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Re: AT solution: old concept, new specifics

Posted: Sun Jun 14, 2009 5:39 pm
by Sarevok
@ Tekki: Problem with that is, the people that have an account of that size, but all the capabilities of a larger one. For example, selling everything but like 10M super attackers. You could still mass almost any defense in the game, and benefit from the extra AT generation. What you want to do is bring them up close to the other guys, but maybe prevent trading or something (for a time) to prevent multi's. Like average army size of all actives / 4 or 10 or something.

@ GC: Only if you fix the maximum naq cost also. Otherwise, it'll just equalize itself out eventually.

Re: AT solution: old concept, new specifics

Posted: Mon Jun 15, 2009 1:58 am
by Tekki
Well to make size mean something - could always copy Ascension and limit sizes to attacking certain sizes... lol NOT a good idea IMO But it would be a solution and a reason to be big. ;)

Re: AT solution: old concept, new specifics

Posted: Mon Jun 15, 2009 5:30 am
by Sarevok
Not really, then what happens to the raid cap... the size would basically be the buying cap,

Re: AT solution: old concept, new specifics

Posted: Tue Jun 16, 2009 5:43 pm
by Lore
Sarevok wrote:Not really, then what happens to the raid cap... the size would basically be the buying cap,


Thats true now?

Re: AT solution: old concept, new specifics

Posted: Tue Jun 16, 2009 6:26 pm
by Sarevok
In essence it is yes. You just buy and get them to send the UU to an inactive. But you would be unable to raid any player that was for 300m, <60m in size. Many over that size are active, so it would limit raiding more

I could be loosing my train-of-thought here, so if i seem incoherent, that's why :(

Re: AT solution: old concept, new specifics

Posted: Fri Jun 19, 2009 2:45 pm
by Lore
OK I see what your saying now mate.

8)

Re: AT solution: old concept, new specifics

Posted: Fri Jun 19, 2009 11:05 pm
by Sarevok
Phew, just a personal fear, i know there are ones over 300, but would limit whom you can go after

Re: AT solution: old concept, new specifics

Posted: Sun Apr 11, 2010 9:28 pm
by Sarevok
Resurrected and Moved at author request due to new concepts being brought in

Re: AT solution: old concept, new specifics

Posted: Sun Apr 11, 2010 10:59 pm
by Wepwaet
While the specifics have changed some in the last year, the underlying need for an AT planet has not.


Heres a quick recap of the idea:
*A new planet bonus type is released that can increase the # of AT's you generate per turn.
*These AT are classified as personal meaning they can not be sold or given away to others.
*The maximum # of AT you can generate each turn 5000.
*When at the limit of AT you can hold (5000), personal AT are converted into regular AT at the natural rate. Example if you have 500 regular AT and 4500 personal AT then on the turn change 4 personal AT would become regular AT giving you 504 regular AT and 4496 personal AT.
*Since there is a fixed number of AT that can be generated each turn, planet sizes affect upgrade cost, price decreases by a % based on size. Example a tiny planet may need 100quad naq to max out to 5000 AT generated per turn while a mindblowing planet may only need 80quad naq to max out.
*When in perg realm, all personal AT generated by AT planets are converted into either naq or UU at market rates.
*As with all other planets it is able to be taken, have a def put on it, upgraded, and merlined.


Here are some numbers to show how a AT planet could look compared to other bonus types:
naq
0 to 4,800,000,000,000+ costs 19,280,314,042,425,000 (cost of 1 planet)
0 to 480,000,000,000+ costs 191,920,292,425,000 (cost of each for 10 planets)
UU
0 to 10,000,000+ costs 69,288,961,912,095,000 (cost of 1 planet)
0 to 1,000,000+ costs 696,209,489,010,000 (cost of each for 10 planets)
atk
0 to 10,000,000,000,000+ costs 82,304,506,586,268,700 (cost of 1 planet)
0 to 1,000,000,000,000+ costs 823,044,732,510,000 (cost of each for 10 planets)
def
0 to 10,000,000,000,000+ costs 128,600,801,964,046,000 (cost of 1 planet)
0 to 1,000,000,000,000+ costs 1,286,007,047,325,000 (cost of each for 10 planets)
AT
0 to 5,000+ costs 100,000,000,000,000,000 (cost of 1 planet)
0 to 500+ costs 1,000,000,000,000,000 (cost of each for 10 planets)


As you can see given the right costs the idea of having even a maxed out AT planet isn't any more crazy than say an atk planet giving you 10tril support or an UP planet giving you an extra 10m UU a day.

