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Add Assassins to personal bonus

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Post by Lord Ishurue Tue Nov 17, 2009 5:10 am

( ) = why they may be their current boost
Strike + 1% per point ( probably cuz its used the 2nd to most )
Defense + 1.35% per point ( probably cuz its used the 3rd to most )
Income + .125% per point ( probably cuz its used the most )
Covert + 2 % per point ( probably cuz its used less than than strike and sabotage is onlyused during wars)

I propose to add assassins to the list of bonus points

Assassin + 3 % per point ( really only used during a war so it should be the highest ) or at the very least
a plus 2.1 % per point .

Many people put it all in covert because of the boost . Why not give Assassin's a similar boost .

Both Covert and Assassins offense actions are only used during a war . Assassins are no good during peace time so they should get the highest boost .
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Post by Admin Tue Nov 17, 2009 8:27 am

You do realize assassins can kill any other unit type, something which no one unit class can do.
Giving bonus to assassins would
1) require it to be definitely less than 2.1% per point, maybe around 1.5-1
2) be really annoying to get the number right in terms of balance
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Post by Lord Ishurue Tue Nov 17, 2009 9:06 am

Admin wrote:You do realize assassins can kill any other unit type, something which no one unit class can do.
Giving bonus to assassins would
1) require it to be definitely less than 2.1% per point, maybe around 1.5-1
2) be really annoying to get the number right in terms of balance


Assassins can kill everything but civilian Units and Untrained Soldiers.

Strike can kill everything but covert , Abduct UUs , and it has 1% increase .

You are limited to 15 assassinations per day. compared to having 4k ATs and 2k STs and able to perform over 20 very powerful strike missions .

Having Assassins with a boost similar to covert seems fair . if 2.1 seemed high , what about 1.4 - 1.8 % .
Thats a little higher than strike and slightly less than covert .
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Post by rflash Tue Nov 17, 2009 1:27 pm

I do believe this is a good idea.

Lord Ishurue wrote:Assassins can kill everything but civilian Units and Untrained Soldiers.

Strike can kill everything but covert , Abduct UUs , and it has 1% increase .

These are the facts.

If we compare assassination with covert (who has a 2% increase) :

    1. Defensive role

    Covert helps by keeping your kuwal hidden and by protecting your weapons against sabotage.

    Assassination helps by protecting your units against assassination.

    It's quite clear covert is better overall.


    2. Offensive role

    Sabotage does more damage (3-4%) and it's cheaper. Starting with lvl 11 weapons 1 weapon (308,000) is worth more then 1 super (150,000 + 110,000).

    Assassination does less damage (2-3%) and has a higher cost. In most cases it requires to first kill some of the enemy assassins to be effective. It has the ability however to kill all military units.

    The problem is that both use covert turns and those are limited to a maximum of 60. So you can do 15 assassination missions or 20 sabotage missions. Against 1 target doing 20 sab missions has a good impact, but 15 assassination missions can only cover 1 maybe 2 unit types. Against multiple targets both mission fail to do a big amount of damage.


So taking everything under consideration I think covert is better then assassination. So if covert has 2% per point I believe assassination should get 2.25% or 2.5%.

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Post by Admin Tue Nov 17, 2009 2:45 pm

argumentation noted and accepted
thing is though I did plan on allowing increase in CT reserves, maybe even potentially increasing CT production somewhat through research.
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Post by Kenzu Tue Nov 17, 2009 6:53 pm

I think assassin bonus should be around 1.5%

I propose a unit production boost.
It should be 0.06% per bonus point (30 bonus points give you an UP boost of 1.8%)

(income gives 3.75% for 30 bonus points)

Assassin bonus 1.5%
Unit Production bonus 0.06%


Players should be able to redistribute 1 point per week, maximum 5 points at once.


I think Covert Turns should be increased to 100 or 200. Definitely not more!
no need for research. We dont want to make it hard for new players, do we?
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Post by Lord Ishurue Tue Nov 17, 2009 11:38 pm

Kenzu wrote:I think assassin bonus should be around 1.5%

I propose a unit production boost.
It should be 0.06% per bonus point (30 bonus points give you an UP boost of 1.8%)

(income gives 3.75% for 30 bonus points)

Assassin bonus 1.5%
Unit Production bonus 0.06%


Players should be able to redistribute 1 point per week, maximum 5 points at once.


I think Covert Turns should be increased to 100 or 200. Definitely not more!
no need for research. We dont want to make it hard for new players, do we?

