VIEŠIEJI FORUMAI/BENDRASIS FORUMAS

Temos pavadinimas: PLANET UPGRADE COST REVISED (Paprasta tema)

Autorius: Professor

Tema pradėta: 05:36:04 2005 12 06

Pranešimai: 57 Paskutinis pranešimas: 00:05:16 2005 12 07. Autorius drenlock

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Professor Paskelbta: 05:36:04 2005 12 06

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There will be a change in the cost of planet upgrades, starting next round. Right now, additional planets cost 50 credits per planet with a maximum of 50 planets. The maximum planets will remain the same, but cost per planet will increase from 25 credits per planet by an additional 5 credits per planet for each additional planet upgrade you purchase. Thus:

upgrade from 25 to 26 planets = 25 credits cost
upgrade from 26 to 27 planets = 30 credits cost
upgrade from 27 to 28 planets = 35 credits cost
upgrade from 28 to 29 planets = 40 credits cost
...
upgrade from 48 to 49 planets = 140 credits cost
upgrade from 49 to 50 planets = 145 credits cost (total cost for 50 planet upgrade = 2125 credits)

Since a x10 planet can produce 14.4k troops per day, which are worth about 9.5 credits each day, the payback period of time in terms of number of days you would have to be confident you can hold an extra planet to make it worth upgrading is approximately 6 days for current upgrade cost of 50 credits per planet. That makes it very easy to see that you would always want to upgrade to maximum planets even if you only occasionally expected to hold a full 50 planets.

With these new costs, you will have to think more carefully about whether it is worth it to upgrade all the way to 50 planets, as the cost of upgrading from 49 planets to 50 planets is such that you would have to be confident that you would be able to hold an extra planet at least 15 days during the month to have it be worth the cost of the upgrade.

This will require a more careful consideration of cost versus benefits of upgrading planets, instead of always assuming that it is beneficial to upgrade planets to the maximum even if you only expect to occasionally hold 50 planets.




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SmartFox Paskelbta: 05:38:39 2005 12 06

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Hm... maybe start from 25 ? Cause now 50-th planet will back only after 17 days??? :hellno:




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Professor Paskelbta: 05:48:25 2005 12 06

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Well, it does make the decision on how far to upgrade become more of a strategic decision.

Revised post: I initially resisted the suggestion by SmartFox. Probably mostly because it was not my idea, and I was rather enamoured with my own solution. However, after some additional thought on this issue, I decided I liked the idea recommended by SmartFox more and more. Pretty smart player, even if he does keep trying to kill my planets.

Thus, the post above by me has been modified to reflect this proposed change.




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watupdogg Paskelbta: 05:49:05 2005 12 06

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The total cost would be about 2750 credits. Dont do this :[. Thats too extreme of a price.

edited by Professor: This was the cost when I started with 50 credits base price, but with the change recommended by SmartFox, with which I agree now, the total cost for 50 planets will be 2125 credits instead of 1250 credits currently.


Rukna Baisioji Akis Paskelbta: 05:50:55 2005 12 06

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I hardly imagine someone will support this change :shrug:
But of course, it is negative for everyone, so probably no big deal..




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Professor Paskelbta: 06:09:32 2005 12 06

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The updates for resources would happen only at the end of the day, and only once per day (at 1am server time). All ships are included, BUT, I agree that TROOPS on assaults should be excluded from this update function. Otherwise, you are right, you could have an attack planet, troops on the ships, ready to go, and lose 1% of the troops while waiting for the attack to start.




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Dios Paskelbta: 06:10:06 2005 12 06

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It may not be so bad, 2750 credits with troops currently being sold at 67 credits per 100k would cost a total of roughly 4.2m troops with 64 credits remaining.

There is also the cost of gaining these planets, lets say you have the standard 25 planets and capture a further 25 SP Confederation planets, each with a standard 20k defence.

20,000 x 25 = 500000

So a total cost of 4,700,000

Lets use a model x10 planet which produces 14k troops per day:

14,000 x 50 = 700,000 = 469 credits.

700,000 x 30 = 21,000,000 troops over a 30 day round

For a 31 day round it would obviously be 21,700,000 = 21,700,000

So total net profit for January, a 31 day round (assuming that player does not train or capture any other planets than those used to reach 50 planets).

21,700,000 T
4,700,000 T
------------------
17,000,000 T
------------------

Lets say you want to keep planets for next round also, at a cost this time of only 4,200,000 troops (you would not need to capture again those planets used to reach 50 planets).

You would still have a positive income of:

17,000,000 T
4,200,000 T
------------------
12,800,000 T
------------------

So yes, SmartFox is right in saying it will take a while to pay back those troops used to reach the limit, but after this the profit of the move increases dramatically (unless my working is incredibly flawed which is a possiblity).

However I'm not happy with this change, it is one of many that seems to be implimented with very little or no warning and without the concensus of the SL community. If changes that seriously affect player strategy (which this one is meant to) are to be made then they should be voted on by the players who are affected.




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Professor Paskelbta: 06:24:17 2005 12 06

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As Runka points out, this change affects everyone equally, and it does make the number of planets to which you decide to upgrade more of a strategic decision.

However, after some consideration, I do agree with SmartFox's proposal that we start with 25 credits for the first planet upgrade, and this will reduce the cost for the first upgrade as well as the last. Thus, we would have total cost of 2125 for 50 planets upgrade and payback on the upgrade to the last of 50 planets of approximately 15 days (so 100% return on investment of credits if you are able to hold 50 planets every day for the entire round).

The initial post in this topic has been modified to be consistent with SmartFox's recommendation.




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Rukna Baisioji Akis Paskelbta: 06:28:40 2005 12 06

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Omg...did the counting of 50 credits was made from the first planet? :out:
Thanks to Smartfox we didn't see that view :]




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Infernal Shadow Paskelbta: 06:32:51 2005 12 06

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maybe u could then remove the 50 max planets or at least increase the number if the price will increase per upgrade purchased?




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Professor Paskelbta: 06:36:02 2005 12 06

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No, only from the first upgrade, from 25 to 26 planets. Same as now. But, with the proposed change, you have LOWER cost to upgrade for only a few additional planets (better for newer players who are only upgrading a few more planets) and higher costs to upgrade to planets beyond 31 planets. Since many players only upgrade to 30 or 35 planets, they will have the same or lower costs of upgrading their planet limits with the SmartFox proposed change.

For players with 50 planets full upgrades, most are pretty good at holding maximum planets, and the payoff will not be a full 100% return on investment, since Dios correctly points out that there is some cost of capturing the planets that are being held, but it will probably be significantly higher return still than the cost of the last incremental planet upgrade for very active players.




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