Re: Ascension/Descension suggestion for more balance
Posted: Sat Oct 25, 2008 9:49 pm
If descension attacks are modified I would like to offer a suggestion. I would like the attacks to be 1 vs 1 and have it possible for big players to descend other big players. I also like the idea of having a prep time after the ascended battle is initiated.
The current problems with the system are 3 stats contribute to offensive power and they all have a linear positive effect and exponential cost increases. The defense has 5 stats that contribute with similar situation of linear effectiveness increase, but exponential cost increase. There needs to be some balance put into the equations such as a low level exponential increase of effectiveness for attack or lessening the cost increase on the two exclusive attack stats. Also LF reserves are too large in the current system. The time lag between attacks also prolongs the conflict to the point of making it useless for large LF reserve players.
Also, the current system requires you to be tied to your computer for many hours and a coordinated attack can be frustrated by a simple recharge of LF. I would like all the attack turns to be spent upfront, but the actual battle results would happen 12 or 24 hours later. The defender would then have the opportunity to login and recognize the attack and take some action to engage the enemy.
My proposal is for player A to initiate the ascended battle. For going through the turns and effort of breaking the opponents defense the first strike gets double strength (a kind of surprise attack for the aggressor) and costs the current 99 turns. All additional attacks will also cost 99 turns, but happen similar to current battles.
The defender (player B) will then have an option to counterstrike. To add some tactics to the exchange and reward players for having a defense I think it should cost the defender 150 turns for each counterstrike unless their strike meets the requirements of beating the defense at the time turns are designated for defense at which point player B can choose to counterattack instead. And to make things interesting remove defensive abilities (except energy repulsion for player B) for both players for each counterstrike exchange. Counterattacks would work the same as current attacks, but would be added to the end of the battle with player B as the attacker role and player A in a pure defender role.
This way player A gets some benefit for starting the battle, and player B can choose to rely on their personal defenses and hope the attacker is broken before they are descended or help to push them over the edge with a counterstrike.
All battle reports would happen sequentially 12 hours after battle was engaged. So If player A attacks with 397 turns and believes this to be sufficient to descend the opponent then he may be right, but the defender may counterstrike and do enough damage to the opponent to descend them in 2 hits (no defenses and no limitations on damage).
The ideal system would allow players to both be descended if they chose poor turn allocations, it could lure the defender into wasting turns for a followup assault, it could add a lot of tactical elements to personal battles. It removes the strategy of refilling reserves mid attack since all the attacks will happen almost instantaneously.
Refinements and clarification questions are welcome.
The current problems with the system are 3 stats contribute to offensive power and they all have a linear positive effect and exponential cost increases. The defense has 5 stats that contribute with similar situation of linear effectiveness increase, but exponential cost increase. There needs to be some balance put into the equations such as a low level exponential increase of effectiveness for attack or lessening the cost increase on the two exclusive attack stats. Also LF reserves are too large in the current system. The time lag between attacks also prolongs the conflict to the point of making it useless for large LF reserve players.
Also, the current system requires you to be tied to your computer for many hours and a coordinated attack can be frustrated by a simple recharge of LF. I would like all the attack turns to be spent upfront, but the actual battle results would happen 12 or 24 hours later. The defender would then have the opportunity to login and recognize the attack and take some action to engage the enemy.
My proposal is for player A to initiate the ascended battle. For going through the turns and effort of breaking the opponents defense the first strike gets double strength (a kind of surprise attack for the aggressor) and costs the current 99 turns. All additional attacks will also cost 99 turns, but happen similar to current battles.
The defender (player B) will then have an option to counterstrike. To add some tactics to the exchange and reward players for having a defense I think it should cost the defender 150 turns for each counterstrike unless their strike meets the requirements of beating the defense at the time turns are designated for defense at which point player B can choose to counterattack instead. And to make things interesting remove defensive abilities (except energy repulsion for player B) for both players for each counterstrike exchange. Counterattacks would work the same as current attacks, but would be added to the end of the battle with player B as the attacker role and player A in a pure defender role.
This way player A gets some benefit for starting the battle, and player B can choose to rely on their personal defenses and hope the attacker is broken before they are descended or help to push them over the edge with a counterstrike.
All battle reports would happen sequentially 12 hours after battle was engaged. So If player A attacks with 397 turns and believes this to be sufficient to descend the opponent then he may be right, but the defender may counterstrike and do enough damage to the opponent to descend them in 2 hits (no defenses and no limitations on damage).
The ideal system would allow players to both be descended if they chose poor turn allocations, it could lure the defender into wasting turns for a followup assault, it could add a lot of tactical elements to personal battles. It removes the strategy of refilling reserves mid attack since all the attacks will happen almost instantaneously.
Refinements and clarification questions are welcome.