Rework AT trading
Posted: Wed Dec 19, 2007 12:34 am
Everyone is talking about AT prices and how the current system only favours the big.
Why should you be able to trade AT's to other people? They are basically a time based asset and are not a 'physical' asset like UU or naq is (I know this is the virtual world). Hence, in order to increase your AT's you situation, mil makeup race techs etc etc have to be taken into account in order to increase your ability to attack.
With this reason the ability to trade AT's with other players does not make sense - you are trading someone elses ability to attack without making allowances for each players situation.
What i suggest (and flame away - but try to make constructive comments please) is that the ability to trade AT's with other players be removed from the game and balanced out with the following:
- each turn generates 15 AT's (total 5040 per week). It means that you can then do one full turn attack every half hour (seems somewhat logical to me). It also means that everyone is on a level playing field and will need to use their AT's effectively.
- AT's can be purchased from the market, "a group of individuals that are able to assess a players account and provide them with the capabilities to generate X amount of AT's by taking into account the players mil makeup, techs etc etc. These AT's are only able to be used by the player who first purchases them and are useless to any other player"
- keep the same multipliers for for the market but increase the amount of MT's you have to say 5-10, that way smaller players can still generally afford to make the most of their market turns. Keep 2 PPTs, Planets and Identity changes require all MT's to aquire, MPDSD to be adjusted, say 1 day MPDSD per MT.
- Rework the market so that there are always the same amount of AT's available for each person, but the price varies due to demand. (this will eventually mean that prices go up, but that is a constant that people of all sizes are able to work with and plan around)
That means that every player gets 10-15k AT's per week and is on a level playing field. What that results in is:
- a stronger strategy is required for growth
- in some respects those small players without FSS can still grow at a comparable rate to those with FSS, though they dont get the benefits of a wider array of strategy options (selling UU to increase UP/planets etc).
- Makes FSS and ascending stronger
- it would take away somewhat the ability for someone to be hired as a raider or masser (planet or otherwise), but depending on the person there is still big naq to be made from selling your services (that can be used to increase vital stats - UP etc)
- war tactics may change as a finite number of AT's mean that they will have to be used optimally.
This doesn't enable new players to catch up to the ones that have been playing for ages, and IMO new players shouldn't be able to do it, unless those ahead of them are using an inferior strategy to grow or war.
(the other thing i'd like to see removed is the ability to buy AT's with $$ as well, but that is not going to happen).
Flame away
Why should you be able to trade AT's to other people? They are basically a time based asset and are not a 'physical' asset like UU or naq is (I know this is the virtual world). Hence, in order to increase your AT's you situation, mil makeup race techs etc etc have to be taken into account in order to increase your ability to attack.
With this reason the ability to trade AT's with other players does not make sense - you are trading someone elses ability to attack without making allowances for each players situation.
What i suggest (and flame away - but try to make constructive comments please) is that the ability to trade AT's with other players be removed from the game and balanced out with the following:
- each turn generates 15 AT's (total 5040 per week). It means that you can then do one full turn attack every half hour (seems somewhat logical to me). It also means that everyone is on a level playing field and will need to use their AT's effectively.
- AT's can be purchased from the market, "a group of individuals that are able to assess a players account and provide them with the capabilities to generate X amount of AT's by taking into account the players mil makeup, techs etc etc. These AT's are only able to be used by the player who first purchases them and are useless to any other player"
- keep the same multipliers for for the market but increase the amount of MT's you have to say 5-10, that way smaller players can still generally afford to make the most of their market turns. Keep 2 PPTs, Planets and Identity changes require all MT's to aquire, MPDSD to be adjusted, say 1 day MPDSD per MT.
- Rework the market so that there are always the same amount of AT's available for each person, but the price varies due to demand. (this will eventually mean that prices go up, but that is a constant that people of all sizes are able to work with and plan around)
That means that every player gets 10-15k AT's per week and is on a level playing field. What that results in is:
- a stronger strategy is required for growth
- in some respects those small players without FSS can still grow at a comparable rate to those with FSS, though they dont get the benefits of a wider array of strategy options (selling UU to increase UP/planets etc).
- Makes FSS and ascending stronger
- it would take away somewhat the ability for someone to be hired as a raider or masser (planet or otherwise), but depending on the person there is still big naq to be made from selling your services (that can be used to increase vital stats - UP etc)
- war tactics may change as a finite number of AT's mean that they will have to be used optimally.
This doesn't enable new players to catch up to the ones that have been playing for ages, and IMO new players shouldn't be able to do it, unless those ahead of them are using an inferior strategy to grow or war.
(the other thing i'd like to see removed is the ability to buy AT's with $$ as well, but that is not going to happen).
Flame away
