Page 5 of 5

Re: Capping covert levels or decrease power exponentially

Posted: Fri Jul 08, 2011 7:18 pm
by stuff of legends
Rodwolf wrote:You either cap everything or you cap nothing. Not fair to do one but not the other, just becaus it suits some people better...

Capping everything is probably the only way to level the field entirly and even allow new players to catch up with their original account.


You can cap one thing and still retain its fair state of play. I was just pointing out before, 1. If you cap one thing because its getting 'too powerful' then you should be capping other things as well because they will/are get too powerful 2. If its because its getting too powerful then its probably the game mechanics and not the actual level, in this case you could slip by, by fixing sabbing so its not such a first point of attack and defence but more of an alternative in a sticky situation.

Although my first post was a brash move and i should have just kept it within my second post, i was just pointing out what is point 1 above, the main powerhouse factors should be limited if you limit one of them (although there are probably more), its logical and fair.

Capping isnt the only solution to this problem either, there are a million others.
It will hardly let the noobs catch up either, they will be speed ascending for about a year firstly.

Re: Capping covert levels or decrease power exponentially

Posted: Fri Jul 08, 2011 10:12 pm
by jedi~tank
stuff of legends wrote:
Rodwolf wrote:You either cap everything or you cap nothing. Not fair to do one but not the other, just becaus it suits some people better...

Capping everything is probably the only way to level the field entirly and even allow new players to catch up with their original account.


You can cap one thing and still retain its fair state of play. I was just pointing out before, 1. If you cap one thing because its getting 'too powerful' then you should be capping other things as well because they will/are get too powerful 2. If its because its getting too powerful then its probably the game mechanics and not the actual level, in this case you could slip by, by fixing sabbing so its not such a first point of attack and defence but more of an alternative in a sticky situation.

Although my first post was a brash move and i should have just kept it within my second post, i was just pointing out what is point 1 above, the main powerhouse factors should be limited if you limit one of them (although there are probably more), its logical and fair.

Capping isnt the only solution to this problem either, there are a million others.
It will hardly let the noobs catch up either, they will be speed ascending for about a year firstly.

Noobs can catch up m8..if massive account power is capped then the field can catch up, it will be up to them to do it of course..then later on if the need arises say for instance a large % of the games members are at or near the same level, then the cap can be raised accordingly..I would as I said before (I think I did) be in favor of 1 week between ascensions.

In terms of the war game aspect I dont think any of us are tired of doing that..but you have to admit we all grow tired of warring the same ol same time after time after time. Ok that was off topic..but you get my point I think.

Re: Capping covert levels or decrease power exponentially

Posted: Fri Jul 08, 2011 10:32 pm
by stuff of legends
Jedi~Tank wrote:
stuff of legends wrote:
Rodwolf wrote:You either cap everything or you cap nothing. Not fair to do one but not the other, just becaus it suits some people better...

Capping everything is probably the only way to level the field entirly and even allow new players to catch up with their original account.


You can cap one thing and still retain its fair state of play. I was just pointing out before, 1. If you cap one thing because its getting 'too powerful' then you should be capping other things as well because they will/are get too powerful 2. If its because its getting too powerful then its probably the game mechanics and not the actual level, in this case you could slip by, by fixing sabbing so its not such a first point of attack and defence but more of an alternative in a sticky situation.

Although my first post was a brash move and i should have just kept it within my second post, i was just pointing out what is point 1 above, the main powerhouse factors should be limited if you limit one of them (although there are probably more), its logical and fair.

Capping isnt the only solution to this problem either, there are a million others.
It will hardly let the noobs catch up either, they will be speed ascending for about a year firstly.

Noobs can catch up m8..if massive account power is capped then the field can catch up, it will be up to them to do it of course..then later on if the need arises say for instance a large % of the games members are at or near the same level, then the cap can be raised accordingly..I would as I said before (I think I did) be in favor of 1 week between ascensions.

In terms of the war game aspect I dont think any of us are tired of doing that..but you have to admit we all grow tired of warring the same ol same time after time after time. Ok that was off topic..but you get my point I think.

No doubt, but as i said on the other thread, some of us will just stagnate, growth stumped yet stocked with DMU/life force/turns/naq. Plus it will get a bit boring growing generic. You could always do a three part realm, Perg for noobs starting out, middle universal realm for your average players and an elite realm for high flyers, where the ME counts (special turns and units for war'ing?).

offtopic
Whatever happened to being skilled in some area :-k back in the day when choosing a race counted. Perhaps it should be brought back in so alliances in general become more tactical and work together.

Re: Capping covert levels or decrease power exponentially

Posted: Fri Jul 08, 2011 10:37 pm
by jedi~tank
stuff of legends wrote:
Jedi~Tank wrote:
stuff of legends wrote:
Rodwolf wrote:You either cap everything or you cap nothing. Not fair to do one but not the other, just becaus it suits some people better...

Capping everything is probably the only way to level the field entirly and even allow new players to catch up with their original account.


