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Re: changes to ascension

Posted: Mon Sep 10, 2007 1:27 pm
by Munchy
Raven wrote:
Forum wrote:ok - going at it again...i slept in :)

i am seriuosly thinking of making resource planets 'safe'... the arguements for are so much better when viewed from the perspective of 'how to get the most players playing and enjoying the game'....

with that goal in mind - anyone honestly see it differently?


That would really be great admin.....with this in place im not to bothered by the LF update as i would be able to protect my account using my income......while the people who didnt play at all have to get their ass moving to prevent getting descended easily :)



If I understand it correctly, the only thing protecting you from descension will be your reserves. Your cache and the lifeforce you convert from dmu won't be able to help you...which is why I have been trying to get my idea pressed... otherwise you are relatively defenseless against a big account trying to descend you even if you make 500 mil per turn...

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:31 pm
by Raven
Here i go again zzzzzz

High Empty wrote:Raven you go and raid somoene of 90% of thier income planets in 1-2 days, and tell me howmany turns you have left. and what's the real %.

Don't forget to remove thier assaisns and convert aswell so that they can hit you back.


its easy to do it in 2 days and you really dont have to worry about removing ass and covert......your untouchable......Even if it was 10 days wich was needed in the end you could clear out onces account pretty easily.....

High Empty wrote:As for APP, well damn it if you don't feal you can spend the time building up your main account again after, then don't ascend. Heck go on vacation mode, and just be happy that you get your 20% bonues.


Omg....really you make no sense.....are you trying to say i can actually catch up using ascensions? dont be to funny ok....

High Empty wrote:LOL as for your normal accounts getting boosts from the SW, well if your LAZY fine, don't expect much, but i know hen when he was still in the top 25, was farming the SW, just to boost himself. SO don't tell me you can't get some real, worth out of it. It's also helps with any problems with being descended cause you can get on, and farm a bit, and convert into lifeforce. It's not suppose to be EASY, it's not suppose to be for the weak, this is ascension the server for the Elite!

@ forum you should keep it that way, and remember this was suppose to be the server for the Elite.


Dont make me remember you once again how you got your account.....you are in no position to complain that the asc server is for the elite.....or maybe you mean the elite+ the ones with a wallet?

The only think i want from Asc is that if i put time and resources in it then i want to be able to protect myself instead of just having more to destroy if i actually build up.....

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:31 pm
by blahh
High Empty wrote:To sum up.
Lifeforce Good for big and small.
Lifeforce makes descending eaiser, bad for small.
Caps Good for small bad for big.
SW, good for small, bad for big( since small get more realitively.)
App, good overall but may be bad for big.
Revolt,= same, means that at some point those that are big may become small, and so is always a factor.
So to poll this, We got 2 good for big, 4 good for small, 3 bad for big. 1 bad for small.


well actualy
lifeforce update benifits small player realy in a tiny way it gives them maybe 10 powerups on each stat tops, easyly acchived by another ascension or something, after that it gets pointles... so long run benifit is easyer descension. Not only that it prevents ppl from fighting against descension. See now you can counter farm and convert dmu to life force, if you had a good setup, you might just keep yourself alive, now, damage done is higer, dmu hits stay the same, you do the math ;)

Caps are limiting the game, so in long run they are i guess a necesity else its a neverending story...

SW its a bit of trade off, you guys loose the ability to "transfer" dmu arround with it and so on, little guys dont get farmoffs, what is good for 1 is bad for the other

App rate good for new comers, while oldtimers have no point in reascending, if i go for a 5 ascension runs now i get like 30mil+lifers, yeey we all like those right? :D

revolt well keeps small small, they ll never get big cause big wont let them (i know i wouldnt if i were in their place and lets face it i m beterhearted than you guys ;) )

If you poll this, its just slightliy faveouring the big guys on the first glance, but if you step a few seps back and see the whole picture, you see that its only the building block.

Cause in 2 months you ll want another update and another and another, each of them wont look much by itself, combined they will give you what you want destroyn the server in the proces.

Its like chess, you guys might play pasivly, but the end point is checkmate no matter how nice and pasive you appear in the begining :-D

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:33 pm
by RobinInDaHood
Raven wrote:[
Thats not true you can raid someone for all his resource planets in 1-2 days......


I was just chatting with High Empty on MSN asking where he came up with these numbers. I went ahead and did multiple revolutions on an inactive account and figured up that you can revolt approximately 3% of their income planets with each hit.

Knowing that, I took an imaginary account with 1 million income planets and (with a spreadsheet) figured out how many planets you could revolt before they phase (30 hits). You can revolt from 1 million down to 413,409, leaving 586,590 undeveloped.

If you then waited until you could hit them again 30 times, you could raid those 586,590 planets down to 326,506 (at approximately 2% raid return per hit) for a net gain of 260,084 or 26% of their income planets.

In the mean time, you would have spent 630 turns (180 + 450).

Once you hit someone 30 times and they phase, do they completely unphase the next turn for another 30 hits? Or is it like Nox where a damage meter has to drop before you can hit them again fully?

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:33 pm
by Raven
Munchy wrote:
Raven wrote:
Forum wrote:ok - going at it again...i slept in :)

i am seriuosly thinking of making resource planets 'safe'... the arguements for are so much better when viewed from the perspective of 'how to get the most players playing and enjoying the game'....

with that goal in mind - anyone honestly see it differently?


That would really be great admin.....with this in place im not to bothered by the LF update as i would be able to protect my account using my income......while the people who didnt play at all have to get their ass moving to prevent getting descended easily :)



If I understand it correctly, the only thing protecting you from descension will be your reserves. Your cache and the lifeforce you convert from dmu won't be able to help you...which is why I have been trying to get my idea pressed... otherwise you are relatively defenseless against a big account trying to descend you even if you make 500 mil per turn...


