2400 turns is too many per day...

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HippyFool
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2400 turns is too many per day...

Post by HippyFool » Fri May 29, 2009 8:16 am

There are so many turns that there is no real point waiting for innactive farms to get good...because they never do.

Add another 50% onto everyone's income, so its actually worth holding defense, and cut turns down to like 500 per day, so you have to pick your hits and savor your turns, rather than hitting ever blind man and his dog.
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Re: 2400 turns is too many per day...

Post by High Empty » Fri May 29, 2009 9:58 am

Nah it's not too many turns hippy

Just start using them to mass people.

Ofcourse' if you don't get your "friends" to feed you, you might find that you need them all.
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Re: 2400 turns is too many per day...

Post by [BoT] Jason » Fri May 29, 2009 1:52 pm

Wow HE that was mature. I agree with hippy on the fact that the amount of turns favours players that spend most their life on quantum and me being a student makes it kinda sucky to have to come home and use a crap load of turns on rubbish farms. Thats my 2c. Change it back to the 1440 that it was
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Re: 2400 turns is too many per day...

Post by EnVy! » Fri May 29, 2009 5:05 pm

geez guys calm down... now lets increase income and keep turns as they are... for massing ofcourse. it always looks crazy at beginning of wave but many will stop playing after a week or 2 and it will start growing
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Re: 2400 turns is too many per day...

Post by Kikaz » Fri May 29, 2009 5:51 pm

Turns are perfect, if anything increase % of UU auto trained into miners for inactives.
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Re: 2400 turns is too many per day...

Post by HippyFool » Fri May 29, 2009 7:35 pm

High Empty wrote:Ofcourse' if you don't get your "friends" to feed you, you might find that you need them all.


If i was missing the naq i had been fed, wouldn't i want more turns..not less? If everyone had LESS turns then it would add more strategy into the game.

Kikaz wrote:Turns are perfect, if anything increase % of UU auto trained into miners for inactives.


Yeah that helps too.
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Re: 2400 turns is too many per day...

Post by Affirmation » Fri May 29, 2009 10:20 pm

Kikaz wrote:Turns are perfect, if anything increase % of UU auto trained into miners for inactives.


Daddy likey THIS idea...

Think turns may be high, BUT, there are better ways to increase the amount of NAQ in farms w/o taking away turns per day. I would rather "back door" this issue with a solution like Kikaz proposes!
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Re: 2400 turns is too many per day...

Post by HippyFool » Fri May 29, 2009 11:25 pm

Affirmation wrote:
Kikaz wrote:Turns are perfect, if anything increase % of UU auto trained into miners for inactives.


Daddy likey THIS idea...

Think turns may be high, BUT, there are better ways to increase the amount of NAQ in farms w/o taking away turns per day. I would rather "back door" this issue with a solution like Kikaz proposes!


make more miners auto trained...and make miners produce 50% more income? :P

Mixed with no crit that would be MAAAAD :D

Oh and get rid of PPTs :P
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Re: 2400 turns is too many per day...

Post by Neimenljivi » Sat May 30, 2009 11:30 am

Hippy not really - if anything with less ATs feeding would become more effecient because you then wouldn't need to watch out when you or your "friends" use them. Of course just talking hipotetically!

Pimping D I also have same "problem", just in this era it's gonna be a lot bigger. But I've worked on a strategy which will turn it in my advantage and not in a disadvantage. You don't need to be online 24/7 to win against someone that is, you only need to out-do them in your strategy (and doing it fairly of course)

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