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Bringing Milistats Planets back in line with today

Posted: Thu Jan 24, 2013 11:51 pm
by Visentinel
I have some proposed adjustments to planets with the following attribute
Firstly the Main Military Planets

Attack
Defense

I propose these planets be able to produce stats similar to the natural stats at a 2X cost
For example

Attack Weapon costs "555,800" + "89,000" for a super soldier then adding 1 to the attack planet produces equal outcome in attack power at a cost of "1,289,600" and after all it is expensive to maintain an of-world military base and to construct transportation fast enough to bring these reinforcements to the home world during battle.

ATK/DEF planets would no longer have an ascending cost on upgrades. FlatRate.
The planets added stats would be added before your race bonus.
They are still capped at 50% your natural stats.

Covert
Anticovert

This planet should be split, a planet can only do Covert or Anti covert not both (the bar fights between these two camps are bad enough now, start making them more powerful and the bar fights between Covert and Anti covert agents will just escalate to all out genocide)

This one, Admin Jason is not going to like.... i don't even fully understand how to calculate this and i don't want to know how many anurisms Jason would get trying to code this but... anyway take this one and if it can be made to work somehow that's great.

This planet would keep its ascending cost
The power of each facility matches the power for each unit as per your covert power

For example on covert 37 i see "370,728" per unit thus your covert level allows the covert planet to add "370,728" per 1 facility upgrade. I am not sure what cost each facility could be tho something based of your current covert level makes sense... lets say for example with 0 facilities on the planet the base cost would be 0.1% and it goes up by 0.01% each upgrade.

The above applies to Anti covert.... on a separate planet.
The planets stats would be added before your race bonus.
They are still capped at 50% your natural stats.

~Edit
There is a potential for things to become screwy when converting from income/up planets to these adjusted planets due to their different calculating methods... it should be stated then that these planets would no longer be able to be converted in the following ways.

Income/UP can convert Visa Versa between them Only
Attack/Defense can convert Visa Versa between them Only
Covert/AntiCovert can convert Visa Versa between them Only

for example a covert planet cannot become a attack planet, or an income planet cannot become a defense planet.

Re: Bringing Milistats Planets back in line with today

Posted: Fri Jan 25, 2013 2:30 am
by nOsTyLe
that would make it too easy to have gigantic att/def planets.

Re: Bringing Milistats Planets back in line with today

Posted: Fri Jan 25, 2013 3:39 am
by Visentinel
Player A has 2-3 max of 50% natural defence planets

So player B makes a big enough strike and or utilizes attack planets to attack and could also use a market turn for 1 hour double strike.

how is that different to now ? it just puts these planets back on the radar and can be used like they used to a few years ago.

Re: Bringing Milistats Planets back in line with today

Posted: Fri Jan 25, 2013 3:51 am
by Duderanch
Visentinel wrote:Player A has 2-3 max of 50% natural defence planets

So player B makes a big enough strike and or utilizes attack planets to attack and could also use a market turn for 1 hour double strike.

how is that different to now ? it just puts these planets back on the radar and can be used like they used to a few years ago.


Jason double raw stats so planets and MS couldn't be used like that...

Re: Bringing Milistats Planets back in line with today

Posted: Fri Jan 25, 2013 6:33 am
by Z E R O
Well, Attack and Def planets kinda do really suck nowadays...

Re: Bringing Milistats Planets back in line with today

Posted: Fri Jan 25, 2013 9:32 am
by Visentinel
:-k

then what are the military planets for then ? just a waste of code space ?