Any player who's ATs are maxed out: anything above would then go to the market.
The market would no longer generate AT's out of thin air
The game pace slowed down to 1AT/turn rather then the current 3.
prune 1 year old inactive accounts, prune 3 month old accounts under 250k army, vac mode 6month inactives.
Remove Market Generated AT's for Player Generated AT's
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Mystake
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Remove Market Generated AT's for Player Generated AT's
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Re: Remove Market Generated AT's for Player Generated AT's
and disable AT trading all together, woot...
sry dont take the previous (too) seriously
well that means AT's would become even more expensive if you AT generation per turn is slowed down
i cant foretell how it would change ingame markter pricing but i think they will rise aswell since i think the turns then generated into the market by inactive players would be far less then how many are generated now
what would be the idea behind these suggestions?
i doubt game pace will slow down, AT would still be traded and 'big' players would still be buying em and using em as much as now
sry dont take the previous (too) seriously
well that means AT's would become even more expensive if you AT generation per turn is slowed down
i cant foretell how it would change ingame markter pricing but i think they will rise aswell since i think the turns then generated into the market by inactive players would be far less then how many are generated now
what would be the idea behind these suggestions?
i doubt game pace will slow down, AT would still be traded and 'big' players would still be buying em and using em as much as now
POWER to the repli/nanoti !
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Re: Remove Market Generated AT's for Player Generated AT's
This has been discussed over and over and over, and its not going to happen, the game has advanced past that.
Deep within Noob Cave, you find a strange pool filled with a glowing blue liquid. You think back to what your mother told you about unfamiliar liquids found in caves.
You're pretty sure she said "Drink it! What's the worst that can happen?"
You're pretty sure she said "Drink it! What's the worst that can happen?"
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Teal'auc of the Void
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Re: Remove Market Generated AT's for Player Generated AT's
I said it once... NO NO No...
I want to mass on a whim...
I want to raid when I want...
I don't want to wait for turns to generate..
Yes, I am spoiled by havinga lot of turns...
Yes, I love fast-paced SGW as it is today...
Teal'auc
I want to mass on a whim...
I want to raid when I want...
I don't want to wait for turns to generate..
Yes, I am spoiled by havinga lot of turns...
Yes, I love fast-paced SGW as it is today...
Teal'auc
Nothing but a whisper from past...
I like, totes need a nice signature. But I'm lazy to put one in. Just imagine one.
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Nimras
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Re: Remove Market Generated AT's for Player Generated AT's
Teal'auc of the Tok'ra wrote:I said it once... NO NO No...
I want to mass on a whim...
I want to raid when I want...
I don't want to wait for turns to generate..
Yes, I am spoiled by havinga lot of turns...
Yes, I love fast-paced SGW as it is today...
Teal'auc
*Removes Teal'Auc turns sneaks up behind her and mass the crap out of her knowing she has to waite to generate turns* BWAHAHAHAHAHAH

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Re: Remove Market Generated AT's for Player Generated AT's
Mr Mystake wrote:Any player who's ATs are maxed out: anything above would then go to the market.
Yes
The market would no longer generate AT's out of thin air
Yes
The game pace slowed down to 1AT/turn rather then the current 3.
No
prune 1 year old inactive accounts, prune 3 month old accounts under 250k army, vac mode 6month inactives.
Yes, but only under 30k army size/no/ yes, but again, under 30k army size

