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Posted: Fri Sep 01, 2006 4:31 am
by hidden
gooseman the first wrote:ok i think i came up with a good idea about a penalty, what if when you have this thing on full setting it would reduce your total allowed turns? definitely wont be abused if thats in place.

b4 you go shooting it down remember its only an idea



no thats not a good idea because people are going to use the turns

Posted: Fri Sep 01, 2006 4:40 am
by Ston
@wolf359
well i do apologize for the personal attacks, i thought i address you personally since you always seem to have some sort of "final verdict" if its about closing and bsuting unneeded ideas. The fact that ideas you are suggesting have more impact on the community then suggestions made by any other player thats probably made me being a bit harsh with it -especially if you do not support the idea yourself at all. but lets keep this private, pm me if you have further problems!

-------------------------------------------------------------
back to the birth of the idea itself...

to point it out again:
in my opinion the general problems that destroy gameplay should be eliminated first BEFORE updating unimportant stuff that even supports these problems..

to make it short: I dont think its needed. The current system is working and does not need to be changed! If you run out of turns its your problem and not admins job to find a way to fix it. And if he does we still wont have enough turns to satisfy our daily "wished AT needs"! where shall this end? 10K turns per allaince at war? resourcing is an important part of the game so please do not destroy it step by step!

concerning the constructive critizm: only the market rates needs to be adjusted to make it worth more converting turns into naq or uu -then the market wont run out of turns, weak players can get higher naq or uu rates and those who got enough ressources to fight a war can also pay for the turns (or save em beforehand). 240 per player will not change anything in wars and as stated before the more turns are flaoting in the game the less profit you make per turn -> the turns you earned more are becoming worthless!

Posted: Fri Sep 01, 2006 4:48 am
by hidden
the current system isnt working as you said the market rates are terrible

so scratch the market and add this

the market can be adjusted to make it more fair but the players at the top will then be able to get heaps more then anyone else

this way stops the stronger players from just buying as many as they want(unless they buy it from players)

because all ranked players will be able to do this

well most

Posted: Fri Sep 01, 2006 5:04 am
by Wolf359
ston wrote:@wolf359
well i do apologize for the personal attacks, i thought i address you personally since you always seem to have some sort of "final verdict" if its about closing and bsuting unneeded ideas. The fact that ideas you are suggesting have more impact on the community then suggestions made by any other player thats probably made me being a bit harsh with it -especially if you do not support the idea yourself at all. but lets keep this private, pm me if you have further problems!


No problems mate - you're a good guy and I wouldn't want to fall out over something like this! I appreciate that this idea would affect the whole SGW community if implemenetd - but like I have tried to explain - it is in an embryonic stage - awith the main purpose being to try and get more ideas on the subject.

As for having the 'final verdict' - not entirely correct - I do take special notce and do seem to have naturally taken 'ownership' of the Games Suggestions Forum and will immediately lock repetitive suggestions. I will also 'bust' suggestions which I deem to be harmful to the game in general (always backing up why I think that would be) - but I do leave these open for the author/others to try and prove me wrong (and it does happen - every now and again).

You are right in that I am not totally for the idea of increased turns - I have always been of the opinion it is called an attack TURN because you get 1 per turn (however - the introduction of being able to buy ATs on teh market has kind of blown that one away) - but I am willing to try and find a compromise (not actually convinced it is possible :wink: ) so that more turns are available without them being too freely available - whether this means this idea works in conjunction with the market or replaces it - I do not know!

I would be happy for things to be left as they are - but I think hidden is right in that the current market system isn't working properly - I'm not saying the market should be scrapped (and certainly the Private broker should at least remain) - but whether this idea is introduced or not - some things need to be fine tuned (market/raid).

Please do not restrict yuorselves to commenting solely on this idea - add new ideas (sticking to the topic) if you wish.

Posted: Fri Sep 01, 2006 10:08 am
by Tok`ra
I like theis general idea Wolf.

Heres another take on this........
Simple on/off switch
5AT per turn while on, but ZERO income (so all players are affected equealy, and forced to farm for repair naq if they exhause the bank)

The naq loss effect comes the moment you turn it on, but also you have to have it running for a FULL turn before you get more turns.

Example.....

Turn 1. 6 minutes left til next turn
turn it on
Income per turn drops to 0
Turn 2 ticks over
Get 0 naq, 1 new AT
Turn 3 ticks over
0 naq, 5 AT


This way its equal across the game, everyone gets zero income.

Posted: Fri Sep 01, 2006 10:45 am
by Jean Gregoire Gabriel
The only thing I don't want to see more of is the ability to reduce naq income futher. If you want to introduce another penalty, such as reduced defence/covert (I hesitate to suggest uu as this could be beneficial also) then I'd rethink my opinion on the matter (but I'm not yet sold that we should be given more turns).


