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Re: An idea to bring down AT prices

Posted: Mon May 12, 2008 5:36 pm
by Lore
Ghost Punisher wrote:Agreed, there must be some way to help out the smaller players, I personally have watched to join, 7 players, and seen 4 of then give up out of frustration on how long it takes to do anything when you are brand new! maybe a larger amount of AT's for brand new players that do not even have Market Supporter Status, let alone FSS. (Your account has to be 2 weeks old before you can even get MSS right?). Once they have their SS, they get a normal number of AT's like anyone else from that point on.

There is a good discussion going on about upping the start off stats of new accounts, you should get involved there
viewtopic.php?f=13&t=78449
Another idea, just a bit off topic, but still to help to little ones, what about a limit, like for raiding, where you can't attack someone to much smaller than you. that would certainly keep the smaller players more protected from the large ones that can afford the UU lose of an attack on a defense.
This limit exists, its called the raiding limit. Its 10 times your rank plus ten i think.

(PS, I am loving this discussion, I like to debate, and I really do want the best for the new players in this game, to encourage them to play more, and to see more overall activity Game wide. Thank you for your time Wolf359, this is the most fun I have ever had on this forum, and makes me want to visit more. I hope I am not annoying you though?)

Ghost Punisher


There are many of us who love a good debate mate, wolf may be gruff and hard to sway, but it can be done, and hes always debates a point very well.

Re: An idea to bring down AT prices

Posted: Tue May 13, 2008 4:56 am
by Dizzy
I'm going to weigh into this debate

Consider AT's as a length of time - would it not make some sense that a larger army needs longer to recover/repair and probably would not be able to attack as much? that being the case having a tiered system of AT generation much like what is on ascended would make a lot of sense.

Say 0-10mil army 20 AT per turn
10-20mil 17 AT p/t
20-30mil army 15 AT p/t
30-40 12 AT p/t
40-50 11 AT p/t
50-100 10 AT p/t
100-200 9 AT p/t
200-300 8 AT p/t
300+ 7 AT p/t
400+ 6 AT p/t
500+ 5 AT p/t
(those numbers are just an example - i understand that it would give players around the 0-10mil mark close to 1k per day)

AT's could still be traded from player to player, and keep the option of players using all 3 MT's to trade for 1500 AT's so they would have to sacrifice 4 days worth of PPT to get more AT's. The other change that would need to be made is for any AT's purchased from admin would have to be 'personal AT's'. From a strategic point of view it would mean that people would need to be become more selective and not just farm/raid for small profits due to the huge amount of AT's around.

Combine this with an increase in the power of attack/def planets and potentially removing the 500bil max hit limit it would make it profitable for large players to hit each other. This leads to more wars. Wars/massings would have to take tactics and strategy in order to win.

It would place a greater importance on raw up, and production stats and planets. It would still allow large players to grow through farming because they will be able to afford the high AT rates on the market. Smaller raiders could still raid, but they would have to be more selective in their targets. Or, they could sell their AT's at the high rates. As wolf said it would balance out through supply and demand.

The other suggestion is to rework the AT market so that they are not done player to play through broker, they are sold through the ingame market (is it like chaos server?) so that players are able to sell from the word go, but would limit the ability to cheat.

Re: An idea to bring down AT prices

Posted: Tue May 13, 2008 9:30 am
by Legendary Apophis
Teal'auc of the Tok'ra wrote:Sorry Wolf, as much as I like you, I really don't want to live up the day you don't have way to buy AT's other than from players who generate them. When i want to PLAY this game, yeah, play, not passively waiti for turns to grow and play only when I waited for too long - and to have fun with friends. It does involve AT's most of the time...

If the prices would go up, only the rich people would buy turns, while others would be out dry. I don't want to see similar concept we have in RL here - if you are rich, you can get everything, if you are small and not that rich, you have basically no joy and rather slow growth + low enjoyment. This game has no graphics, and a lot of people would barely log in if they all would have to wait for AT's to generate or to wait till some player would actually sell those turns.

So NO, leave the market as it is.



Teal'auc

It's already like that here, so changing would only limitate the blatant domination...
Wolf said it well.
Ghost Punisher wrote:
Wolf359 wrote:As well as all the other aspects - it will encourage the big players to fight amongst themselves, rather than attacking the smaller ones - because the smaller ones will be their source of AT, when the market is empty. And as the smaller ones grow, they will find themselves having to change their gameplay as they become 'not so small' - it keeps the game dynamic for the individual - not stale, as it has become. And forces players to be a bit more strategic - therefore the ones who are actuall better at 'playing' will become the better players.


