NEW changes to Ascension (already in beta)

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NEW changes to Ascension (already in beta)

OK - http://ascended.stargatewar.com/index.php passcode is 123

things went awefully wrong because of a double error i made wayyy back...
1) i cubed most results from levels. at least i cubed the levels too, but the results were generally a cube multiplied by an already large number. This caused some runaway numbers, adn --in cases like energy repulsion, etc -- would ultimately lead to 100% (OR MORE) bounced back, etc etc ... I saw this when i played with the big numbers...
2) i based mostly everything on /100 as if 100 was a max... so someone with 500 level was gettting VALUE x 5 x 5 x5 (not what i anticipated, adn my fault for not getting to it sooner...).

That said, some values are equal among all --ie att/def/cov power.
some, like planet growth, etc -- obviously if i cut it now, those that used the 500lvel and cube, would be forever ahead...

So - my 'fixes' were a bit limited. I LEFT the cube/multiply by big value on income, and exploration/production.
I moved it to square on 'physical fighting values'

I also set bouceback to 50% max.
Def to 75% blocked (a 50% reduction; then a 50% reduction again).
life force per turn to 52% max per turn.
reserve/cache to 12.5% max per turn.
Everyone ACTIVE gets 1APP per turn or hour (undecided yet).

now most of these work ARITHMATICLY (ie for each 1 extra level, you get the same advance as the last level...and the next level.).
the cost though goes up quicker...

ALL LEVELS MAX AT 1000. THERE IS NO MAGIC PLACE THEY GET MORE EXPENSIVE IN JUMPS.

Also - exploring got a bit cheaper. And when someone hits 2billion planets, the cost to increase your exploration rate increases substantially. As does your ability to convert DMU into LF... I think this is a fair 'upper limit' where things get harder :)

Descending yourself PERMANENTLY is in place. You become a Daimon -1/2 diety/1/2 mortal. You get the 'vacation bonuses' minus the ascended blessing. You can move to a mortal race, but thats it...
If on vacation, you get ascended blessing AT HALF THE SUCCESS RATE AS NON VACATION along with 1/2 bonus on the rest...

These changes are a bit more different than I would have liked, but considering what I have to work with, assuming I do not 'remove' goods from some accounts.., is the best option. Plus - this wil work well going forward I think, accomplishing the 'more active; more fun; possible to compete if you keep at it' goals i mentioned earlier...


Now - all that said - this is untested :)

And the reason some things are listed in teh millions, is foresight :)

I will try to start turns on dev server, and give everyone some resources to play with so you can test drive...


sorry for the change in directions over straight "more/less" and into "more/less and different" ... had to be done...

(and i am sure i still have missed a few things i did, and did not do a few things i still have yet to do....its not done yet - this is just an update with the new direction/changes...)

oh -and in main - 5lifers can 'suicide mission' an enemy, to destroy 1AC UNBLOCKABLE...(if within the 20% range...)
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Timmy
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Re: NEW changes to Ascension (already in beta)

all seems fairly good when you say expolaration got a bit cheaper is that due to the cheaper levels or a cheaper fleets aswell.

also with the power up costs not being reduced by as much theres no need to half the app-lf increase.

But i will be happy with whatever you implement
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Sinath
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Re: NEW changes to Ascension (already in beta)

sounds opk, but with lowered costs I don't think there should be an overall lvl limit on skills.
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Re: NEW changes to Ascension (already in beta)

if i did not, i could not logically make 'maximums' like only 75% of incoming attack blockable; or you cannot get more than 100% of your LF back each turn; or you cannot bounceback 100%+ of the damage done to you....

i either set a level limit or set an asymtope at a specific point (ie if you go from level 1000 and bounce 49.95% of damage back, level 2000 gets you 49.975% bounceback) -- either way its a limit :)

the physical stats i am not as worried about... they are just multipliers, not % values....but i figure 1000 is nice :)

and ppl ahve enough resources hopefully to see just how 'easy' it is when you get up in levels :)

Sinath wrote:sounds opk, but with lowered costs I don't think there should be an overall lvl limit on skills.
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Re: NEW changes to Ascension (already in beta)

You might not want to have UP based in the millions digit...otherwise most new players will have 0 UP, and then 1 for a long time..lol..
Also you still need to adjust the command star page if you are going to stick with this million scale.