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Re: Remove Market Generated AT's for Player Generated AT's
I don't think the game has advanced past it at all.
And I KNOW that the root of the majority of problems to do with the game lies with market generated ATs.
There was once a time when the best players were the players who managed their accounts most wisely, selected effective targets and planned attacks. With virtually unlimited AT, the 'best' (and I use the term lightly) players, or perhaps the most successful - are those who are prepared to spend inordinate amounts of time simply raiding and farming. Equally, singler players should not be able to mass entire alliances at a time, and on a whim.
That isn't playing the game, and the strategy/management required could be achieved by a lemon.
As for fast paced - it may be (although I'm not convinced) - but it is definately equally boring.
Restricting market ATs would bring back the need to prepare and plan, and battles would be fought more realisticly. Where is the skill/strategy in knowing you can continually attack and know you will never run out af AT? In actual fact - it would still be possible to never run out, as you would still be able to buy AT from others - although the prices would (realisticly) be inflated. And the simple truth is that when this was happening, SGW was at it's best.
Truth is, a lot of people will find that they would not be able to manage without this endless stream of AT - they would find that they would have to think about what they are doing, and way up the potential consequences, because they would no longer have the capacity to strike as and when they please. That's why some people are against it.
(Although I wouldn't reduce personal AT generated per turn - to be honest, if we gor rid of these AT that Jason magically adds to the market, I'd be happy to see personal AT generated be slightly increased.
Additionally, I wouldn't put player maxed out AT into the market either. AT is your army's capacity to attack - and like in reality, it has a natural maximum, above which nothing else can be generated).
And I KNOW that the root of the majority of problems to do with the game lies with market generated ATs.
There was once a time when the best players were the players who managed their accounts most wisely, selected effective targets and planned attacks. With virtually unlimited AT, the 'best' (and I use the term lightly) players, or perhaps the most successful - are those who are prepared to spend inordinate amounts of time simply raiding and farming. Equally, singler players should not be able to mass entire alliances at a time, and on a whim.
That isn't playing the game, and the strategy/management required could be achieved by a lemon.
As for fast paced - it may be (although I'm not convinced) - but it is definately equally boring.
Restricting market ATs would bring back the need to prepare and plan, and battles would be fought more realisticly. Where is the skill/strategy in knowing you can continually attack and know you will never run out af AT? In actual fact - it would still be possible to never run out, as you would still be able to buy AT from others - although the prices would (realisticly) be inflated. And the simple truth is that when this was happening, SGW was at it's best.
Truth is, a lot of people will find that they would not be able to manage without this endless stream of AT - they would find that they would have to think about what they are doing, and way up the potential consequences, because they would no longer have the capacity to strike as and when they please. That's why some people are against it.
(Although I wouldn't reduce personal AT generated per turn - to be honest, if we gor rid of these AT that Jason magically adds to the market, I'd be happy to see personal AT generated be slightly increased.
Additionally, I wouldn't put player maxed out AT into the market either. AT is your army's capacity to attack - and like in reality, it has a natural maximum, above which nothing else can be generated).
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.
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Teal'auc of the Void
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Re: Remove Market Generated AT's for Player Generated AT's
I don't... call me spoiled or whatsoever, but I want to play, not passive await my AT's to generate... and I hope this will never be implemented... 
Teal'auc
Teal'auc
Nothing but a whisper from past...
I like, totes need a nice signature. But I'm lazy to put one in. Just imagine one.
I like, totes need a nice signature. But I'm lazy to put one in. Just imagine one.
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Re: Remove Market Generated AT's for Player Generated AT's
Teal'auc of the Tok'ra wrote:I said it once... NO NO No...
I want to mass on a whim...
I want to raid when I want...
I don't want to wait for turns to generate..
Yes, I am spoiled by havinga lot of turns...
Yes, I love fast-paced SGW as it is today...
Teal'auc
second