I like your argument, and I am learning as this progresses, but I think my actual first point may have been missed

the inactive make naq, they make UU, and they would make AT's if they were not maxxed out. If their AT's were added to the market, that would eliminate the need for auto generation of AT's by the market, thus keeping the games resources strictly to what the players in the game make, without having to add to the AT amount on the market to keep it going. I just felt it would add a better balance to the game, without the game itself haveing to increase the AT count in the market itself.

I may still be wrong in my idea here, but I was begining to think that thris thread was "travelling" a little of topic

Wolf359, Teal'auc, you both make great points, and I find this argument to be quite infomative. As I said, I have learned a fair bit about the econimics of this game.

Cheers to you both,
Ghost Punisher

Good idea! And tiny unactives get deleted after their uu and ATs goes to game market where uu/ATs/naq generation doesn't exist anymore!

Re: An idea to bring down AT prices

Posted: Wed May 14, 2008 8:15 am
by alexa-lol
hell no..lol...i make a lot of naq with AT selling :)

Re: An idea to bring down AT prices

Posted: Sun May 18, 2008 1:37 am
by ARC_trooper
There are already too many AT´s ingame lol, admin put the "non-transferrable turns"

Maybe if he increased the number of those, instead of putting even more 'tradable' AT's ingame

Re: An idea to bring down AT prices

Posted: Mon May 26, 2008 1:01 pm
by Legendary Apophis
ARC_trooper wrote:There are already too many AT´s ingame lol, admin put the "non-transferrable turns"

Maybe if he increased the number of those, instead of putting even more 'tradable' AT's ingame

I agree with this.
I am in perg and I think it's not bad system.
I think in main, you should get like 3k ATs per week using all 3 market turns, that way it would solve problem of ATs.
Well, let's develop it:

Autogenerating in your account remains at 4000.
You keep gaining 3 ATs per turn.
Market doesn't autogenerate anymore ATs.
Account limit ATs holding remains at 10000.
Ability to give ATs is limited to 20000 per week per person (if you trade with brokers or stats page transfers, once you received over 20k from outside, you have to wait next week). So a person can have a maximum of 4000+20000=24000 ATs per week MAX! Market turns and the 3MTs turns are counted into the 20000 ATs.
Transfer from stats page remain at 999 per pack.

Re: An idea to bring down AT prices

Posted: Tue May 27, 2008 4:31 pm
by Lore
Legendary Apophis wrote: So a person can have a maximum of 4000+20000=24000 ATs per week MAX! Market turns and the 3MTs turns are counted into the 20000 ATs.


If you had 10K on your account when the week rolled over, then received 20K from outside sources, thats 30K MAX

Re: An idea to bring down AT prices

Posted: Fri May 30, 2008 11:54 am
by Legendary Apophis
Lore wrote:
Legendary Apophis wrote: So a person can have a maximum of 4000+20000=24000 ATs per week MAX! Market turns and the 3MTs turns are counted into the 20000 ATs.


If you had 10K on your account when the week rolled over, then received 20K from outside sources, thats 30K MAX

Hmmm good poin there, perhaps then no ability to get more than 10k if you already have 10k, if you have 5k, not more than 15k and so on... :)

Re: An idea to bring down AT prices

Posted: Sun Jun 01, 2008 7:18 am
by repli**cator
yeh i think it would be better to limit the amount of AT's you can get by trading via brokers, direct send
i'd say put it at 10K turns a week that you can buy.
(kinda like programming a counter in everyone's account, that starts at 10k going down when you receive AT's via broker, direct send, resetting at market reset)

that still allows growth and massing but not at the insane level there now is.
i dunno if it will change pricing (not really matter) but at least with the limit it gives far more ppl the chance to buy turns instead of the few 'rich' players hogging all the turns on the market

Re: An idea to bring down AT prices

Posted: Sun Jun 01, 2008 7:24 am
by weilandsmith
Exempt the AT trade from requiring SS. This way, newbies can trade ATs without SS.

Re: An idea to bring down AT prices

Posted: Tue Jun 03, 2008 9:02 am
by SandmanATHF
ok I didn't read this whole thread, but my thoughts are...

This is a strategy game, and people need to know the strategy of successfully using turns. Any turn-based game is always dependent on turns. Turns are the most important resource in the game and they are the one resource that I would be scared messing with. You mess that up, and the game dies.

Re: An idea to bring down AT prices

Posted: Wed Jun 04, 2008 3:20 am
by Legendary Apophis
SandmanATHF wrote:ok I didn't read this whole thread, but my thoughts are...

This is a strategy game, and people need to know the strategy of successfully using turns. Any turn-based game is always dependent on turns. Turns are the most important resource in the game and they are the one resource that I would be scared messing with. You mess that up, and the game dies.

SGW lived long without this and was fine.

SuperSaiyan wrote:by removing the need for ss to trade turns might make the desire to either earn or buy SS pointless, and you might see more multi players pop up to gather and sell turns too.

Indeed