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Re: Main - AT's system production / turn

Posted: Tue Apr 27, 2010 11:01 am
by moses
What about all those ppl with multie accounts out there this would just be giving them a massive boost, Every one knows ppl multie ppl just dono who the multie are

Re: Main - AT's system production / turn

Posted: Tue Apr 27, 2010 1:51 pm
by Lithium
size is manageble and used from snipers, while rank means u ve to lower yr stats, say u got 1t strike and u sell def and some cov to get +5k rank , that way u get sabed and sniping isnt profitable.

@snipes, the natural at's generate wont be traded in market they ll be only for personal use so it reduce multing

Re: Main - AT's system production / turn

Posted: Tue Apr 27, 2010 8:02 pm
by CABAL
Kaps1 wrote:I love this idea Lith!

But I like the AT generation to increse by size.

IE:

under 100mil = 5 AT

Under 200mil = 4 AT

300mil+ 3 AT


Don't support. A lot of people will stay under 100mil just for the AT bonus. Think about it, with all the $$$ spenders, would 200mil uu really matter?
moses of romania wrote:What about all those ppl with multie accounts out there this would just be giving them a massive boost, Every one knows ppl multie ppl just dono who the multie are


Lithium did mention Personal ATs, i.e. non tradeable.

I mean sure, multies can raid/farm etc with those accounts and then hit/raid them, but the signs would be quite obvious (i.e. training all uu into AC/attackers, or farming large amounts of naq, but not upgrading the acc).

Re: Main - AT's system production / turn

Posted: Tue Apr 27, 2010 8:46 pm
by GOLDEN WING
nobosy has mentioned how this would effect the perg players lol with an excess amount of turns their goes trying to get them out of their.

Re: Main - AT's system production / turn

Posted: Tue Apr 27, 2010 10:14 pm
by Sarevok
CABAL wrote:I mean sure, multies can raid/farm etc with those accounts and then hit/raid them, but the signs would be quite obvious (i.e. training all uu into AC/attackers, or farming large amounts of naq, but not upgrading the acc).
They can't raid each other if i'm not mistaken. Its blocked if you've shared the same IP address. They whould have to send the UU direct to a inactive, then raid that inactive

GOLDEN WING wrote:nobosy has mentioned how this would effect the perg players lol with an excess amount of turns their goes trying to get them out of their.
I will, 1/2 the turns they get. It's meant to be a slower game play style no?

Re: Main - AT's system production / turn

Posted: Wed Apr 28, 2010 5:39 am
by CABAL
Sarevok wrote:
CABAL wrote:I mean sure, multies can raid/farm etc with those accounts and then hit/raid them, but the signs would be quite obvious (i.e. training all uu into AC/attackers, or farming large amounts of naq, but not upgrading the acc).
They can't raid each other if i'm not mistaken. Its blocked if you've shared the same IP address. They whould have to send the UU direct to a inactive, then raid that inactive

GOLDEN WING wrote:nobosy has mentioned how this would effect the perg players lol with an excess amount of turns their goes trying to get them out of their.
I will, 1/2 the turns they get. It's meant to be a slower game play style no?


Not if they use proxies...

And, Agreed, Perhaps the ingame market shall be removed as well?

Re: Main - AT's system production / turn

Posted: Wed Apr 28, 2010 5:46 am
by Sarevok
CABAL wrote:Not if they use proxies...
Mac address?

Re: Main - AT's system production / turn

Posted: Wed Apr 28, 2010 8:50 am
by Lithium
well multies are mostly bro's ans sisies here , its not easy to use a static proxy coz u need it always ready , ip changer soft's does give u dynamic IP's , web proxies are a problem but last time admin worked on them.
to multy one would need to play from school wit the mate excuse ;) or work which in all cases admin cant do anything.

Re: Main - AT's system production / turn

Posted: Wed Apr 28, 2010 10:54 pm
by CABAL
Sarevok wrote:
CABAL wrote:Not if they use proxies...
Mac address?


You cannot detect Mac addresses unless they're on the same LAN, even so, they could have multiple computers.

Re: Main - AT's system production / turn

Posted: Thu Apr 29, 2010 6:44 am
by Sarevok
CABAL wrote:
Sarevok wrote:
CABAL wrote:Not if they use proxies...
Mac address?
You cannot detect Mac addresses unless they're on the same LAN, even so, they could have multiple computers.
True, but they would have to make sure they never used the same PC ever

Re: Main - AT's system production / turn

Posted: Thu Apr 29, 2010 3:36 pm
by Lithium
admins has dona all he thinks vs multing , bros n sisies cant be baned and they aint forced to use different pc's.


lets work if its ossibel to generate more personal at's

Re: Main - AT's system production / turn

Posted: Thu Apr 29, 2010 4:58 pm
by Sarevok
Well, going from 4at -> 5at/turn is only like an extra 340/week. Which you can get with your MTs anyway.

If there was gonna be some changes made, then i would say something like the origins system would be nice. If you attack that turn, you get 45 person AT at turn change, if you don't then you just get the normal 4 tradable AT

Re: Main - AT's system production / turn

Posted: Fri Apr 30, 2010 9:07 am
by MaxSterling
Lithium wrote:naturally at's generated to be personal, not for trading
MT converted to at's can be traded
1 MT fixed to 1k at's

I'd actually prefer those were reversed. IIRC... UU from market turns are lifers, thus untradeable... as are merlins. So should ATs from MTs. Naturally generated ATs are therefore tradeable. Unit Production and Turn Income are tradeable, so should Naturally Generated ATs.

As for AT production based on rank or anything else... I don't agree with this. No matter how you do it, someone will find a way to exploit it. ATs should be equally available to everyone across the server.

Re: Main - AT's system production / turn

Posted: Fri Apr 30, 2010 9:24 pm
by CABAL
MaxSterling wrote:As for AT production based on rank or anything else... I don't agree with this. No matter how you do it, someone will find a way to exploit it. ATs should be equally available to everyone across the server.


Lol. imo, AT generation should decrease depending on how many ATs you spend, thus allowing traders to trade, whilst hurting massers.

Re: Main - AT's system production / turn

Posted: Fri Apr 30, 2010 9:31 pm
by Sarevok
CABAL wrote:Lol. imo, AT generation should decrease depending on how many ATs you spend, thus allowing traders to trade, whilst hurting massers.
Reverse origins? Or origins without the 45AT/turn reward for being active?