Everyone has made good points . Kenzu .06% for UP bonus seems to low maybe little more than half of the income bonus

UP bonus .075% 30 points gives you 2.25% increase .
Assassin bonus at 1.8 - 2.5% Rflash made some more good points
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Post by Kenzu Wed Nov 18, 2009 12:00 am

Lord Ishurue wrote:
Kenzu wrote:I think assassin bonus should be around 1.5%

I propose a unit production boost.
It should be 0.06% per bonus point (30 bonus points give you an UP boost of 1.8%)

(income gives 3.75% for 30 bonus points)

Assassin bonus 1.5%
Unit Production bonus 0.06%


Players should be able to redistribute 1 point per week, maximum 5 points at once.


I think Covert Turns should be increased to 100 or 200. Definitely not more!
no need for research. We dont want to make it hard for new players, do we?

Everyone has made good points . Kenzu .06% for UP bonus seems to low maybe little more than half of the income bonus

UP bonus .075% 30 points gives you 2.25% increase .
Assassin bonus at 1.8 - 2.5% Rflash made some more good points

Assassins are more useful than spies, especially for harming other players, therefore they should be lower than covert which is currently 2%

up bonus has to be smaller than income bonus. That's obvious I think.

Income give a return on investment for players with 30-40% AE of about 1-2% per day
Unit Production gives a return on investment of 2% for unit production of 10.000
Unit Production gives a return on investment of 4% for unit production of 5.000
Unit Production gives a return on investment of 10% for unit production of 2.000

Therefore up bonus has to be much lower than income bonus. it has to be less than 0.01%
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Post by Lord Ishurue Wed Nov 18, 2009 1:30 am

Kenzu wrote:
Lord Ishurue wrote:
Kenzu wrote:I think assassin bonus should be around 1.5%

I propose a unit production boost.
It should be 0.06% per bonus point (30 bonus points give you an UP boost of 1.8%)

(income gives 3.75% for 30 bonus points)

Assassin bonus 1.5%
Unit Production bonus 0.06%


Players should be able to redistribute 1 point per week, maximum 5 points at once.


I think Covert Turns should be increased to 100 or 200. Definitely not more!
no need for research. We dont want to make it hard for new players, do we?

Everyone has made good points . Kenzu .06% for UP bonus seems to low maybe little more than half of the income bonus

UP bonus .075% 30 points gives you 2.25% increase .
Assassin bonus at 1.8 - 2.5% Rflash made some more good points

Assassins are more useful than spies, especially for harming other players, therefore they should be lower than covert which is currently 2%

up bonus has to be smaller than income bonus. That's obvious I think.

Income give a return on investment for players with 30-40% AE of about 1-2% per day
Unit Production gives a return on investment of 2% for unit production of 10.000
Unit Production gives a return on investment of 4% for unit production of 5.000
Unit Production gives a return on investment of 10% for unit production of 2.000

Therefore up bonus has to be much lower than income bonus. it has to be less than 0.01%

Thats what i said .
income is .125% per point
Up should be .075 % point

a little more than half
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Post by Nomad Wed Nov 18, 2009 1:49 am

I say a big NO to a UP bonus, you want more UP then buy it, JMO

@ Rflash, I have 1 question as I don't understand your point here
1. Defensive role

Covert helps by keeping your kuwal hidden and by protecting your weapons against sabotage.

Assassination helps by protecting your units against assassination.

It's quite clear covert is better overall.

How is covert better? hiding your resources is meaningless if you have an adiquit defense, so that point is potentially nulled. Second point is weapons, and what you say isnt exactly true in all cases. Most weapons cost less the 1 Super. If you add the cost to buy a UU, then train him, or the cost to untrain one from somewhere else,,,, at any rate there are many times that the units themselves are worth far more then the weapons they carry.

Everything else looks good tho.
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Post by Alex Wed Nov 18, 2009 1:55 am

I agree to Nomads opinion that UP bonus shouldn't be brought in. Also JMO

And covert also helps you find farms, if you can't see thier kuwal you can't take it (Realistically)

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Post by Nomad Wed Nov 18, 2009 1:56 am

Alex wrote:I agree to Nomads opinion that UP bonus shouldn't be brought in. Also JMO

And covert also helps you find farms, if you can't see thier kuwal you can't take it (Realistically)

-Alex

Another good point to covert, *Tips hat*
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Post by Kenzu Wed Nov 18, 2009 1:03 pm

Nomad wrote:I say a big NO to a UP bonus, you want more UP then buy it, JMO

Everything else looks good tho.

The more bonuses exist the better for the diversity and gameplay of the game.
What has to be made sure is that the bonuses are all balanced.

