changes in ascension/main going to production
Posted: Fri Sep 28, 2007 1:10 pm
ok - here is the deal that is going to be released....
disclaimer: things can always change. i never promised everything would stay the same as it was on day 1, day 100, day 500, etc...i think i even warned of that on each ascension
--this disclaimer is both historical, and forward looking 
these are the 'broad brush' changes...i will try to provide the math/specifics over the next while...
HOW IT WILL LAUNCH
1) ascension server will get 10days PPT for everyone.
2) closing server now to do migration...<goes to do this now before writing rest of post..done..>
3) life force above max life force will get converted to cache.
4) everyone will get the AP of their last ascension, minimum of 100,000 and max of 5,000,000 -- the upper/lower limits are in place since ascensions could have taken place anytime over 2 years, and what it took to get 100,000 APP 2 years ago was far far greater relative to what 100k or even 500k would be a month ago...so the range of 100k to 5000k (50 times as much!) will be the min/max ... i believe this is fair.
WHAT WILL LAUNCH
1) the APP <> LF rate of aprox 1200 to 1 (growing daily) will go live. The 'growth per day' may change over time, but this is the initial and 'base' rate now.
2) Life Force will max at life force max. Above this, it goes into LF reserves. When reserves and life force are full, it goes into LF cache. This is true of DMU<>LF, life force gained per turn, LF from APP, etc...
3) Cache can be moved into reserves, or LF.
4) upgrades can be bought with cache & life force (not reserves) - with cache used first. LF only used if you are 'short' in your cache.
5) Rework of the cost of levels. (cheaper at lower levels, gets more expensive, exponentially, above 500.) No caps on most stats, no realistic caps on the rest...
6) Rework of the benefits of levels. They are not as 'powerful' as before, with a couple exceptions like charisma, production ...
7) Rework of the cost of fleets. Slightly reduced, and a new 'soft cap' causing fleets to get more expensive past 100k production.
When planet count gets to 2billion, the growth rate/discovered planet rate, drops...There is no ' big drop' at this level, but the further you get from the 2bil planet count, the more the 'dead planet finds' increase as a percent of the total finds...again this is just production/finds per turn and not existing planets.
9) Raid is gone.
10) SuperWeapon is gone.
11) Every active account generates APP each turn...
12) Turns can be traded for DMU (not the other way around).
CHANGES AFFECTING MAIN
1) No limit on number of ascensions/limit of 20 ascensions (not decided, but wont need to be for a while). They get much more expensive in UP minimum required at 10+.
2) The bonus of +1% per level above 5 remains....
3) Ascended accounts in vacation mode: the main account does not receive the bonus on income or attack (this is new). The bonus on def/covert and the ascended blessing remain at 1/2 strength. Weapons remain.
4) If you wish to DESCEND YOURSELF - ie 'quit ascension' .. you can. You will become a 'Daimon' - basicly a fallen divinity...This is the only race open to fallen ascendeds who chose their own demise...The bonuses are: whatever your ascended account had at the time of banishing yourself, MINUS the ascended blessing (so no unique tech to this race.) You maintain full bonuses in att/def/income/cov and your weapon strengths...From this race, you can choose a fully mortal race, or keep this race. No other options.
5) <NOT DONE YET BUT WILL BE IN THE NEXT FEW DAYS>: Lifer suicide missions to kill enemy anti-covert in main. 5 lifers die to get 1 enemy AC. You must have 20% of their defence in attack to get your lifers close enough, but there is no 'fight' of armies... and your lifers will always succeed at the above rate...
6) ascension does not take your mothership, you do not gain APP for your mothership.
If I forgot any (basicly the current dev server is what is moving to prod) pls let me know, and I will edit this post. Over the next 6hours or so I will be doing the update...
And to those who will say "but this is not good/ this will not work / this could be better / etc..." -- again, this is not a 'now and forever' update, but will be reviewed once it is live. There is a LOT of change here, and despite best thought experiments, and beta play, some things may need adjusting... Just please politely and concisely explain what you believe needs adjusting, why, and how it should change, if you believe something could be adjusted for the better...
disclaimer: things can always change. i never promised everything would stay the same as it was on day 1, day 100, day 500, etc...i think i even warned of that on each ascension
these are the 'broad brush' changes...i will try to provide the math/specifics over the next while...
HOW IT WILL LAUNCH
1) ascension server will get 10days PPT for everyone.
2) closing server now to do migration...<goes to do this now before writing rest of post..done..>
3) life force above max life force will get converted to cache.
4) everyone will get the AP of their last ascension, minimum of 100,000 and max of 5,000,000 -- the upper/lower limits are in place since ascensions could have taken place anytime over 2 years, and what it took to get 100,000 APP 2 years ago was far far greater relative to what 100k or even 500k would be a month ago...so the range of 100k to 5000k (50 times as much!) will be the min/max ... i believe this is fair.
WHAT WILL LAUNCH
1) the APP <> LF rate of aprox 1200 to 1 (growing daily) will go live. The 'growth per day' may change over time, but this is the initial and 'base' rate now.
2) Life Force will max at life force max. Above this, it goes into LF reserves. When reserves and life force are full, it goes into LF cache. This is true of DMU<>LF, life force gained per turn, LF from APP, etc...
3) Cache can be moved into reserves, or LF.
4) upgrades can be bought with cache & life force (not reserves) - with cache used first. LF only used if you are 'short' in your cache.
5) Rework of the cost of levels. (cheaper at lower levels, gets more expensive, exponentially, above 500.) No caps on most stats, no realistic caps on the rest...
6) Rework of the benefits of levels. They are not as 'powerful' as before, with a couple exceptions like charisma, production ...
7) Rework of the cost of fleets. Slightly reduced, and a new 'soft cap' causing fleets to get more expensive past 100k production.
9) Raid is gone.
10) SuperWeapon is gone.
11) Every active account generates APP each turn...
12) Turns can be traded for DMU (not the other way around).
CHANGES AFFECTING MAIN
1) No limit on number of ascensions/limit of 20 ascensions (not decided, but wont need to be for a while). They get much more expensive in UP minimum required at 10+.
2) The bonus of +1% per level above 5 remains....
3) Ascended accounts in vacation mode: the main account does not receive the bonus on income or attack (this is new). The bonus on def/covert and the ascended blessing remain at 1/2 strength. Weapons remain.
4) If you wish to DESCEND YOURSELF - ie 'quit ascension' .. you can. You will become a 'Daimon' - basicly a fallen divinity...This is the only race open to fallen ascendeds who chose their own demise...The bonuses are: whatever your ascended account had at the time of banishing yourself, MINUS the ascended blessing (so no unique tech to this race.) You maintain full bonuses in att/def/income/cov and your weapon strengths...From this race, you can choose a fully mortal race, or keep this race. No other options.
5) <NOT DONE YET BUT WILL BE IN THE NEXT FEW DAYS>: Lifer suicide missions to kill enemy anti-covert in main. 5 lifers die to get 1 enemy AC. You must have 20% of their defence in attack to get your lifers close enough, but there is no 'fight' of armies... and your lifers will always succeed at the above rate...
6) ascension does not take your mothership, you do not gain APP for your mothership.
If I forgot any (basicly the current dev server is what is moving to prod) pls let me know, and I will edit this post. Over the next 6hours or so I will be doing the update...
And to those who will say "but this is not good/ this will not work / this could be better / etc..." -- again, this is not a 'now and forever' update, but will be reviewed once it is live. There is a LOT of change here, and despite best thought experiments, and beta play, some things may need adjusting... Just please politely and concisely explain what you believe needs adjusting, why, and how it should change, if you believe something could be adjusted for the better...
