Everyone is talking about AT prices and how the current system only favours the big.
Why should you be able to trade AT's to other people? They are basically a time based asset and are not a 'physical' asset like UU or naq is (I know this is the virtual world). Hence, in order to increase your AT's you situation, mil makeup race techs etc etc have to be taken into account in order to increase your ability to attack.
With this reason the ability to trade AT's with other players does not make sense - you are trading someone elses ability to attack without making allowances for each players situation.
What i suggest (and flame away - but try to make constructive comments please) is that the ability to trade AT's with other players be removed from the game and balanced out with the following:
- each turn generates 15 AT's (total 5040 per week). It means that you can then do one full turn attack every half hour (seems somewhat logical to me). It also means that everyone is on a level playing field and will need to use their AT's effectively.
- AT's can be purchased from the market, "a group of individuals that are able to assess a players account and provide them with the capabilities to generate X amount of AT's by taking into account the players mil makeup, techs etc etc. These AT's are only able to be used by the player who first purchases them and are useless to any other player"
- keep the same multipliers for for the market but increase the amount of MT's you have to say 5-10, that way smaller players can still generally afford to make the most of their market turns. Keep 2 PPTs, Planets and Identity changes require all MT's to aquire, MPDSD to be adjusted, say 1 day MPDSD per MT.
- Rework the market so that there are always the same amount of AT's available for each person, but the price varies due to demand. (this will eventually mean that prices go up, but that is a constant that people of all sizes are able to work with and plan around)
That means that every player gets 10-15k AT's per week and is on a level playing field. What that results in is:
- a stronger strategy is required for growth
- in some respects those small players without FSS can still grow at a comparable rate to those with FSS, though they dont get the benefits of a wider array of strategy options (selling UU to increase UP/planets etc).
- Makes FSS and ascending stronger
- it would take away somewhat the ability for someone to be hired as a raider or masser (planet or otherwise), but depending on the person there is still big naq to be made from selling your services (that can be used to increase vital stats - UP etc)
- war tactics may change as a finite number of AT's mean that they will have to be used optimally.
This doesn't enable new players to catch up to the ones that have been playing for ages, and IMO new players shouldn't be able to do it, unless those ahead of them are using an inferior strategy to grow or war.
(the other thing i'd like to see removed is the ability to buy AT's with $$ as well, but that is not going to happen).
Flame away
Rework AT trading
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Lord_Zeus
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Re: Rework AT trading
Power corrupts, absolute power corrupts absolutely.
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Re: Rework AT trading
i like the idea, puts some strategy back into the game.
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_Rube_Dragon_
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Re: Rework AT trading
no we dont need another update that will drive top players away. i dont think the limmited AT's woudl be a good idea at all it woudl restrict the game to much and the sniper accounts woudl be out the crapper while income accounts that just sit woudl flourish more and more
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Lord_Zeus
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Re: Rework AT trading
_Rube_Dragon_ wrote:no we dont need another update that will drive top players away. i dont think the limmited AT's woudl be a good idea at all it woudl restrict the game to much and the sniper accounts woudl be out the crapper while income accounts that just sit woudl flourish more and more
Yes and no... theres still 4 days ppt which means that the 1500 or so turns you get would be crammed into 3 days (at 5 turns...)
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Re: Rework AT trading
I already said it was silly to trade ATs considering what they are supposed to be.
And I suggest 10x 20x 25x 50x multipliers in game market for naq/uu trades but not new multipliers for at trades.
Stop autoproducing of ATs in game market.
And I suggest 10x 20x 25x 50x multipliers in game market for naq/uu trades but not new multipliers for at trades.
Stop autoproducing of ATs in game market.

