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Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 4:31 pm
by Sarevok
So, I was thinking this morning, that un-ascended accounts are at such a major dis-advantage it's not funny. All you need to do, is ascend more then once, and you've already got more benefits then any un-ascended race.
So, when you start out, you get a 25% bonus on your selected stat. Yet, when you ascend once, you get +5% to 4 areas (atk, def, cov, inc). Ascend again, and you get another 5%. Which is a total bonus of 40% (overall).
What I want to try to do, is work with everyone, and try to get new accounts on less of an un-even footing. Something along the lines of the accounts being just underpowered compared to a LG+1. Not from the start, but able to work up there. Like use G&R to improve their current specialized stat more (greater % or whatever), or buy more (but expensive) techs to do this. This way, people can decide. Keep the unique tech, and not ascend. Or ascend, and get the ascended blessing. But allow for un-ascended to still be quite competitive.
So, what do people think? Should we try and get something along these lines going? Or am i just crazy, and new people should just toughen up, and take 1.5 months to get to LG+1, and then another 8.5 months to finish ascending.
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 4:44 pm
by Tekki
Well a brand spanking new 3 man army account isn't going to ascend immediately. Let's say it takes them 2 months to get to be able to ascend.
probably they have absolutely no idea what is going on at first and ascend 'cos tehy watn that red title that everyone has. And then they realise 'oh darn'. And at that point they either buckle down to ascend to LG+1 or they don't or get lost along the way.
I'm not sure how though helping an unascended account really helps, though I assume you mean trade glory for % stat increases. Unless it was something nominal, like 300glory for 1% on attack, and etc then it's not going to be worth it. And even then the rates need to be more generous to allow them a fighting chance. And should be reset at ascension anyway.
I think for this to work, you have to set teh exchange rate at something too generous to be feasible.
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 4:50 pm
by Norbe
The biggest problem for new accounts is the inability to increase bank size above about 2 bil.
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 4:59 pm
by Sarevok
@ Tekki: Yes, this was meant to be done only for un-ascended accounts. And should they then choose to ascend, they loose any benefits they had from being un-ascended (as you do now)
The idea i gave was just a starting point. If you can think of any good idea to help them out, I'd like to hear them
@ Norbe: So, you think that giving them a 100b bank to start with, as a base-line, and then miners/lifers add onto that, would be a good idea?
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 6:31 pm
by numbers
lol more bank could be good
im unaccended
bank size
15,374,959
WTH i hit people for about 40bil+
well i do have no lifers but yer

Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 6:39 pm
by ~[ Greased Gerbil ]~
numbers wrote:lol more bank could be good
im unaccended
bank size
15,374,959
WTH i hit people for about 40bil+
well i do have no lifers but yer

lol.... train yo ass some lifers, dude.
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 7:49 pm
by Tekki
Ascended or unascended, I think bank size increases probably are necessary!
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 7:53 pm
by Sarevok
So, like a 1T baseline, which is then improved upon? To large? To small?
I figured 100b, since that means you can deposit a good hit (40-50B), and then withdraw and use as needed. Especially with newer players.
Re: Improvements for un-ascended accounts
Posted: Wed Feb 03, 2010 8:31 pm
by Tekki
I'd go 1t, so that you can save up for some covert levels.
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 3:46 am
by Sarevok
Tekki wrote:I'd go 1t, so that you can save up for some covert levels.
Very good point. Hard to be covertly competitive with like covert level 23 or something lol
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 4:01 am
by Juliette
Yes, let's pamper the little nooblings.
After all, why would they have to spend five years building an account like ours, eh?
Lazy bums need to work. It's not that hard. And obviously, someone who has invested hundreds of MT's on their PPT/banksize is going to have a bigger bank than Jimmy who just started and uses the General Market to trade for turns.
No.
Pampering newbies, fine.. but giving them accounts that can compare to our own just because "it is so sad they're not competitive for the next 5 years".. pfft.
Limit attacking to % up and down, and remove the armysize cap. Or just reset. Because if we're going to cater to the laziness of newbies who want to start out competitively without any long term vision, we might as well abandon the game altogether.
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 4:18 am
by Sarevok
Offensive Bias wrote:Pampering newbies, fine.. but giving them accounts that can compare to our own just because "it is so sad they're not competitive for the next 5 years".. pfft.
Limit attacking to % up and down, and remove the armysize cap. Or just reset. Because if we're going to cater to the laziness of newbies who want to start out competitively without any long term vision, we might as well abandon the game altogether.
Yes, because the way things are going now is so much better. People joining, and finding out that to stand a chance, they have to focus on nothing but ascending for 3/4 of a year.
I don't want to say "Hey, welcome to the game. The people whom have been playing 5 years, get a bonus 50% to all their stats, so i'm going to give you a 100% boost to a stat area"
The goal of the thread, was to make un-ascended accounts, be competitive. Not give newbies a walk-in-the-park. But someone that is say 300m in size and not ascended, be on a similar playing ground as someone whom is say 200-250m and a LG+1
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 4:32 am
by TacticalCommander
This was an idea I played around with, but ultimately did not post it due to lack of a satisfactory answer to the question:
"Is this balanced in terms of being powerful enough to use while still being fair to ascended accounts?"
