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Re: Welcome to the game

Posted: Fri Nov 16, 2012 7:05 am
by Visentinel
There's no disbalance between strike and def, you get 825 def per unit/wep on defence and 800 per unit/wep on strike.

My race doesn't bonus either def or atk

This is also based on the most powerful weapon.

Maybe the issue is repair costs ? They do seem expensive but I was putting it down to the fact I farm like 10 inactives before I repair.

Re: Welcome to the game

Posted: Fri Nov 16, 2012 7:48 am
by Shezmu
Visentinel wrote:There's no disbalance between strike and def, you get 825 def per unit/wep on defence and 800 per unit/wep on strike.

My race doesn't bonus either def or atk

This is also based on the most powerful weapon.

Maybe the issue is repair costs ? They do seem expensive but I was putting it down to the fact I farm like 10 inactives before I repair.



Yes the repair costs do seem to be the killer.

Re: Welcome to the game

Posted: Fri Nov 16, 2012 8:06 am
by ljietuvis
I don't think it's the cost themselves, I think you should pay some naq if you attack someone strong. The problem is that if you attack someone without any def, you pay almost as much for repairments as if you attacked someone strong.

Re: Welcome to the game

Posted: Fri Nov 16, 2012 12:14 pm
by Shezmu
ljietuvis wrote:I don't think it's the cost themselves, I think you should pay some naq if you attack someone strong. The problem is that if you attack someone without any def, you pay almost as much for repairments as if you attacked someone strong.


Indeed

Re: Welcome to the game

Posted: Fri Nov 16, 2012 2:27 pm
by Sarevok
Shezmu wrote:
ljietuvis wrote:I don't think it's the cost themselves, I think you should pay some naq if you attack someone strong. The problem is that if you attack someone without any def, you pay almost as much for repairments as if you attacked someone strong.

Indeed
Hence the vote to see if the players agree, then the damage/losses will scale down with lower defenses :-D

Re: Welcome to the game

Posted: Fri Nov 16, 2012 2:41 pm
by Visentinel
I wonder.... if the repair cost should also factor in total fighting force or the income.

See, we will be laughing at the repair costs right now when people are making millions per turn and one day billions per turn. thing is the repair costs will go out of control someday to, so possibly a rolling percentage that slowly dies down to nothing at a certain critical mass of increasing cost of repair vs income.

Or it can be done manually, but my idea above scales automatically for each and every player :-D

edit-
Clarification

Makes it cheap for little accounts, gets more expensive as account grows but then slows down and stops when the repair gets high enough.