And I still think the 1.7 k APP to LF rate was better, more people would continue ascending under such a system, especially with the not as cheap levels. Also I see the APP-LF rate is no longer increasing dynamically, which means it will have to be adjusted big time anyway in a few months, but all and all not bad. :-)
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Sinath
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Re: NEW changes to Ascension (already in beta)

I could go along with that. Even tho I doubt I will ever ascend again I think there are many that would if the rates are better.

1APP=1500 LF is honestly a better rate.
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Sinath
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Re: NEW changes to Ascension (already in beta)

works for me.

Jason I still think you need to take out basing everything in million.

only way to keep it like that your gonna have to go down to X.XXXX because lets face it. To a small account 750 planets is important.

Besides it looks kinda messy especially having your DMU shown as a decimal.
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Re: NEW changes to Ascension (already in beta)

ok i am doing a compromise. the base screen will show planets in mills...
the dmu/etc will only show mils if > 1mil.
and if ppl put ANY effort into expansion, it wont be an issue for long :)
i also like the 'ascension is so big we count in millions because we are gods' aspect ;)


Sinath wrote:works for me.

Jason I still think you need to take out basing everything in million.

only way to keep it like that your gonna have to go down to X.XXXX because lets face it. To a small account 750 planets is important.

Besides it looks kinda messy especially having your DMU shown as a decimal.
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Re: NEW changes to Ascension (already in beta)

so have you definitely decided on the app-life force rate?

there was really no one against increasing those. increasing them is a benefit to the whole server making ascensions more important and more beneficial
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Re: NEW changes to Ascension (already in beta)

no not set. but it will be below what it was before in beta :)
also - it does go up each turn....(by .025 points i think, so 1.2points per day...)

Timmy wrote:so have you definitely decided on the app-life force rate?

there was really no one against increasing those. increasing them is a benefit to the whole server making ascensions more important and more beneficial
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Re: NEW changes to Ascension (already in beta)

I still the think millions thing is a bad idea. Maybe its just me, but it makes everything look more...confusing.

Plus some people like seeing the big numbers :P
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Re: NEW changes to Ascension (already in beta)

summary screens will show millions.
the 'info screen' (introspection) will show actual numbers...

Deathshotshooter wrote:I still the think millions thing is a bad idea. Maybe its just me, but it makes everything look more...confusing.

Plus some people like seeing the big numbers :P
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Timmy
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Re: NEW changes to Ascension (already in beta)

Forum wrote:no not set. but it will be below what it was before in beta :)
also - it does go up each turn....(by .025 points i think, so 1.2points per day...)

Timmy wrote:so have you definitely decided on the app-life force rate?

there was really no one against increasing those. increasing them is a benefit to the whole server making ascensions more important and more beneficial


well i think it should be much more than what it currently is 1500 is an easy number to work with as its neat ;)

also i'm having trouble training like .001 million units on beta as i like to train often so they are small numbers
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Re: NEW changes to Ascension (already in beta)

Munchy wrote:And I still think the 1.7 k APP to LF rate was better, more people would continue ascending under such a system, especially with the not as cheap levels. Also I see the APP-LF rate is no longer increasing dynamically, which means it will have to be adjusted big time anyway in a few months, but all and all not bad. :-)



I also agree with Munchy, that the previous APP -> LF rate of 1754.45 was better than the current rate of 877.225. Please understand, I'm not complaining about the rate of 877.225 at all, I just think that the higher the rate - then even more people will want to ascend, which then makes the Ascended Server much more active & interesting. Keep up the good work Jason, cause all of these new changes/updates to the Ascended Server are really going to help inject new life into the server.
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Re: NEW changes to Ascension (already in beta)

well Jason also stated that APP>LF rate goes up every turn so it will now be a continuous gradual improvement.

How about we just compromise and say it starts at 1k even.
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