At the time I was making this to be a fully functional and competitive alternative style of play.
Here is the meat of the suggestion, perhaps you might have better luck with it than I did, or at least pull some ideas from it.
Currently:
Non ascended accounts can receive FSS in exchange for 1k GnR.
Proposed Possible Upgrades
-Upgrade Race Social Structure to that of an Ascended one.
--This is only to have different names available
-Upgrade Standard Techs/Weapons to Ascended Techs/Weapons
--For Tauri/Asgard, this also balances their MS to match ascended.
--Except for the Unique Tech and Merc Techs
-Upgrade the Unique Tech to a more powerful variant.
-Upgrade to allow access to the next Merc Tech.
Notes:
When upgrading from standard to ascended, one goes to a screen where you select which one you want, after that you must use a race change.
Your race is still classed as non-ascended even if you upgrade to the same stuff that ascended use.
Cost
-Each Upgrade requires 1k GnR points to purchase
-Unique Tech
--Every unique tech level upgrade, requires 1k GR points to unlock it before purchasing
--Each level requires and additional 1k GR
---First Upgrade, 1k GR, 2nd upgrade 2k GR, 3rd upgrade 3k GR and so forth.
--The max amount of upgrades one can acquire is the same as the max number of ascensions.
-Possible time limit between upgrade (at least unique tech) purchases
--At least 1 day, to prevent one from switching and fully upgrading between techs quickly
--Perhaps even make this 1 week, or even 2 weeks to match current ascension waiting.
Unique Tech Variants
Enslaved Income Processing Facility
-Improves Income
-Bonus to Bank
-Takes a portion of enemy defense units killed and converts to UU.
--or converts directly to miners and/or lifers since they are technically enslaved.
-First Upgrade, 5% boost to income, 5% boost to bank, 5% chance to take effect, 5% of killed defensive units converted to miners
-Upgrades so forth in the same manner to as ascended blessing
Nano Regeneration Routine
-Improves Covert
-Cheaper Covert Levels
-Takes a portion of damaged weapons/non merc units to replaces them freely.
-First Upgrade, 5% boost to covert, 5% chance to take effect, 5% of the units replaced, 5% of the damage done to weapons repaired.
---damage done to weapons is that damage done during that attack
----If 100pts of damage is done to each weapon, at base tech level, then 5 pts is repaired.
----even there is a total of 200pts damage already done to weapons.
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
Notes:
-Defense protects covert agents.
-Difficult to be massed = better protection of covert agents
--but at the same time does not protect against farming/raiding.
-Tech not available when attacking
Rapid Evasion Technology
-Improves Attack
-Allows attack units to evade a portion of the defense with fewer casualties/weapon damage
--The attack power must still be bigger than the defense power for resources to be stolen.
-First Upgrade, 5% boost to attack, 5% chance to take effect. 5% less casualties/weapon damage, defense damage reduced by 5%
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
Realm Defense Shield
-Improves Defense
-Negates Damages, Reduces damage to weapons, loss of units, loss of naq
-Bonus Nox/Crit.
--Nox only counts successful attacks for phasing
--If an attack would have been successful, but shield engages, Nox still counts it as a successful attack.
-First Upgrade, 5% boost to defense, 5% chance to take effect, 5% less casualties/weapon damage, 5% of damage is absorbed/negated by shield.
--If an attack did 100bil damage, the shield activated, it would only 95bil damage.
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
TC
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 7:45 am
by Lore
your going against some basic "spirts" of the game.
You are suppose to be weak as an encouragement to ascend, take away the encouragement and there is no need to ascend.
What honest to goodness really needs to happen is a seperation of power and seperate ranking systems.
purg needs to be seperate from main
unascended accounts seperate from ascended accounts
and LG+1 and down seperated from LG+2 and up.
More over 99% of the problems can be fixed with 1 simple solution, and it has nothing to do with the game mechanics, but everything to do with activity from certain people.
Re: Improvements for un-ascended accounts
Posted: Thu Feb 04, 2010 8:10 am
by moses
Lore wrote:your going against some basic "spirts" of the game.
You are suppose to be weak as an encouragement to ascend, take away the encouragement and there is no need to ascend.
What honest to goodness really needs to happen is a seperation of power and seperate ranking systems.
purg needs to be seperate from main
unascended accounts seperate from ascended accounts
and LG+1 and down seperated from LG+2 and up.
More over 99% of the problems can be fixed with 1 simple solution, and it has nothing to do with the game mechanics, but everything to do with activity from certain people.
If you did this something even worse might happen all of a suden ppl lose there farms and need to create new ones they can hit, meaning ppl that are now active and lg+2 or higher would get crushed and farmed to nothing couseing them to leave the game