Ability/System/Process of increasing personal bonus

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Re: Ability/System/Process of increasing personal bonus

Post by rflash on Fri Jan 23, 2009 7:49 am

You are wrong.

First .... this isn't sgw or other game with unlimited turns. Due to this fact the gap between big and small players won't be so dramatic .... you wont see here MS that cost in exces of 1 quad naq when it would take a good account over 1 year to make on it's own. (take an income of 30 bil / turn. 30*48*365=525 tril and that in the very unlikely scenario that he keeps all of that and he spends it all on MS)

Second ..... also unlike sgw and other games pretty much everything here is killable. Because big players are more often involved in wars, the effect will be a further reduction of the gap.

Third .... the cost must be dinamic .... in sgw I could train a monkey to make a new account and in 6 months that account would be an Ancient God. Don't you think is something wrong with this picture?

Forth ..... 100 was given as an example ..... as more and more players join the game this number will grow. It will probably be a % of active players and by active players I mean people who log in at least 5-6 times a week. The new players will have it easier to ascend, but not too easy.

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Fri Jan 23, 2009 11:27 am

I am playing with and strongly considering the idea of the 3 construction yard levels each giving a few points extra to distribute (maybe 3 points for level 1, 3 points for level 2 and 4 points for level 3).

Because currently when you build a new con yard level, the buildings it only unlocks still cost a fair bit more than the con yard itself but doesn't give you anything per se, this would actually give it a purpose to build it sooner.

Also the getting extra points will be a mix of static and dynamic costs.
The static as to give people who join later a chance to aquire at least some points so as to stay relatively competitive (although obviously by definition not at the same level as the guys who can afford to gain the bonuses which are a bit more costly).

However lets say if there would be a total of 70 points to be possible to acquire, maybe 20 will be with static costs which will get easier to achieve as time goes by, and the other 50 will be with dynamic costs.

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Re: Ability/System/Process of increasing personal bonus

Post by Nigatsu_Aka on Fri Jan 23, 2009 12:37 pm

So, you`re going for a total of 100 custom points?

20 static points for building the Construction Yards
and
50 points with dynamic costs for the other buildings?

And the dynamic costs will be based on what? UP? Cos if it will be like that, will be little wrong/unfair... but tbh a good ideea. Someone who will join in a year (just an example), could have all the techs at a very low price, by having someone to send them the necesary kuwal before building UP; so the new players will be able to keep up the pase with those more advanced.

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Fri Jan 23, 2009 1:07 pm

con yards will be only 10 points total, will think of the other 10 points for something else

and maybe might end up with 30 points from static costs and 40 points from dynamic costs.

about the dynamic costs probably something along what rflahs suggested, some % of top accounts will be taken and from that the costs calculated

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Re: Ability/System/Process of increasing personal bonus

Post by Nomad on Wed Jan 28, 2009 4:21 am

just had an idea and wanted to throw it out there.


Allow a set amount of points to be "redistributable". Meaning if we have say 25 or 30 "RD" points, then we could move them to defense when in a defensive mode, and move them to att when in a agressive mode, or over to covert when needed,.

Now I say this should not be easy, and surely not a quick change. Say you can move 5 points a day? 1 point every 4 hrs?

this would allow for a shift of account "modes". But i dont want to see all points in attack, a massing, and all points in def immediately after, so thats why i suggest the set amount per day. I'm thinking 5 to 7 days to fully redistribute all the points.

Be nice if we had 50 "Set" and 50 "RD" points


Just an idea.

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Re: Ability/System/Process of increasing personal bonus

Post by Nomad on Sat May 16, 2009 2:08 am

any more ideas concerning this?

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Sat May 16, 2009 6:19 am

no but i'm not in a rush

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Re: Ability/System/Process of increasing personal bonus

Post by Magnus on Sat May 16, 2009 9:23 am

Well the Ideas Flash brought in are very interesting and make a good point. On sgw the ascended server(if it was done as intended) would be a good way to boost anybody who had at least ascended once.

I Propose another aspect at looking into that idea.

As example :

Income gets generated from 3 different types of IU (Income Units). As in real life these units have to specialize in what they do. Giving them either shorter time to generate higher income, 1 different tech or a system where these income units generate a new building to have a bunker for the killable IU. As in RL every specialty will have to get respezialized after a set period of time. As in such lets say 3 Months. If when the spiecialized stage gets upgraded there is a 3 months period to in such use it freely. After the 3 months there should be a size of account to cost ratio to specialize again. So in such a smaller player can build and does not have to worry that the cost goes up of his happily bought tech.

This idea can be brought into any sector of the game. Basicaly what I am suggesting is as used in RL. If you aquire something, after a while you have to resertify yourself in it again. this goes on all the time in RL. As in such the Bonuses change for a time of 3 Months. If after 3 Months these Bonuses do not get retrained then the Player for persay got 3 Bonus Points, will loose 2 and keep 1.

Well I think the Idea is not bad, but do not know how much work this will be. SO please consider my idea as something a non coder would think of sunny

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Sat May 16, 2009 12:16 pm

really confused, you mean like after having a trained unit for i.e. 3 months or whatever time you would have to pay the training again (or some other kind of fee)?

didn't get thissuggestion at all Sad

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Re: Ability/System/Process of increasing personal bonus

Post by Magnus on Sat May 16, 2009 12:37 pm

Admin wrote:really confused, you mean like after having a trained unit for i.e. 3 months or whatever time you would have to pay the training again (or some other kind of fee)?

didn't get thissuggestion at all Sad


nope do not have to pay the training again. it would be a limited upgrade. i.e. a miner produces 70 kuwal income. with a upgrade you would either get 20 kuwal more or lets say a bunker to protect your units in war(useful for killable units mainly income units though), etc. something like that. after 3 months the specialization needs to be renewed or not. If the specialization is renewed you have to pay in relation to your army size. depends on what the player wants to do. In such you can do that with any kind of unit you would like. so you could set a first release for income units or whatever. the bonus would be so in such be limited to a set time. Giving the game a different kind of aspect. A lot more strategy since you will be set to use the upgrades for 3 months or whatever time would be set upon release. The points you get though would not be lost completly. Lets say the 20 kuwal you get more from the bonus to miners would run out. Instead of then having a 70 income to the miners you would get 75 income to the miners. This could be set only to the ones that where trained before the upgrade or permant.

Hope that clears it up study scratch jocolor


Last edited by Magnus on Sat May 16, 2009 12:42 pm; edited 1 time in total

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Sat May 16, 2009 12:41 pm

a bit, but don't like the idea of having, even the potential possibility of increasing income per unit

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Re: Ability/System/Process of increasing personal bonus

Post by Magnus on Sat May 16, 2009 12:43 pm

sorry just edited it
check it again

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Re: Ability/System/Process of increasing personal bonus

Post by Admin on Sat May 16, 2009 12:55 pm

hmm ok but that would be a pain because the game would have to differentiate between miners who do 70 and those who do 75 per turn.

really bad idea, plus makes it too complicated for a newcomer to understand

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Re: Ability/System/Process of increasing personal bonus

Post by Magnus on Sun May 17, 2009 10:08 am

understand your point, but what about the temporary bonuses you can get. In a sense the same thing as the research center just with temporary bonuses

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Re: Ability/System/Process of increasing personal bonus

Post by Nomad on Sat Sep 19, 2009 6:32 pm

any more thoughts on this suggestion/update. We have a larger base to draw from now.

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