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Re: Rework AT trading
I don't think there should be any trading of the turns even to the market. The amount you make I think should be negotiable, as long as the cap stays at 4000, or maybe it could be raised to 5000.
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Re: Rework AT trading
stop auto creation of AT, raise the cap to 10K, and possible add a tech to increase AT production naturally, but at a high naq cost, and a higher daeth rate for soilders, as they are rushed to war.

schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
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PsychoticTendencies
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Re: Rework AT trading
Stop auto gen of AT at the market, make AT farmable using spies, and switch sabotage over to an AC ability as it should be.
if AT were farmable (before flaming starts, i know this would have to be regulated somehow), the market would have more balance since there would be a source for AT besides the market and $$. Could possibly destroy everything we currently know about trading atm.
Suggested restrictions on AT farming:
(supposing spies are used)
1) cov total action must be higher than enemy cov,def, or anti (whichever is highest)
2) only get 10% of AT availible when successful (would always be profitable since no AT's are used)
3) apply raid restriction [(rank+10)10]
4) acct must have more than 1000 AT availible or no AT will be taken (to prevent overabuse during war, in other words each acct would have a minimum of 1k AT that could not be stolen)
5) covert capacity consumed to take AT (so no one could steal AT without limit)
also, keep ablity to trade AT between accts, cuz if this idea were put into play, it wouldprovide another source of income for "smaller" players
[ i know i have posted else where against stopping auto gen of AT at market, but if something like this were put into play the auto gen would be unnecessary]
besides, read the red writing below
if AT were farmable (before flaming starts, i know this would have to be regulated somehow), the market would have more balance since there would be a source for AT besides the market and $$. Could possibly destroy everything we currently know about trading atm.
Suggested restrictions on AT farming:
(supposing spies are used)
1) cov total action must be higher than enemy cov,def, or anti (whichever is highest)
2) only get 10% of AT availible when successful (would always be profitable since no AT's are used)
3) apply raid restriction [(rank+10)10]
4) acct must have more than 1000 AT availible or no AT will be taken (to prevent overabuse during war, in other words each acct would have a minimum of 1k AT that could not be stolen)
5) covert capacity consumed to take AT (so no one could steal AT without limit)
also, keep ablity to trade AT between accts, cuz if this idea were put into play, it wouldprovide another source of income for "smaller" players
[ i know i have posted else where against stopping auto gen of AT at market, but if something like this were put into play the auto gen would be unnecessary]
besides, read the red writing below
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Re: Rework AT trading
nice,
i like above idea
i like above idea
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Re: Rework AT trading
I concur, sounds like a good idea. 

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Re: Rework AT trading
it is viable, but would slow game play too much in my opinion. The [(rank+10)10] is a bad idea. low level players will still AT from dead accounts to sell to those who can't steel them. Can you imagine trying to drop rank enough to be able to steal AT? would be a nightmare.Also the amount per turn needs to be increased drasticly. Raise the cap to 10K, 15 AT per turn, and make the safe zone 2,500 AT before they can be stolen.
You yourself know you can nor effectively mass with 1000 AT. This will further give alliances an unneeded edge over lone wolves, and a allinance with 100 members will have a huge advantage over an alliance with 10 members.
You yourself know you can nor effectively mass with 1000 AT. This will further give alliances an unneeded edge over lone wolves, and a allinance with 100 members will have a huge advantage over an alliance with 10 members.

schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
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PsychoticTendencies
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Re: Rework AT trading
I'm brainstormin on 0 sleep and no caffiene. gimmie some slack, geez Lore
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Re: Rework AT trading
I expect nothing but the best from
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schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
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Re: Rework AT trading
PsychoticTendencies your idea is great..
the truth is this really will help small players and big players.. how.. example
my account is small i can take a lot of turns from a lot of accounts.... but.. once i reach a big amount of turns i can sell them... who will be buying my turns... aaah yes big accounts with their naq.. too expensive ?? mmm guess what , with such a huge amount of turns the value of them will go down a lot
and the 4000 turns cap no need to increase.. why .. simple.. if this is introduced then will be a lot more turns... remember theres a need tofix the problem of the small amount of turns.. but will be the same problem but opssite if there are toooo much turns....
the truth is this really will help small players and big players.. how.. example
my account is small i can take a lot of turns from a lot of accounts.... but.. once i reach a big amount of turns i can sell them... who will be buying my turns... aaah yes big accounts with their naq.. too expensive ?? mmm guess what , with such a huge amount of turns the value of them will go down a lot
and the 4000 turns cap no need to increase.. why .. simple.. if this is introduced then will be a lot more turns... remember theres a need tofix the problem of the small amount of turns.. but will be the same problem but opssite if there are toooo much turns....