- Legendary Apophis
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Re: Remove Market Generated AT's for Player Generated AT's
Wolf359 wrote:I don't think the game has advanced past it at all.
And I KNOW that the root of the majority of problems to do with the game lies with market generated ATs.
There was once a time when the best players were the players who managed their accounts most wisely, selected effective targets and planned attacks. With virtually unlimited AT, the 'best' (and I use the term lightly) players, or perhaps the most successful - are those who are prepared to spend inordinate amounts of time simply raiding and farming. Equally, singler players should not be able to mass entire alliances at a time, and on a whim.
That isn't playing the game, and the strategy/management required could be achieved by a lemon.
As for fast past - it may be (although I'm not convinced) - but it is definately equally boring.
Restricting market ATs would bring back the need to prepare and plan, and battles would be fought more realisticly. Where is the skill/strategy in knowing you can continually attack and know you will never run out af AT? In actual fact - it would still be possible to never run out, as you would still be able to buy AT from others - although the prices would (realisticly) be inflated. And the simple truth is that when this was happening, SGW was at it's best.
Truth is, a lot of people will find that they would not be able to manage without this endless stream of AT - they would find that they would have to think about what they are doing, and way up the potential consequences, because they would no longer have the capacity to strike as and when they please. That's why some people are against it.
(Although I wouldn't reduce personal AT generated per turn - to be honest, if we gor rid of these AT that Jason magically adds to the market, I'd be happy to see personal AT generated be slightly increased.
Additionally, I wouldn't put player maxed out AT into the market either. AT is your army's capacity to attack - and like in reality, it has a natural maximum, above which nothing else can be generated).
Agreed, end the 24/7 players' reign!
Teal'auc of the Tok'ra wrote:I don't... call me spoiled or whatsoever, but I want to play, not passive await my AT's to generate... and I hope this will never be implemented...
Teal'auc
That used to be like that...wouldn't be an upgrade, just a reverse.
People will farm less, but nomore for ridiculous amounts like now, I am in perg right now, wanted to see how it is, and believe me, there, you can farm for real, itt's not 20bil naq on 850bil def (exagerating it a bit, voluntarly). I think I'll remain in perg, because I'm hit for same amounts that I used to be...3 monthes ago, and that you can actually "farm" for real. Problem being, not enough players are there. Call me coward to move there, but at least, I found something closer to old skool sgw than the joke that became normal realm.

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<Dmonix> We always end up discussing male/female differences or politics or football
<Dmonix> All the really important issues in life
<Dmonix> We always end up discussing male/female differences or politics or football
<Dmonix> All the really important issues in life
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Re: Remove Market Generated AT's for Player Generated AT's
Mr Mystake wrote:Any player who's ATs are maxed out: anything above would then go to the market.
The market would no longer generate AT's out of thin air
The game pace slowed down to 1AT/turn rather then the current 3.
prune 1 year old inactive accounts, prune 3 month old accounts under 250k army, vac mode 6month inactives.
Hey look, a list of often-made suggestions!
I concur, and would like to see these pass.

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Re: Remove Market Generated AT's for Player Generated AT's
One AT per turn is boring tho, and I prefer my version about inactives. 


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Incarnate - LG - LG1 - LG2 - LG3 - LG4 - AG - EAG ~ AGoL - Completed
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<Dmonix> Damnit Jim how come every conversation with you always ends up discussing something deep and meaningful?
<Dmonix> We always end up discussing male/female differences or politics or football
<Dmonix> All the really important issues in life
<Dmonix> We always end up discussing male/female differences or politics or football
<Dmonix> All the really important issues in life
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Mystake
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Re: Remove Market Generated AT's for Player Generated AT's
30k army is virtually nothing. 250k though is something else that can be hit within 2hours of playing the game.
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Former member of what became the Alliance of the Year of 2009, Nemesis Sect.


http://stargatewars.herebegames.com/vie ... 48&t=83709
Former member of what became the Alliance of the Year of 2009, Nemesis Sect.

