers are made up and probably totally inaccurate)
Sinisters LF Max = 15,000,000
My LF Max = 2,000,000
The Rank modifier works on LF Max so when Sinister attacks me he gets a modifier of X amount
X= 65%(maximum) reduction - the 65% should be when the have over 5x's your LF Max and the number gets smaller the closer the LF's are - when there LF Max is only DOUBLE (x2) your LF Max no rank modifier applies as its a close fight - BAsically the ascended people that currently watch the fight saying your too powerful it will be frowned upon. Do the same when trying to descend someone trying to even up the ascended plane
So his LF Max is now reduced by 65% to 5,250,000 giving me a better chance of reducing the damage he can do further. (and not being descended as easily)
Now if I were to attack him
the two LF Max rank modifiers get compared I come off much lower than him so the modifier doesnt reduce my LF Max "damage"
This will make it a fairer fight.
Obviously I will still have to hit him more times to descend him and he wont need as much to descend me but it will be a bit fairer when stopping bigger people descending smaller people more easily.
Obviously the % rank modifiers will have to be worked out so they dont drop below your LF Max (Making it unfair)
possible figures are
The Stronger person takes the reduction (based on a weaker player of 2mill LF Max obviously if the "weaker player" has a higher LF the multiplier/Rank Modifier is still the same)
>5x more LF Max = 65% (Reduction) (15mill drops to 5,250,00)
>4x <5x more LF Max = 45% (Reduction) (9 mill drops to 4,050,000)
>3x <4x more LF Max = 35% (Reduction) (6 mill drops to 3,900,000)
>2x <3x more LF Max = 25% (Reduction) (5 mill drops to 3,750,000)
=<2x more LF Max = 0% (Reduction) (4 mill and less doesnt get reduced)
I hope that solution/suggestion is clear(ish)
Let me know what you all think
trying to think of a fair balanced solution for both those larger players and those smaller players with regards to how descension will work... so its possible to solve peoples concerns about big guys being able to descend them
TheRook
additionally I think the number of planets "untrained" in the revolt should be about 4-5k per 15 AT if they have 1 million Income planets trained this will mean if you have 2k AT and use half of them to untrain there income planets (66 x 15AT) will get you 330,000 planets untrained out of 1 million Income planets you can use the rest of your AT to raid them
OR
if its a fixed 1-2% get untrained each 15AT hit them means makes it more difficult to strip someone down entirely
The current problem is its very easy to initiate revolution with little to no losses on the attacker and the person being attacked loses a lot more.