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Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 3:50 pm
by Sol
High Empty wrote:Sol
Would it be Possible to change the demi engery costs
To something like this

you currently have a lvl 2 at 1900 which basically means it's not profitable to keep it on.. ( it's a +2 turn demi)
by not profitable i mean that i used 8000 turns to have the thing active for 11 days and it only generates me 1056 turns!

So what i'm suggesting is the followings
Increase the " Start costs to be 190,000 but reduce the maintenance cost to be 190.
i want an increase start costs cause otherwise so that it discourages switching, from turn to TOC and then back again, unless your really need it!

Unless there is ALOT more energy around, these demi's aren't going to be used.
The energy you gain is dependent on the demi tier and skill you send in, the tier of the wreckage and how many resources are left (i.e density), the calcs were based around a T3 S1 demi in a T3 wreckage, which would net somewhere in the region of 1.100 mill energy for 4k turns and cost 800k per week. i.e. you can perma equip em. This changes as you upgrade the skill level of course. But at level 4 it's still only 1.039 mill per week.
Similarly T1 S1 demis in a T1 wreck equates to a about 470k energy per 4k turns, with it costing 320k per week.

You can always use the mass/energy equilibrium. Keep your mass high and only use your energy, then convert.

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 4:03 pm
by Bioflick
My mass/energy is gone from the oldschool sidebar. id 10803

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 4:06 pm
by Sol
Bioflick wrote:My mass/energy is gone from the oldschool sidebar. id 10803
back

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 4:15 pm
by Bioflick
Sol wrote:
Bioflick wrote:My mass/energy is gone from the oldschool sidebar. id 10803
back
Cheers, do you mind buffing my toc demis aswell while your at it :smt058

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 4:16 pm
by Sol
Bioflick wrote:
Sol wrote:
Bioflick wrote:My mass/energy is gone from the oldschool sidebar. id 10803
back
Cheers, do you mind buffing my toc demis aswell while your at it :smt058
:P, do you have the resources to upkeep them?

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 4:17 pm
by Bioflick
Sol wrote:
Bioflick wrote:
Sol wrote:
Bioflick wrote:My mass/energy is gone from the oldschool sidebar. id 10803
back
Cheers, do you mind buffing my toc demis aswell while your at it :smt058
:P, do you have the resources to upkeep them?
no.. "Turns: 13" you need to fill that baby up. :-D

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 7:37 pm
by High Empty
Sol wrote: The energy you gain is dependent on the demi tier and skill you send in, the tier of the wreckage and how many resources are left (i.e density), the calcs were based around a T3 S1 demi in a T3 wreckage, which would net somewhere in the region of 1.100 mill energy for 4k turns and cost 800k per week. i.e. you can perma equip em. This changes as you upgrade the skill level of course. But at level 4 it's still only 1.039 mill per week.
Similarly T1 S1 demis in a T1 wreck equates to a about 470k energy per 4k turns, with it costing 320k per week.

You can always use the mass/energy equilibrium. Keep your mass high and only use your energy, then convert.

You should have 88,332 mass and 738,381 energy, you can keep the tech caches

used a

Councillor Ruil (Tier 3)
Skill level: 2
Experience: 0% ( 0 / 1,096,633)
Ability:
Increased defence--6.71%
Decreased command star attack and defence--3.06%
Equipped: No
This Demi-God requires a minimum of 2,619 Energy, by itself, per turn, to be equipped.

with 5400 turns!
now true i doing this at about the 30% mark!

anyways
never ever going to be self sufficient

Possible if i don't ever use the MASS. but then i can't equip more than one ( the second one i wouldn't equip for the duration.)

but having said all that
IF
the
Malakai (Tier 2)
Skill level: 2
Experience: 1.38% ( 15,121 / 1,096,633)


Ability:
Increased turn production by 2
Decreased total offensive capacity--1.1%


Equipped: Yes
This Demi-God requires a minimum of 1,905 Energy, by itself, per turn, to be equipped.
increase the turn production with an increase skill point
perhaps there may be a break even point.

Re: Demi-Gods 2.0

Posted: Mon May 19, 2014 7:47 pm
by Sol
High Empty wrote:
Sol wrote: The energy you gain is dependent on the demi tier and skill you send in, the tier of the wreckage and how many resources are left (i.e density), the calcs were based around a T3 S1 demi in a T3 wreckage, which would net somewhere in the region of 1.100 mill energy for 4k turns and cost 800k per week. i.e. you can perma equip em. This changes as you upgrade the skill level of course. But at level 4 it's still only 1.039 mill per week.
Similarly T1 S1 demis in a T1 wreck equates to a about 470k energy per 4k turns, with it costing 320k per week.

