More ATs per turn - the birth of an idea

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Wolf359
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hidden wrote:hello what about my idea of reducing all stats and not letting them attack for a week as in no attacking while its on then no attack for a week after its off

that would hurt


Interesting - but maybe a bit too severe to not allow atatcks for a full week afterwards.
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Wolf359 wrote:
hidden wrote:hello what about my idea of reducing all stats and not letting them attack for a week as in no attacking while its on then no attack for a week after its off

that would hurt


Interesting - but maybe a bit too severe to not allow atatcks for a full week afterwards.


it doesnt seem to severe any other way would allow abuse
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Wolf359 wrote:I agree with hidden
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As I sayed alredy 2 times and will say again now, if we set price (turns or naq, your choise) to turn this "turn generator" on, no1 will abuse this. My idea is to pay 'Number of turns generated per turn while online*1 bilion naq or *50 AT'
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Wolf359
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To say nobody will abuse it is being somewhat optimistic - I think what you are saying is that this could only be used while the player is logged in? Possibly - but then the price needs to be increased - as 1 billion naq is peanuts to most people these days - and 50AT means that once activated you have to use it (and therefore be online) for 5 hours to just get your AT back - na dthat is only if you have the top level (personally I wouldn't want to sit in front of my PC for 5 hours just to get back what I have spent) - but the game automatically logs you out after 3 hours - so there could be a problem there.

So I do not think using AT is an option - or one off payments of naq.

The reason defence is a good option is because it also adds a certain amount of realism. You would use this option to increase your offensive capability. In general - increasing ofensive capability reduces defensive effectiveness - therefore it would work in this case.

(or other stats - such as hidden suggested)
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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.
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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.
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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.



i disagree i would rather have more turns then do more damage
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Wolf359 wrote:I agree with hidden
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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. :D

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.

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or maybe the at would only last a certain amount of time unless used or sold...
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ZenHouseOfShoes
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OK, so, the simplest part of my suggestion (to make them disappear over time).

So maybe I just like my suspension of disbelief to involve time-distortion devices.

What, now I'm suddenly insane for making a longwinded and overly complex addendum to a suggestion just to justify said devices?!

Well, yeah. I guess so.

Sorry, talking to myself there.

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Yeah, the ATs disappearing after time part, if nothing else, seems integral.

I like using the abbreviation AT. It makes me think of Howlin' Mad Murdock.

That crazy foo's talkin' jibber jabber to his han' again.

Oh, wait, you mentioned UNLESS sold or used (obviously the latter)...what would happen if they were sold to another user? Would they still disappear, but have their "disappear in T-minus blah" ticker reset? Or would they be permanent, in that they could theoretically be kept forever? This seems a very vital decision that could have drastic effects either way.
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