Wolf359 wrote:Ston wrote:why not approaching the idea from a different direction?
i mean, what are you going to to do with the turns (not trading!)? massing and/or raiding!
so why not a tech(when activated) that allows you to seek a realm more closely for UU, or a tech that (when activated) does slightly more damage to weapons then normal attack. this way you dont need as much turns as beforehand to get the same result but not more turn are being put into game. and you can still discuss about the payment to activate it. and i propose you can only use it once per day for max 2 turns -enough time to mass or raid a lot.
Not bad - definately worthy of further consideration.
Hey, strange minds think alike. I was just getting ready to post a suggestion about this, if I couldn't already find something on the subject.
What about a happy medium between those two ideas?
First, to reiterate, to make sure I understand, the one idea is to incorporate some sort of technology to increase military effectiveness (in the form of actual AT's gained per turn) at the cost of resources, while the newest suggestion appears to incorporate some sort of technology to increase military effectiveness (in the form of more damage and etcetera done per each AT used) at the cost of resources.
If I have misunderstood, I apologize, as I will now give my ideas on a compromise between the two I have interpreted.
What if the change instead incorporated the purchase and usage of an actual item? Such as a time-manipulation device? e.g., the troops are able to move quicker than normal because of some sort of field generated around them.
Each item could be equivalent to 1 AT.
Each item could cost the same initial naq no matter the size of the army.
Each item, when used, could drain a cumulative percentage of off/def/cov/anti-cov for a certain time period, and/or make the repair of weapons and shields temporarily unavailable (this can be explained by a threshold of ability to function in the increasing hastening...so eventually, even if you COULD buy a million items, if you tried to use them all at once, none of your army would be skilled enough to function within such a field of time-manipulation and thus be completely ineffective)
Each item has to have room purchased for and then installed upon a mothership.
As previously suggested, these items, since tied-in with operations systems on the motherships, could have a chance of destroying volleys and shields (put these items at the forefront, before defense, so attackers take these items out first and then subsequently destroy a sliding scale percentage of mothership weapons and shields based on ratio of items vs shields and weapons)
There could also (a little farfetched due to complexity) be a sabotage action that coverts could sabotage items to make themn REDUCE turns instead of INCREASE them.
And finally the items, once used and the additional AT's are given, could flag item-created AT's (so each user would have two seperate AT's, item-created and normally gained) and make item-created AT's disappear after a set time.
Well, this is definetly a different direction, but mayhaps the wrong one.
I'm very obviously new here, and am unaware of how crazy I sound, so please take this into consideration.
If nothing else maybe I have spawned new thought processes.
Peace. Except to those I am capable of crushing.
this signature ensures me that i at least have one of life's little joys today, that being the fact that it should be impossible for some mindless drone to yell at me because they confused my signature with my post. now i can die happy.