You can always use the mass/energy equilibrium. Keep your mass high and only use your energy, then convert.

You should have 88,332 mass and 738,381 energy, you can keep the tech caches

used a

Councillor Ruil (Tier 3)
Skill level: 2
Experience: 0% ( 0 / 1,096,633)
Ability:
Increased defence--6.71%
Decreased command star attack and defence--3.06%
Equipped: No
This Demi-God requires a minimum of 2,619 Energy, by itself, per turn, to be equipped.

with 5400 turns!
now true i doing this at about the 30% mark!
What I said is approx. of course, as densities and starting numbers will almost always be different, plus throwing a demi in near the end of the harvesting will net quite a smaller amount compared to a fresh wreckage. But it's an average.

And was that a tier 3 wreckage? I thought there were only T2's and T1's out at that point.

Re: Demi-Gods 2.0

Posted: Tue May 20, 2014 8:31 am
by Dexter Morgan
Bioflick wrote:
Sol wrote:
Bioflick wrote:My mass/energy is gone from the oldschool sidebar. id 10803
back
Cheers, do you mind buffing my toc demis aswell while your at it :smt058
^^^^
=D> =D> =D>

Re: Demi-Gods 2.0

Posted: Tue May 20, 2014 8:33 am
by Dexter Morgan
[-X [-X [-X
$$$$$$$$$$$$$$$$$$

imo way to make money on energy and mass.........

Re: Demi-Gods 2.0

Posted: Tue May 20, 2014 4:48 pm
by Sol
Dexter Morgan wrote:[-X [-X [-X
$$$$$$$$$$$$$$$$$$

imo way to make money on energy and mass.........
Ehhh...a way to make money on the resources I just introduced? :roll:
Not that I could have done that already :roll: . This isn't the DDE -$$ spending - coming out in you is it?

Re: Demi-Gods 2.0

Posted: Tue May 20, 2014 11:17 pm
by hokiehomeboy
This update basically took an update that was nifty but not essentially useful and made them useless. Demigods basically have no purpose anymore as you have to waste your ATs to even use them. But thank you to all who have pissed away your ATs. Farming has been spectacular the last couple of days so keep at it :) I'll have animator achievement in no time :-D

Re: Demi-Gods 2.0

Posted: Tue May 20, 2014 11:24 pm
by Slim87R
hokiehomeboy wrote:This update basically took an update that was nifty but not essentially useful and made them useless. Demigods basically have no purpose anymore as you have to waste your ATs to even use them. But thank you to all who have pissed away your ATs. Farming has been spectacular the last couple of days so keep at it :) I'll have animator achievement in no time :-D
LOL, so this is why my farming intake has doubled the last couple of days. I was wondering why DMU has been so great recently.

Re: Demi-Gods 2.0

Posted: Wed May 21, 2014 1:02 am
by hokiehomeboy
This update reminds me of that Chris Rock bit from years ago where he said bullets should cost $10,000 each. He said something along the lines of "I'm going to take out a loan, get a second job and in 2 months I'm going to shoot you"

Demi gods are basically like bullets in that scenario at this point. The down side is that while you are getting a second job and taking out a loan other people are building things that actually matter.

I'm not wasting my ATs on something that didn't really matter to begin with.

Maybe it's because I just got back from Atlantic City for my brother's bachelor party, but honestly if you are going to gamble both your ATs and your demi gods if you win you should gain a return on your gamble and the way things are now, it's just not worth it to gamble either.

Re: Demi-Gods 2.0

Posted: Wed May 21, 2014 1:55 am
by Unsterblich
hokiehomeboy wrote:This update basically took an update that was nifty but not essentially useful and made them useless. Demigods basically have no purpose anymore as you have to waste your ATs to even use them. But thank you to all who have pissed away your ATs. Farming has been spectacular the last couple of days so keep at it :) I'll have animator achievement in no time :-D
the way to get to the top is to outsmart ur enemy and need only a +3 AT demi is more than sufficient for me.
spending little ats and harvesting just enough to keep my demi equipped. keeping high ranks sure help generating more but farms for sure has increased and 2 achievements in a day is worth my time

2nd animator here we come
:smt060