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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 9:30 pm 
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Is that so? You're wrong.

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:06 pm 
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how so? I mean, to me it's fairly obvious. Suppose you charge 5 dollars for 10 resources when the world has 1000 resources in total. When the world has 500 resources, would you still be charging 5 dollars for 10? No, you'd be charging 10 dollars for 10 resources.

Allow me to remind you "amount changes according to current world average __reserves"? And Michael isn't stupid either, he'd adjust cost of boosting accordingly.

So enlighten me, how am I wrong?

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:18 pm 
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But why would you want to make big battles and alot of ships flying more rare?
It's what makes the game interesting. The game can get boring very often and you want to make it even more? I just dont get it. I understand the missle change but the income part still doesn't sink in.

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:22 pm 
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@Whale, think this is to encourage new players, which BD is in desperate need of. :D

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:32 pm 
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daerduo wrote:
how so? I mean, to me it's fairly obvious. Suppose you charge 5 dollars for 10 resources when the world has 1000 resources in total. When the world has 500 resources, would you still be charging 5 dollars for 10? No, you'd be charging 10 dollars for 10 resources.

Allow me to remind you "amount changes according to current world average __reserves"? And Michael isn't stupid either, he'd adjust cost of boosting accordingly.

So enlighten me, how am I wrong?


That's just for some of the boosts, and it only matters in the early game. By mid-game the boosts are always at max, and it's only for 4 of the many boost options.

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:49 pm 
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...what?
Ok, so I'll run through all the boosts I can think of.
Oil and metal. The four that you said would be adjusted. Yes, they're only effective early game, so their peaking midgame doesn't affect anything.
Population boost--not affected by change.
Production boost--not affected by change. This and the above give boosters advantage by a percentage of resources income.
Umm...which ones am I missing Kane?

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 10:53 pm 
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Worker Boost (small + big)
Energy Boost (small + big)
Metal Boost (small + big)
Oil Boost (small + big)
Production Boost (metal + oil)

Then you have the emergency ones too.

The 4 normal boosts get reduced by this, but only indirectly (i.e. reduced less than the base amount of resources is reduced), and the rest of the boosts are unaffected. This minimal reduction only lasts for a short while, and then the supporters notice the reduction even less.

I just want everyone to have the facts.

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 11:24 pm 
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I'm not too sure how the initial reduction lasts only a short while...with decreased resources in the world, wouldn't it still be more expensive to boost oil and metal?

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 11:31 pm 
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It would never be more expensive, each boost would just take a slightly (very slightly) longer time to get to the maximum.

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 Post subject: Re: Battle Dawn update 23rd June 2011
PostPosted: Sat Jul 02, 2011 11:40 pm 
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And thus it would be more expensive for boosters because they're spending more time boosting at the lower end of the spectrum. Either way, the amount of resources they get will be proportionate to the amount existing in the world. When said amount decreases, the amount of resources they get for a certain amount of money they spend will also decrease.

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