MS'sTaking away the techs...
Assuming everybody buys Techs, Techs will make no difference.
If everyone has +30%, its the same as nobody having anything.
The only thing taking away techs will effect is make the total MS powers a little smaller, as I said nothing to worry about it will make virtually no difference. But It will decrease total fleet power, this means Planets will be a little harder to beat their defences.
Question you need to ask is, is decreasing total fleets back to the original value a positive or a negative.
I think planet defences since the 2x power update have become massable, even the "Unmassable" planet thoery, which I know of someone who has it, can be massed by a couple players who have built insane fleets, this 30% decrease would make it a little harder for them to reach again to be able to mass said unmassable planets so yeah I think its a solid idea.
The only problem I can see is, Techs reset on Ascension, so the only cost to your MS atm, is MS TECHS on ascending. This can cost you, what is it, 20 / 25 tril, been a while since I brought Techs, per ascension depending if you build MS techs or not on ascending. IS removing this cost a good idea. Id say maybe not, Ascending is too cheap as it is

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Planet damage. I disagree with it really, planets arent untakeable, or rarely are, unless so please Admin with $$$$$$$, so why add extra costs to something.
Though that said, the game itself would be better off with a Planet fix, and by this I mean total removal of all planets from the game. Problem being that its a good $ fund for admin so he may very well not do it, and well it'd completely change the dynamics of the game. Would be a bit controversual to say the least.
If however this idea is put through, I suggest making Merl'd planets Immune to damage. Merl'ing more than 1 planet can become very expensive, and well, to protect your planets from not only being taken but damage as well, should be a costly process. Even if the cost is in $.
Also It should be impossible for planets to destroyed this way, too abusive. It should also not affect attribute permentally, again too abusive.
Say a planet has a % effectiveness.
Merl'd planets as you said should drop down from 100% to say 75% 80% 85% w.e. (This should be shown differently than normal % effect, perhaps at the "Add merl to planet" button on Planet page"
Attacking / Defending attacks, or perhaps a new type of attack could decrease a planets % effectiveness. Say to 25 or 50% minimum. Dont want people making other players planets give 0 bonus, bit unfair.
The % effectiveness. Could Either or both.
Be repaired with a naqudah cost. Or on a time basis.
I.e pay X naqudah to repair said planet to 100% Effectiveness.
(It will be a button on the planet page, for each planet showing current % Effect, Cost to repair and Button to repair.)
or / and.
At a certain time, i.e 24.00 game time. Either Daily or Weekly, not sure what'd be best. All Planets are returned to 100%. Kind of depends how easy it is for Planets % Effect to be lowered.
The total power of a planet under % decrease can be shown next to the normal power in say red or brackets. Along with the Current % Effectiveness shown also on the planet Page.
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If lowered by a new type of attack,
I suggest it either uses 15 turns as an attack, whereby you perform a normal attack, but you dont gain naqudah whereby your strike will have to beat their defence as normal. Losses are 10% of normal losses in an attack. % Decrease Effect on Planets , if won, is shown, if not won, it will say the normal stuff "Enemy beat you lolz"
Could be either an attack on all planets, or you can select a planet like when conquering.
Also for that matter when you conquer a planet, you should get it at 100% effectivness restored.
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Also to make a cost on "attacking" using attack planets, perhaps a small decrease in % on attack planets per attack you make.
Not sure on this idea. Me thinks it would be too costly for attackers, expecially those who use attack planets. But perhaps this is the point, to make costless attacking using attack planets a thing of the past.
Now you can say what about "defending" using defence planets, should this not decrease %, well I say no. Defence is already underpowered compared to Attack, The defender is always loosing out. This time I say no. If you want to decrease a defenders defence planets before massing them, you can pay the costs of decreasing it by having to beat their defence in the first place.
Thereby Defence planets already limited use is kept. Might even make them the best planets to have =).
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MerlinsThey should definetly be kept, See no reason why they souldnt tbh, Great way for admin to make $, makes keeping planets easy yet expensive. Works just fine, Imo. If you miss a merl like a PPT your in trouble.

Some people may say they get to keep them with no risk, and that is unfair, well tbh, they pay for what they get. And everyone can do this with 1-2 planets for free.
Slight power loss on Merl is a good idea I guess. 10-20% your not going to miss. Add's a bit of "ingame" cost to the $ buyers of merls. Solid Idea.
Perhaps it can even be so that for each consecutive day a planet is on Merl's it gain's an additional % loss. So e.g. Each time it goes past 24.00 game time +1% temporary power loss is added to the Merl'd planet.
To revert back to 100% power, you need simply leave Merl. Similiar too reseting Nox aye.
Example then.
[spoiler]Planet 12agnar0k.
Has 100,000,000,000 Attack.
It is set onto Merl for 2 days.
It decreases by the set amount, lets call that 15%.
Planet is now on Merl. @ 85,000,000,000. Power Output.
Time goes past 24.00 Planet is still on PPT, so current Power goes to 84,000,000,000
Again Time Goes past 24.00 again.
@ 83,000,000,000.
Planet comes off Merl. Planet goes back to 100% @ 100,000,000,000.
Silly 12ag forgot about his Merl ending, Fortunately no baddies took it. He sets it back with no time to loose back on Merl.
Decreases by set amount@ 85,000,000,000.[/spoiler]
I Believe this works well, also the added 1% cost per day too keep a planet merl'd means that, to regain the lost 1%'s of previous days on merl a planet owner must let their planet drop out of Merl, This (even if for 1 second, as as soon as the turn ends you can simply stick it back on merl) means Merl'd planets can be taken if their owner wants to gain the 1% back.
Perhaps their should be a minimum on this too. But perhaps not. Say 50 or 25% So If you went and merl'd a planet for 100 days it would slowly drop and then stay at the minimum. Meaning that players will ahve to be more strategic with merls to get full benefits.
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Added Power-Added power is only 1/2 of the ground strike. Example: 150bil ground strike, 550bil MS strike added, 700bil strike planets. You get 300bil strike with MS adding only 150bil! So you get 450bil strike from this at max. MS power doesn't change, just power added being capped.
Not a fan of this idea personally. Well I say that. But it would also make game mechanics a bit better.
Would decrease the "over powered" effect Attack planets have. As well as defence planets. No more 20x raw power I guess.
Basically It limits everybody to a maximum of x3 their Raw strike or defence. Depending on whether or not they have the right amount / size of planet and/or MS.
Could Work.
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Tetrismonkey wrote:@MS Techs
I say just intigrate the slots that we have now, into raw. So say if you have an extra 30k slots in both shields and weapons, just get rid of the techs and leave the slots as they are, so that way those that have invested in them now, will get to keep that investment.
No Way.
Think about it.
Someone with a 1 tril volley 2 tril shield MS will get 30% permentally added, this costs umpteen trillions.
Where as someone with a 100 bil and 200 bil shields MS, while also getting to keep 30% of that permentally, If they wanted to catch up with said first player they would get about 80% of the way and have spent the same amount of naqudah as the first guy.
Basically this will only benefit those with Big MS's.