Some hard numbers on how the scale of said AT planet might look:
*5000 upgrade slots.
*The Initial cost would be 8,000,000,000(8b).
*The price per upgrade would increase by 8,000,000,000(8b).
*The last upgrade price would be 40,000,000,000,000(40t).
*Total cost to max out a planet 100,020,000,000,000,000(100q).
*Total cost would drop each increased planet size by 2-5%

For some perspective...
A 100k mind blowing UP planet costs 7.3t to build.
The same amount put into the proposed AT planet would gain only 42 extra AT a turn. (2016 AT a day)
A 100b mind blowing ATK planet costs 8.2t to build.
The same amount put into the AT planet would only gain 45 extra AT a turn. (2160 AT a day)





People will still be able to buy AT, no one will suddenly have an unlimited supply of AT, the risk and cost balance the reward, the pressure on the black market is eased, and overall turn generation will become dynamic to remove the need for future updates...




Edit: Also note that for all the planets out there with large stats you'd be hard pressed to find some with 150t+ invested in them(in a single stat) and that that translates into roughly 200 AT a turn on the proposed planet.

Re: AT solution: old concept, new specifics

Posted: Sun Apr 11, 2010 11:30 pm
by Lithium
Personally i never liked any idea of Planet AT's producing, no matter what its exploitable. big accounts will find a way. they will invest some T's and gain a lot more in the long run.

Regarding at's - its best that MT's gain their value (1MT = 1k ats) and all naturally generated at's 4/turn to be non transferable. Also admin shall implement a trade limit in Selling to a kind of 2k/week , and buying to max 5k/week.
the buyer contribute in the game activity and also is limited to random massing + used as war machine. the seller who dont contribute in activity are denied somehow to gain a lot naq from their at's (which mostly they get from inactive alliance + "friends")

Re: AT solution: old concept, new specifics

Posted: Tue Apr 13, 2010 2:12 am
by CABAL
Wepwaet wrote:While the specifics have changed some in the last year, the underlying need for an AT planet has not.


Heres a quick recap of the idea:
*A new planet bonus type is released that can increase the # of AT's you generate per turn.
*These AT are classified as personal meaning they can not be sold or given away to others.
*The maximum # of AT you can generate each turn 5000.
*When at the limit of AT you can hold (5000), personal AT are converted into regular AT at the natural rate. Example if you have 500 regular AT and 4500 personal AT then on the turn change 4 personal AT would become regular AT giving you 504 regular AT and 4496 personal AT.
*Since there is a fixed number of AT that can be generated each turn, planet sizes affect upgrade cost, price decreases by a % based on size. Example a tiny planet may need 100quad naq to max out to 5000 AT generated per turn while a mindblowing planet may only need 80quad naq to max out.
*When in perg realm, all personal AT generated by AT planets are converted into either naq or UU at market rates.
*As with all other planets it is able to be taken, have a def put on it, upgraded, and merlined.