J.G.G.

Posted: Fri Sep 01, 2006 10:50 am
by hidden
you bring up a good point

how about for 5 per turn it reduces all your stats 50%

and for 3 per turn 30%

and your not allowed to attack for a week after you turn it off

Posted: Fri Sep 01, 2006 11:20 am
by Wolf359
Jean Gregoire Gabriel wrote:The only thing I don't want to see more of is the ability to reduce naq income futher. If you want to introduce another penalty, such as reduced defence/covert (I hesitate to suggest uu as this could be beneficial also) then I'd rethink my opinion on the matter (but I'm not yet sold that we should be given more turns).


J.G.G.


Good point JGG - we should not be limiting the amount of naq available - so reducing another stat/stats seems like the logical way forward.

Posted: Fri Sep 01, 2006 11:32 am
by Jean Gregoire Gabriel
Yep. After all, what's the point in all those turns if there's never any naq out?

The main reason I suggested defence was that I figured I'd be spiteful to those who thought they could use this to stop being farmed :twisted: .


J.G.G.

Posted: Fri Sep 01, 2006 11:51 am
by Wolf359
there also needs to be some way of making sure that people do not just switch it on at the end of the turn, get the bonus and off again at the beginning of the next turn. The code would have to be writen so that once switched on it stays on for a minimum time (2 full turns?) or makes sure that the extra AT are not credited unless it has been switched on for at least half of the turn.

Posted: Fri Sep 01, 2006 12:10 pm
by Jean Gregoire Gabriel
If all the effects are set to be brought on at the beginning of the next turn then there shouldn't be a problem. Here's an example of what I mean.

00:00 - player changes setting to increased turns.
00:05 - turn changes and player receives extra turns. Def set to x%
00:35 and every half hour on - player receives extra turns with lowered def
05:30 - player changes the setting back to 'regular'
05:35 - turn changes and player receives one turn. Def set to 100%
06:05 and on - player receives one turn with def at 100%

J.G.G.
something like that

Posted: Fri Sep 01, 2006 12:58 pm
by Neimenljivi
Wolf359 wrote:there also needs to be some way of making sure that people do not just switch it on at the end of the turn, get the bonus and off again at the beginning of the next turn. The code would have to be writen so that once switched on it stays on for a minimum time (2 full turns?) or makes sure that the extra AT are not credited unless it has been switched on for at least half of the turn.



myself(Neimenljivi) wrote:I also think that you should pay don't know, 5 bil to turn 5 AT generator on, 4 bil to turn 4AT generator on, 3 bil to turn 3 AT generator on and so on. Or that you would pay in AT to turn generator on, it would have been your choise...



If this that you must pay for it will be impleded I dubt that any1 will turn it on at one turn and then turn it off before next turn expires. And it's good idea that you should get deacreased def...I think it should be for 'Number of turns generated per turn*10%'. You could turn off/on generator whenever you want, and I dubt any1 will spend that much money to turn it on and off every turn (it would cost him at least 2 bil but for 5 turns generator 10 bil so no1 will abuse this on such way)...

Regards Neimenljivi

Posted: Fri Sep 01, 2006 1:47 pm
by Gatedialer
Jean Gregoire Gabriel wrote:If all the effects are set to be brought on at the beginning of the next turn then there shouldn't be a problem. Here's an example of what I mean.

00:00 - player changes setting to increased turns.
00:05 - turn changes and player receives extra turns. Def set to x%
00:35 and every half hour on - player receives extra turns with lowered def
05:30 - player changes the setting back to 'regular'
05:35 - turn changes and player receives one turn. Def set to 100%
06:05 and on - player receives one turn with def at 100%

J.G.G.
something like that


No.

Stats should not be reduced as you are more then likely to be using this during a war. Naq and UP should be reduced.

Also...

There can also be other specialty techs like this one except they work for Naq and UP.

On the naq one at the highest level, you set it at 50% more, but you do not gain any ATs per turn nor do you get ANY up. Same thing would go for UP except your naq is reduced by 50% but you still dont get any ATs per turn.

Posted: Fri Sep 01, 2006 3:10 pm
by Wolf359
The idea of not decreasing naq is so that there is still naq to atatck for - as JGG pointed out - why have extra turns when there is potentially less naq available?

Additionally - if you only reduce naq or UP, then people will just use this overnight - instead of using realm alert - we want to avoid that - which is why defence is a good suggestion - it will deter people from using it overnight.

Posted: Fri Sep 01, 2006 8:23 pm
by hidden
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