Mathlord wrote:The Reclaimer has been descended as a result of the battle!!!
Good times
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Dizzy
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Re: Remove Market Generated AT's for Player Generated AT's
I'd actually like to see this go one step further:
All AT's purchased from the market are untradable (and cannot be used in perg)
Max of 4k tradeable AT's onhand at any moment (generated by the game)
Have a tiered generation of AT's
0-30mil army 6 turns per 30 mins
30-70 mil 5 turns
70-150 mil 4 turns
150mil+ 3 turns
Yes AT prices would skyrocket, but eventually they would find the level at which they will settle. This means that people will have to look for good targets.... this whole strategy thing again.
Alliance wars would required more teamwork and co-ordination. Literally keep part of the alliance under 30mil army for the purpose of generating AT's for the rest of the alliance, just like alliances have members with roles of sabbers, ACers planet takers etc etc.
All players would still be able to buy them, it is just that minimum raid and naq hit amounts would be increased. Large players have the advantage of having bigger buying power. Smaller players will then get the advantage of being able to hold higher amounts of naq before being hit and also selling AT's for higher prices.
Yes it is a war game, but a big part of war is strategy and planning. There is basically none of that around at the moment: buy at's, raid, buy at's raid.... rinse and repeat, or buy at's farm, buy at's farm rinse repeat or but at's mass, buy at's mass rinse repeat.
All AT's purchased from the market are untradable (and cannot be used in perg)
Max of 4k tradeable AT's onhand at any moment (generated by the game)
Have a tiered generation of AT's
0-30mil army 6 turns per 30 mins
30-70 mil 5 turns
70-150 mil 4 turns
150mil+ 3 turns
Yes AT prices would skyrocket, but eventually they would find the level at which they will settle. This means that people will have to look for good targets.... this whole strategy thing again.
Alliance wars would required more teamwork and co-ordination. Literally keep part of the alliance under 30mil army for the purpose of generating AT's for the rest of the alliance, just like alliances have members with roles of sabbers, ACers planet takers etc etc.
All players would still be able to buy them, it is just that minimum raid and naq hit amounts would be increased. Large players have the advantage of having bigger buying power. Smaller players will then get the advantage of being able to hold higher amounts of naq before being hit and also selling AT's for higher prices.
Yes it is a war game, but a big part of war is strategy and planning. There is basically none of that around at the moment: buy at's, raid, buy at's raid.... rinse and repeat, or buy at's farm, buy at's farm rinse repeat or but at's mass, buy at's mass rinse repeat.
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Mystake
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Re: Remove Market Generated AT's for Player Generated AT's
i like it dizzy and i'll suggest to admin if I get the chance.
I'll take yours back a step though and drop your AT/turn rates by 1. So that its 5-4-3-2 at's/turn rather then the 6/5/4/3
6at/turn is quite a bit and might cause some people to create accounts just to funnel AT's.
heck, personally i'd rather see 150m+ get 1at/turn, and 0-30 only get 4at/turn
jason changed it to 3at/turn to speed the pace up, now its time to slow it down
@Jenny, i love u dear but being able to mass on a whim is what is destroying SGW... and, REALLY sorry to say it but ppl like u, doing that, isn't help.
edit: i got it better Dizzy;
0-perg limit > 4AT/turn WHILE IN PURG.
0-50m > 3AT/turn
50-130m > 2AT/turn
130+ > 1AT/turn
what u think?
I'll take yours back a step though and drop your AT/turn rates by 1. So that its 5-4-3-2 at's/turn rather then the 6/5/4/3
6at/turn is quite a bit and might cause some people to create accounts just to funnel AT's.
heck, personally i'd rather see 150m+ get 1at/turn, and 0-30 only get 4at/turn
jason changed it to 3at/turn to speed the pace up, now its time to slow it down
@Jenny, i love u dear but being able to mass on a whim is what is destroying SGW... and, REALLY sorry to say it but ppl like u, doing that, isn't help.
edit: i got it better Dizzy;
0-perg limit > 4AT/turn WHILE IN PURG.
0-50m > 3AT/turn
50-130m > 2AT/turn
130+ > 1AT/turn
what u think?
TRADE FEEDBACK - I am an A+ trader! Safest $ trades in all of SGW. I do escrow services too!
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Former member of what became the Alliance of the Year of 2009, Nemesis Sect.


http://stargatewars.herebegames.com/vie ... 48&t=83709
Former member of what became the Alliance of the Year of 2009, Nemesis Sect.

Mathlord wrote:The Reclaimer has been descended as a result of the battle!!!
Good times
