Ability/System/Process of increasing personal bonus
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Re: Ability/System/Process of increasing personal bonus
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.
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.
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Ability/System/Process of increasing personal bonus
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.
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.

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
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.
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.

Nigatsu_Aka- Aderan Miner

- Number of posts: 218
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Registration date: 2009-01-19
Re: Ability/System/Process of increasing personal bonus
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
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

Admin- Admin
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Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
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.
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.
Nomad- Aderan Super Soldier

- Number of posts: 844
Registration date: 2008-12-17
Re: Ability/System/Process of increasing personal bonus
any more ideas concerning this?
Nomad- Aderan Super Soldier

- Number of posts: 844
Registration date: 2008-12-17
Re: Ability/System/Process of increasing personal bonus
no but i'm not in a rush

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
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
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

Magnus- Aderan Worker

- Number of posts: 123
Age: 37
Location: Here I am here ha ha ha ha
ID: 43
Registration date: 2009-04-22
Re: Ability/System/Process of increasing personal bonus
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
didn't get thissuggestion at all

Admin- Admin
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Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
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
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
Last edited by Magnus on Sat May 16, 2009 12:42 pm; edited 1 time in total

Magnus- Aderan Worker

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Age: 37
Location: Here I am here ha ha ha ha
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Re: Ability/System/Process of increasing personal bonus
a bit, but don't like the idea of having, even the potential possibility of increasing income per unit

Admin- Admin
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Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
sorry just edited it
check it again
check it again

Magnus- Aderan Worker

- Number of posts: 123
Age: 37
Location: Here I am here ha ha ha ha
ID: 43
Registration date: 2009-04-22
Re: Ability/System/Process of increasing personal bonus
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
really bad idea, plus makes it too complicated for a newcomer to understand

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Ability/System/Process of increasing personal bonus
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

Magnus- Aderan Worker

- Number of posts: 123
Age: 37
Location: Here I am here ha ha ha ha
ID: 43
Registration date: 2009-04-22
Re: Ability/System/Process of increasing personal bonus
any more thoughts on this suggestion/update. We have a larger base to draw from now.
Nomad- Aderan Super Soldier

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