All bonuses can be changed anytime if imbalance is uncovered.
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Post by Nomad Thu Nov 19, 2009 3:02 am

But there is no need for a UP bonus.

its not a stat used in war, or any other "specific" time. It is a constant, it happens no matter what. There is no need for a UP bonus, just buy more UP.
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Post by Lord Ishurue Thu Nov 19, 2009 3:28 pm

bump
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Post by Admin Thu Nov 19, 2009 3:46 pm

dont bump threads unless they actually fell into page 2
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Post by Lord Ishurue Thu Nov 19, 2009 4:20 pm

Admin wrote:dont bump threads unless they actually fell into page 2

My bad .
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Post by Kenzu Sat Nov 21, 2009 2:46 pm

Lord Ishurue wrote:
Kenzu wrote:I think assassin bonus should be around 1.5%

I propose a unit production boost.
It should be 0.06% per bonus point (30 bonus points give you an UP boost of 1.8%)

(income gives 3.75% for 30 bonus points)

Assassin bonus 1.5%
Unit Production bonus 0.06%


Players should be able to redistribute 1 point per week, maximum 5 points at once.


I think Covert Turns should be increased to 100 or 200. Definitely not more!
no need for research. We dont want to make it hard for new players, do we?

Everyone has made good points . Kenzu .06% for UP bonus seems to low maybe little more than half of the income bonus

UP bonus .075% 30 points gives you 2.25% increase .
Assassin bonus at 1.8 - 2.5% Rflash made some more good points

When can we expect the Assassin and up bonus to be released?

The more choices, the better!
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Post by Admin Sat Nov 21, 2009 3:50 pm

the more choices the more complicated the game.

lets not, it's already hard enough to know what a new player needs to do. finish the wiki first
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Post by Kenzu Sat Nov 21, 2009 7:23 pm

Admin wrote:the more choices the more complicated the game.

lets not, it's already hard enough to know what a new player needs to do. finish the wiki first

If a player can choose between 4 stats or 6 stats isn't much difference.
If you want to have the game less complicated, choose other areas to make it simpler.
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Post by Lord Ishurue Sun Nov 22, 2009 5:36 pm

Admin wrote:the more choices the more complicated the game.

lets not, it's already hard enough to know what a new player needs to do. finish the wiki first

Thats true. I messed Up my points , and am out of changes .

Instead of allowing new players to pick points , Make it so they unlock bonus points after 2 weeks of play.
Two weeks is good enough time to decide , especially with the Wiki coming out .

Or when players join , you suggest players to put an even amount of points in each stat . once they understand how the game works you recommend to change them in the future to fit their needs .

Many new players put them all in Income , and as you reach AE Income loses most of its usefulness .

I know when I started Playing I had no Idea about AE and put all my points in income , The very same Day I Wasted my change and put them In Areas that Today are not as useful .
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Post by Admin Sun Nov 22, 2009 5:53 pm

actually AE does not decrease usefulness of income boost.

because as you can remember it's a % boost.
If you dont have the points in income but in something else then to reach the same income you need to train extra units to make up for the % of income lost AND to make up for the extra units you have which causes AE to drop even further
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Post by Nomad Sun Nov 22, 2009 7:15 pm

I have to disagree with you there Admin. It does decrease the usefulness. If the boost was post AE it would be one thing, but being pre AE and getting cut by AE it does lose its usefulness. Its the only area your bonus points do this as well. No other stats suffer a loss when using personal bonus points.
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Post by Kenzu Sun Nov 22, 2009 7:28 pm

Nomad wrote:I have to disagree with you there Admin. It does decrease the usefulness. If the boost was post AE it would be one thing, but being pre AE and getting cut by AE it does lose its usefulness. Its the only area your bonus points do this as well. No other stats suffer a loss when using personal bonus points.

You suffer the AE loss anyway.

Say there are two players one with income bonus point and one without.
Maybe both of them have 50% AE and thus earn maybe 50 million per turn, but the person with 30 income bonus points earns 30 x 0.125% income more, meaning +1.875.000 kuwal per turn.

Everyone gets affected by AE in equal way. The bonus you get doesnt have an impact on AE, because it comes after AE, only population has an impact on Administrative Efficiency.
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Post by Admin Sun Nov 22, 2009 7:40 pm

nomad may I ask you for clarification, because I really do not see it.

If you have 1 mil workers, it doesn't matter if your AE is 30% or 100%, a 3% income boost will always result in an increase of production equal to 30k workers.

I would accept your argument if AE was based on actual income as there was another suggestion (so increasing income, decreases AE which means income bonus is less useful than it actually should be), but as it is right now, it's based on army size. And personal points only affect (from a purely stat building perspective) how many soldiers you need to have in any particular area to reach a certain goal.
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