Hmm thats another thing that needs to be explained then...... it should remain how it is right now so people who play can protect themselves from descending.....

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:35 pm
by Raven
RobinInDaHood wrote:
Raven wrote:[
Thats not true you can raid someone for all his resource planets in 1-2 days......


I was just chatting with High Empty on MSN asking where he came up with these numbers. I went ahead and did multiple revolutions on an inactive account and figured up that you can revolt approximately 3% of their income planets with each hit.

Knowing that, I took an imaginary account with 1 million income planets and (with a spreadsheet) figured out how many planets you could revolt before they phase (30 hits). You can revolt from 1 million down to 413,409, leaving 586,590 undeveloped.

If you then waited until you could hit them again 30 times, you could raid those 586,590 planets down to 326,506 (at approximately 2% raid return per hit) for a net gain of 260,084 or 26% of their income planets.

In the mean time, you would have spent 630 turns (180 + 450).

Once you hit someone 30 times and they phase, do they completely unphase the next turn for another 30 hits? Or is it like Nox where a damage meter has to drop before you can hit them again fully?



You can still hit them 5 times [revolt or raid] every turn so if you really want to most of the resource planets will be gone in a couple days......not even close to the .1% he mentioned

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:41 pm
by Forum
LF cache in for upgrades; conversion to LF; --both in.
700 mil army size on DMU<>LF replaced.
turn to DMU trade at 1,000,000 per now....

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:45 pm
by RobinInDaHood
Raven wrote:You can still hit them 5 times [revolt or raid] every turn so if you really want to most of the resource planets will be gone in a couple days......not even close to the .1% he mentioned


Ok, if that's accurate, then according to my calculations, you can raid 26% of the income planets on an account in 3.5 hours (7 turns). One turn of 30 hits to untrain 59% of the income planets and 6 more turns at 5 hits per turn to raid the 26%.

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:53 pm
by RobinInDaHood
Forum wrote:LF cache in for upgrades; conversion to LF; --both in.
700 mil army size on DMU<>LF replaced.
turn to DMU trade at 1,000,000 per now....


1 times 12,200,000 Dark Matter Units into 1,000 Ascended Life Force. Is that what you intended? Also, the multiplier isn't working. If you leave the field at 1, you get 1000 life force but only drop 1 DMU. It is, however, checking the max limit because when I put in 1000, it says "No soup for you.". Without the multiplier though, "No more wine for Jason". ;)

The conversion to cache seems to be buggy. Pick 1000 and it says you converted 0 and doesn't convert anything. Just a moment ago, I did a convert 10,000 and got 37,471 converted into cache. Is this a 1-to-1?

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:53 pm
by blahh
Forum wrote:LF cache in for upgrades; conversion to LF; --both in.
700 mil army size on DMU<>LF replaced.
turn to DMU trade at 1,000,000 per now....


hm so from this if i udnersand corectly
when you turn dmu to lf it goes to cache, if cache donest work regarding descension than you are again efectivly closing protection against descensions...

if you can transfer lf from cache to normal lf pool thats ok than too

Re: changes to ascension

Posted: Mon Sep 10, 2007 1:55 pm
by Munchy
blahh wrote:
Forum wrote:LF cache in for upgrades; conversion to LF; --both in.
700 mil army size on DMU<>LF replaced.
turn to DMU trade at 1,000,000 per now....


hm so from this if i udnersand corectly
when you turn dmu to lf it goes to cache, if cache donest work regarding descension than you are again efectivly closing protection against descensions...

if you can transfer lf from cache to normal lf pool thats ok than too


Exactly what I am pushing for, but rather to reserves. That way it promotes and rewards activity aswell. :-D

Re: changes to ascension

Posted: Mon Sep 10, 2007 2:06 pm
by q3utom
DMU to LF is really broke. I can give myself infinite lifeforce atm.

Re: changes to ascension

Posted: Mon Sep 10, 2007 2:12 pm
by Robe
Forum wrote:ok - going at it again...i slept in :)

i am seriously thinking of making resource planets 'safe'... the arguments for are so much better when viewed from the perspective of 'how to get the most players playing and enjoying the game'....

with that goal in mind - anyone honestly see it differently?


I agree completely.
Lets work on the bigger picture and get people playing ascended.

In regard to caps, they need to be realistic not futuristic. A simple Means Average of active accounts would determine which ones are untouchable.

No need to guess.

Re: changes to ascension

Posted: Mon Sep 10, 2007 2:46 pm
by xtreme192
it also seems that instead of converting cache to lf u are converting lf to cache

was this what was intended?

Re: changes to ascension

Posted: Mon Sep 10, 2007 2:49 pm
by Forum
ok ... nap time :) --will fix the conversions after...
damn inlaws :)
and it is cache ->LF up to max
the DMU-> LF is 10,000,000 * 1+maxlifeforce level /100 (i am thinking of squaring the last part)


RobinInDaHood wrote: "No more wine for Jason". ;)



RobinInDaHood wrote:
Forum wrote:LF cache in for upgrades; conversion to LF; --both in.
700 mil army size on DMU<>LF replaced.
turn to DMU trade at 1,000,000 per now....


1 times 12,200,000 Dark Matter Units into 1,000 Ascended Life Force. Is that what you intended? Also, the multiplier isn't working. If you leave the field at 1, you get 1000 life force but only drop 1 DMU. It is, however, checking the max limit because when I put in 1000, it says "No soup for you.". Without the multiplier though, "No more wine for Jason". ;)

The conversion to cache seems to be buggy. Pick 1000 and it says you converted 0 and doesn't convert anything. Just a moment ago, I did a convert 10,000 and got 37,471 converted into cache. Is this a 1-to-1?