Should the caps on Attack Turns be raised?

Should Attack Turn caps be increased

Yes
21
88%
No
2
8%
Unsure
1
4%
 
Total votes: 24
Weirdy
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Should the caps on Attack Turns be raised?

Question and poll.

They were introduced back when we generated 1 attack turn per round, since then the market has been changed to allow a constant supply of turns and also we generate 3 attack turns per round.

As turns are getting more and more expensive, and the market is gradually failing, perhaps a change should be made.

My proposal's are to increase the turn generation from 4,000 - 8,000 and increase the maximum turns you can hold from 10,000 - 15,000.

Hopefully that would release enough turns to help repopulate the market, decrease prices of turns and allow smaller players to build and grow faster.

An alternative would be implement the new caps and create a system similar to that in ascended by basing the turn generation upon your army size.

What are your thoughts?
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Turkey
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Re: Should the caps on Attack Turns be raised?

I agree, however I would suggest increasing turn generation to 10,000 and maximum turns you can hold to 20,000
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REK
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Re: Should the caps on Attack Turns be raised?

oh hell yeah :D
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Tex The Ripper
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Re: Should the caps on Attack Turns be raised?

:-D That would be nice :D
Hansbrough
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Re: Should the caps on Attack Turns be raised?

how about we kill pergatory, and those people come back to the main realm and start selling their MT's/AT's in the main realm :p
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Corsair
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Re: Should the caps on Attack Turns be raised?

I would most definitely agree. To wierdys proposal
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RobinInDaHood
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Re: Should the caps on Attack Turns be raised?

It's a double edged sword. Cheap turns allow smaller players to raid, well, cheaply. It also allows bigger players to farm cheaply and the cost of war and massing also goes down with cheap turns.

Everyone is generating turns at the same rate. Same number of market turns for market purchases each week as well. So, the only people that are buying expensive turns are those that have lots of resources and can afford it.

If you make the turns cheaper AND increase the capacity, you'll just have more big players mopping up more of the (now) cheaper turns.

That said, I'm okay with increasing the maximum turn capacity and thresholds for automatic turn generation but let's not cloak this under the guise of making the game easier for the "little guy". Most suggestions I see about helping out the little guy rarely come from the small players. Go figure.

My two cents.
ogre9805
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Re: Should the caps on Attack Turns be raised?

this is a big YES from the swamp , the prices on the market have topped out while the amount of turns u get has bottomed out , its getting silly now trying to buy turns
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Hansbrough
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Re: Should the caps on Attack Turns be raised?

reminds me of RL application in the American economy right now lmao dang inflated dollar/naq
RobinInDaHood
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Re: Should the caps on Attack Turns be raised?

Taxonomist3 wrote:reminds me of RL application in the American economy right now lmao dang inflated dollar/naq


Well, as you correctly point out, the SGW market is subject to the same supply/demand ebb and flow that world markets follow.
Weirdy
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Re: Should the caps on Attack Turns be raised?

Tok`ra (thats right, the 'dont post for Tok`ra rule is gone :D wrote:
Taxonomist3 wrote:how about we kill pergatory, and those people come back to the main realm and start selling their MT's/AT's in the main realm :p


Cmon taxo, you know as well as I do that theyre not selling those MT/ATs in purg.

Actualy, purg is (in my eyes) BETTER than main, aside from the size limit.

You have no artifical production of military readiness (attack turns) there. Wolf359 summed the whole AT thing up a lot better than I can (well, better than I can feel arsed to do at least). Look up his old posts if curious.

Robinhood wrote:It's a double edged sword. Cheap turns allow smaller players to raid, well, cheaply. It also allows bigger players to farm cheaply and the cost of war and massing also goes down with cheap turns.

Everyone is generating turns at the same rate. Same number of market turns for market purchases each week as well. So, the only people that are buying expensive turns are those that have lots of resources and can afford it.

If you make the turns cheaper AND increase the capacity, you'll just have more big players mopping up more of the (now) cheaper turns.

That said, I'm okay with increasing the maximum turn capacity and thresholds for automatic turn generation but let's not cloak this under the guise of making the game easier for the "little guy". Most suggestions I see about helping out the little guy rarely come from the small players. Go figure.

My two cents.


Indeed. But as weve seen many times, fourm cares naught for the little players, just the ones with whom he speakes privately.

And like you say, we all generate at an equal ammount, so is it any suprise that consumption is increasing ?

Afterall, what happens when the demand for a product with a finite production capacity exceeds the production ?

Price skyrockets. And supply disapers (of course, in this case, the supply is finite for a week, before it repleneshes itself)

That said, the max capacity for automatic generation SHOULD be a little higher, and should be MUCH higher in purgatory, as there is NO trading there and you must generate them naturaly.

Prehaps have auto-generation cut off at 6k in main, 8k-10k in purg ? (But youll automaticly drop down to whatever the limit in main is if you return, your excess ATs sold for naq @ market rates, the same as your AT supply when entering purgatory.)


ogre9805 wrote:this is a big YES from the swamp , the prices on the market have topped out while the amount of turns u get has bottomed out , its getting silly now trying to buy turns


Actualy, its not silly. Demand exceeds supply. Its actualy to be expected. And the average player would not benefit from any massive increase.


robinhood wrote:Well, as you correctly point out, the SGW market is subject to the same supply/demand ebb and flow that world markets follow.


A winRar r yuo.


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TacticalCommander
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Re: Should the caps on Attack Turns be raised?

Heres an idea, remove the max cap all together.

Do the same as UU Cap. Allow people to generate unlimited AT. Purchase AT with MT's over 10k limit.

Look at UU, it has been holding steady at 600mil/k. Occasionally jumping, but for the most part, staying relatively close to that price.

Just impose a limit where you stop buying turns from other players when you have a certain amount turns--which we have already.

and maybe...

increase the rate turns come per turn.

something to think about


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Lord Apollo
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Re: Should the caps on Attack Turns be raised?

turn generation should really be increased... its impossible for small players like me to buy them on the market which is stopping me from growing much... the 4/10k caps havent ever affected me since i dont buy turns (see above) and i use all the ones i generate.
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thicks
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Re: Should the caps on Attack Turns be raised?

I agree - the levels for AT production and max AT you can hold have been static for over 2 years (to my knowledge - let me know if I am wrong) where everything else in the game has changed.

there should be a change in the maximum ATs you can hold and also the maximum number of ATs that were automatically generated for you.

this would increase the number of ATs available on the market (theorically) as some people dont use their ATs to farm/raid but they do use them to do war. thus they would be able to have a stock of usable and a stock of ats to sell.
SVaRuN
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Re: Should the caps on Attack Turns be raised?

I voted yes am for it just on the other hand keeping it low means you need more skills etc to get attack turns to raid with etc
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