You can cap one thing and still retain its fair state of play. I was just pointing out before, 1. If you cap one thing because its getting 'too powerful' then you should be capping other things as well because they will/are get too powerful 2. If its because its getting too powerful then its probably the game mechanics and not the actual level, in this case you could slip by, by fixing sabbing so its not such a first point of attack and defence but more of an alternative in a sticky situation.

Although my first post was a brash move and i should have just kept it within my second post, i was just pointing out what is point 1 above, the main powerhouse factors should be limited if you limit one of them (although there are probably more), its logical and fair.

Capping isnt the only solution to this problem either, there are a million others.
It will hardly let the noobs catch up either, they will be speed ascending for about a year firstly.

Noobs can catch up m8..if massive account power is capped then the field can catch up, it will be up to them to do it of course..then later on if the need arises say for instance a large % of the games members are at or near the same level, then the cap can be raised accordingly..I would as I said before (I think I did) be in favor of 1 week between ascensions.

In terms of the war game aspect I dont think any of us are tired of doing that..but you have to admit we all grow tired of warring the same ol same time after time after time. Ok that was off topic..but you get my point I think.

No doubt, but as i said on the other thread, some of us will just stagnate, growth stumped yet stocked with DMU/life force/turns/naq. Plus it will get a bit boring growing generic. You could always do a three part realm, Perg for noobs starting out, middle universal realm for your average players and an elite realm for high flyers, where the ME counts (special turns and units for war'ing?).

offtopic
Whatever happened to being skilled in some area :-k back in the day when choosing a race counted. Perhaps it should be brought back in so alliances in general become more tactical and work together.



Love it. :smt023

Or turn these houses with thier bonus' into galaxies for that purpose.

Re: Capping covert levels or decrease power exponentially

Posted: Sun Jul 10, 2011 3:08 am
by GeneralChaos
More capping crap, while your at it, why not

Cap RAW up at 200k,
Max army 300mill
MS 2trill
Strike 1trill
Defense 2trill
Covert / Anti at lvl 30 ( yes remove everyones covert, gotta let the little guys compete )
Max ToC 2bill
MAX planets allowed 2
MAX officers allowed 2
MAX members in alliance 10

There that should make it a level playing field for all, would that make ya'll happy.

IF YOU start capping things no one will play, it will be more boring than it currently is, hell if he did this, i would just turn my account into what others have done, and sell all my resources for $$.

The design of this game, people want to see bigger and bigger numbers, if someone im at war with gets covert level 40 good for them, it just makes me want to work harder to get it, all this capping crap is either because someone doesnt want to spend time to get to the level of there opposite, or is getting pwned by there opposite.

Even the biggest in the game can be taken down

Re: Capping covert levels or decrease power exponentially

Posted: Sun Jul 10, 2011 5:00 am
by SSG EnterTheLion
Comparing main covert to ascended ToC is like comparing an elephant to an ant. A level 39 covert can still do enormous damage to even a level 38 account, just one level's difference, whereas even a 5 bill TOC cannot do the same amount of damage to someone HALF the size.

Re: Capping covert levels or decrease power exponentially

Posted: Sun Jul 10, 2011 1:13 pm
by jedi~tank
SSG EnterTheLion wrote:Comparing main covert to ascended ToC is like comparing an elephant to an ant. A level 39 covert can still do enormous damage to even a level 38 account, just one level's difference, whereas even a 5 bill TOC cannot do the same amount of damage to someone HALF the size.



Thus ascended is OFF and should be dumped or detached from main altogether.

Re: Capping covert levels or decrease power exponentially

Posted: Sun Jul 10, 2011 1:16 pm
by Guild
flicking the topic back to covert levels on main and nothing more...

why not just make the % much smaller when you buy a level, and for the people with already high lvls just lower accordingly.

Re: Capping covert levels or decrease power exponentially

Posted: Mon Jul 18, 2011 2:52 am
by TLPhoenix
Nothing should be capped... but Covert is obviously too powerful again.


Maybe reduce from 30% per level boost to 25% or 20%.

Has always been the way!! Its only natural.

Re: Capping covert levels or decrease power exponentially

Posted: Mon Jul 18, 2011 3:38 am
by renegadze
TLPhoenix wrote:Nothing should be capped... but Covert is obviously too powerful again.


Maybe reduce from 30% per level boost to 25% or 20%.

Has always been the way!! Its only natural.


Well covert itself is not overpowered....if people could only buy a covert level through farming/natural income, the levels would be a lot lower then they are today.....the power just lookes over-inflated with all the $$ infusions

Re: Capping covert levels or decrease power exponentially

Posted: Mon Jul 18, 2011 3:46 am
by TLPhoenix
renegadze wrote:Well covert itself is not overpowered....if people could only buy a covert level through farming/natural income, the levels would be a lot lower then they are today.....the power just lookes over-inflated with all the $$ infusions


Yes that is true :( I usually hate involving $$ in any gameplay basics but you are actually right here and I am wrong.