Here are some numbers to show how a AT planet could look compared to other bonus types:
naq
0 to 4,800,000,000,000+ costs 19,280,314,042,425,000 (cost of 1 planet)
0 to 480,000,000,000+ costs 191,920,292,425,000 (cost of each for 10 planets)
UU
0 to 10,000,000+ costs 69,288,961,912,095,000 (cost of 1 planet)
0 to 1,000,000+ costs 696,209,489,010,000 (cost of each for 10 planets)
atk
0 to 10,000,000,000,000+ costs 82,304,506,586,268,700 (cost of 1 planet)
0 to 1,000,000,000,000+ costs 823,044,732,510,000 (cost of each for 10 planets)
def
0 to 10,000,000,000,000+ costs 128,600,801,964,046,000 (cost of 1 planet)
0 to 1,000,000,000,000+ costs 1,286,007,047,325,000 (cost of each for 10 planets)
AT
0 to 5,000+ costs 100,000,000,000,000,000 (cost of 1 planet)
0 to 500+ costs 1,000,000,000,000,000 (cost of each for 10 planets)


As you can see given the right costs the idea of having even a maxed out AT planet isn't any more crazy than say an atk planet giving you 10tril support or an UP planet giving you an extra 10m UU a day.

Some hard numbers on how the scale of said AT planet might look:
*5000 upgrade slots.
*The Initial cost would be 8,000,000,000(8b).
*The price per upgrade would increase by 8,000,000,000(8b).
*The last upgrade price would be 40,000,000,000,000(40t).
*Total cost to max out a planet 100,020,000,000,000,000(100q).
*Total cost would drop each increased planet size by 2-5%

For some perspective...
A 100k mind blowing UP planet costs 7.3t to build.
The same amount put into the proposed AT planet would gain only 42 extra AT a turn. (2016 AT a day)
A 100b mind blowing ATK planet costs 8.2t to build.
The same amount put into the AT planet would only gain 45 extra AT a turn. (2160 AT a day)





People will still be able to buy AT, no one will suddenly have an unlimited supply of AT, the risk and cost balance the reward, the pressure on the black market is eased, and overall turn generation will become dynamic to remove the need for future updates...




Edit: Also note that for all the planets out there with large stats you'd be hard pressed to find some with 150t+ invested in them(in a single stat) and that that translates into roughly 200 AT a turn on the proposed planet.


Will give $$$ spender a large bonus imo.

Lithium wrote:Personally i never liked any idea of Planet AT's producing, no matter what its exploitable. big accounts will find a way. they will invest some T's and gain a lot more in the long run.

Regarding at's - its best that MT's gain their value (1MT = 1k ats) and all naturally generated at's 4/turn to be non transferable. Also admin shall implement a trade limit in Selling to a kind of 2k/week , and buying to max 5k/week.
the buyer contribute in the game activity and also is limited to random massing + used as war machine. the seller who dont contribute in activity are denied somehow to gain a lot naq from their at's (which mostly they get from inactive alliance + "friends")
this way a


I totally agree.

Re: AT solution: old concept, new specifics

Posted: Tue Apr 13, 2010 2:37 am
by Lithium
that way one can use 1344 at's generated /week + 5k limited buyout/week + 3MT's worth 1k/mt.

it kicks those who heavy farm , that style doesnt contribute to game in general, it kicks heavy masers , random masers , ME chasers and war hammer alliance single accounts. it contribute rise players skill

Re: AT solution: old concept, new specifics

Posted: Tue Apr 13, 2010 2:56 am
by Wepwaet
Your effectively saying no one other than $$ people can use more than 10k AT a week. How in the world does that help the situation?
Meh I guess $$ people will welcome the less competition while farming... ](*,)

Re: AT solution: old concept, new specifics

Posted: Tue Apr 13, 2010 4:41 am
by Lithium
i was referring to buying limit at's for both sides, even $$$ players limited to.
i took 5k at's/week as example it can be some sort of 5-10k/week, but not more. 10k is too much to my view.

also admin should implement some sort of a limit using $$ / month so a player of that kind shall not ruin others game play by using lot of $.

Re: AT solution: old concept, new specifics

Posted: Tue Apr 13, 2010 7:05 am
by Sarevok
Lithium wrote:also admin should implement some sort of a limit using $$ / month so a player of that kind shall not ruin others game play by using lot of $.
There is a $200 spend limit as it stands, on any donations to the game.
However, limiting AT even more so, of having the supply run dry at times, could also be used