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Re: Attack Turns
Posted: Sat Jan 17, 2009 12:44 am
by adminGary
I've stated before I don't like the idea of buying AT, whether it be from ingame currency or not. I'll do my best to stick to my guns on this one, but some things are even out of my control.
Re: Attack Turns
Posted: Sat Jan 17, 2009 8:55 pm
by Thade
Seems like we are currently going with a reseting amount of 150AT? (at least I haven't gotten over that yet and it seems to reset to that each turn).
I like this amount. It allows 10 farm hits...and if your strike is lower than someone's defense (say half) it is not enough to mass them down. Which means wars will require coordinated alliance work to kill enemy defenses. (I only knocked off like 20k def with all my attacks). Means things will be interesting to say that the least.
(i don't know if there is a way to currently access the rested turns that I see in my command center)
Re: Attack Turns
Posted: Sat Jan 17, 2009 9:33 pm
by adminGary
At this time there they are just adding up, I haven't included them in the calculations.
Re: Attack Turns
Posted: Sun Jan 18, 2009 7:03 am
by Lore
Thade wrote:Seems like we are currently going with a reseting amount of 150AT? (at least I haven't gotten over that yet and it seems to reset to that each turn).
I like this amount. It allows 10 farm hits...and if your strike is lower than someone's defense (say half) it is not enough to mass them down. Which means wars will require coordinated alliance work to kill enemy defenses. (I only knocked off like 20k def with all my attacks). Means things will be interesting to say that the least.
(i don't know if there is a way to currently access the rested turns that I see in my command center)
I still disagree
150 is not enough, piting an account thats online every turn for 12 hrs against an account online 4 hrs is suicide.
Also it sways the power to far in favor of alliances. If a lone wolf can't even mass 1 member of an alliance, then lone wolfs are nothing but farms. They will never stand a chance.
150 is just to little
of course alot depends on the AT usage per action, we are all assuming the "15" AT rule will stand, but who knows?
Re: Attack Turns
Posted: Sun Jan 18, 2009 7:20 am
by semper
Well then I have an idea.
Keep it 150. Have modes of alertness for your base. critical and all that.
The higher your alertness, the more at's you generate. Lets say if you are on critical you generate 300/450 a turn. That way! People can have more at's, but it is going to cost you your income (quite a realistic option if you ask me?) and in a game where snipers will not be an issue, people will be wary to do it because if you keep yourself on critical and go farming crazy, you are going to farm the wrong person too many times pretty darn quickly and then they're going to nail your arse to the wall. As soon as the level changes, the maximum capacity changes, any excess at's are lost, and lets say it cost's you 100at's to change..and you can only change once every 12 hours or something. Put a time limit on it, so people dont go massing on critical, then jump back to none before the turn change to get their income, repair and then wait till the next turn to go back out...or maybe you want it like that!?
It also means..you wont be able to go to war and live off your income a lone, increasing the need to actually fight and do things if you want to actually do that...hmm..
i think I got my point across.
Re: Attack Turns
Posted: Sun Jan 18, 2009 7:29 am
by Lore
Semper wrote:Well then I have an idea.
Keep it 150. Have modes of alertness for your base. critical and all that.
The higher your alertness, the more at's you generate. Lets say if you are on critical you generate 300/450 a turn. That way! People can have more at's, but it is going to cost you your income (quite a realistic option if you ask me?) and in a game where snipers will not be an issue, people will be wary to do it because if you keep yourself on critical and go farming crazy, you are going to farm the wrong person too many times pretty darn quickly and then they're going to nail your arse to the wall. As soon as the level changes, the maximum capacity changes, any excess at's are lost, and lets say it cost's you 100at's to change..and you can only change once every 12 hours or something. Put a time limit on it, so people dont go massing on critical, then jump back to none before the turn change to get their income, repair and then wait till the next turn to go back out...or maybe you want it like that!?
It also means..you wont be able to go to war and live off your income a lone, increasing the need to actually fight and do things if you want to actually do that...hmm..
i think I got my point across.
Very intresting Idea, very intresting indeed.
*studies a bit more*
Re: Attack Turns
Posted: Sun Jan 18, 2009 2:37 pm
by Thade
Semper wrote:Well then I have an idea.
Keep it 150. Have modes of alertness for your base. critical and all that.
The higher your alertness, the more at's you generate. Lets say if you are on critical you generate 300/450 a turn. That way! People can have more at's, but it is going to cost you your income (quite a realistic option if you ask me?) and in a game where snipers will not be an issue, people will be wary to do it because if you keep yourself on critical and go farming crazy, you are going to farm the wrong person too many times pretty darn quickly and then they're going to nail your arse to the wall. As soon as the level changes, the maximum capacity changes, any excess at's are lost, and lets say it cost's you 100at's to change..and you can only change once every 12 hours or something. Put a time limit on it, so people dont go massing on critical, then jump back to none before the turn change to get their income, repair and then wait till the next turn to go back out...or maybe you want it like that!?
It also means..you wont be able to go to war and live off your income a lone, increasing the need to actually fight and do things if you want to actually do that...hmm..
i think I got my point across.
I like it.
Re: Attack Turns
Posted: Mon Jan 19, 2009 2:55 pm
by Amar
umm i prefer it to just let turns add up. no buying them, no trading them. just like it used to be
Re: Attack Turns
Posted: Thu Jan 22, 2009 2:26 pm
by adminGary
We feel that 150 or 10 full attacks a turn is too much at this point. We are reducing this number to 60 or 4 full attacks. To compensate, we are increasing the rate at which the rested AT increases from 1 per turn to 2.
Re: Attack Turns
Posted: Thu Jan 22, 2009 7:27 pm
by Thade
I'm not certain that 60 AT is good. If there was too much farming for amounts that were too small (folks basically getting turn farmed for their 10k). Then maybe just increase the cost of repairs? Just a quick opinion I been gone from playing for a few days because the shiny casino down the road wanted to donate money to me by making their blackjack tables cheaper.
Re: Attack Turns
Posted: Thu Jan 22, 2009 9:09 pm
by Richard_Destroyer
I never farm for less than 100k.
Re: Attack Turns
Posted: Fri Jan 23, 2009 5:03 pm
by Lore
Well I think it may be a bit to slow, and definitely favoring the more active as 2 AT per turn for 8 hrs is only 32 AT, not half what you get per turn.
But Its a promising system so lets work with it a while and see
Re: Attack Turns
Posted: Fri Jan 23, 2009 6:26 pm
by Midnight
I think the rested turns are a great idea, it allows for an explosion of farming, or saving up for a massing...
Re: Attack Turns
Posted: Fri Jan 30, 2009 8:04 pm
by Chamaileon
Did the turn rate decrease?
Im only gettin 45 per turn now.
Re: Attack Turns
Posted: Fri Jan 30, 2009 8:13 pm
by Midnight
Yes it has appeared to have bee reduced.