Purchasing Turns / Turns Cap

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Purchasing Turns / Turns Cap

Postby Shadowood » Tue Mar 28, 2017 5:27 am

With the cap put on to max turn storage (600), I would like to suggest the time limit to purchase turns be reduced from 12 hours to 6 hours.

This could be a good thing for more credits bought/used. Could create more demand for credits in credit market.

**Or 8 hours. 3 purchases per day instead of 4 with 6 hours**
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Re: Purchasing Turns / Turns Cap

Postby Haron » Tue Mar 28, 2017 6:52 am

I'm not sure this is a good idea. Turns are valuable. Making sure people are low on turns can be an important strategy sometimes. The ability to refill (buy) turns need to be limited. I think every 12 hours is already very frequent. Yes, it would make more credits be used, but I still think turns need to remain valuable and scarce. Double turns plus 200 extra turns every 12 hours already gives a LOT of options, in my opinion. For certain styles of play, turns is the only limiting factor.
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Re: Purchasing Turns / Turns Cap

Postby Admiral Nelson » Tue Mar 28, 2017 7:20 am

-1.

400 Turns is fine a day.

At least thats what people tell me.
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Re: Purchasing Turns / Turns Cap

Postby Maha » Tue Mar 28, 2017 8:11 am

what could be possible is to offer a temporary extension of 50 turn-slots (not the turns) which can be stacked 4 times. extensions cost 20 credits for the first (2nd 25, 3rd 30 & 4th 35) and last 12 hours with a 12 hour cool-down afterwards. when the extension expires all turns stored in these slots are lost.

this way it is possible to have temporary 800 turns but only at great cost and for a limited period of time. those profit from this one must plan ahead to be maxed out normally and then execute a plan that justify the extra 135 credits which the 601 to 800 turns cost
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Re: Purchasing Turns / Turns Cap

Postby Admiral Nelson » Tue Mar 28, 2017 8:38 am

Maha wrote:what could be possible is to offer a temporary extension of 50 turn-slots (not the turns) which can be stacked 4 times. extensions cost 20 credits for the first (2nd 25, 3rd 30 & 4th 35) and last 12 hours with a 12 hour cool-down afterwards. when the extension expires all turns stored in these slots are lost.

this way it is possible to have temporary 800 turns but only at great cost and for a limited period of time. those profit from this one must plan ahead to be maxed out normally and then execute a plan that justify the extra 135 credits which the 601 to 800 turns cost


Nope, 600 turns is enough.

Admin says so.
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Re: Purchasing Turns / Turns Cap

Postby Grimrock Litless » Tue Mar 28, 2017 9:15 am

What Avery said.
"Got ya."
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Re: Purchasing Turns / Turns Cap

Postby PhoenixKnight » Tue Mar 28, 2017 9:39 am

For once I agree with Avery. This is probably one of the few things that actually help curb fast progress and severe attacks
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Re: Purchasing Turns / Turns Cap

Postby Admiral Nelson » Tue Mar 28, 2017 9:55 am

Yes. We are all for not being attacked and loosing capital ships to some pesky pirate that has spent a lot of resources can grab them in a few minutes!

If you want turns, buy Death poker in a bunch! Cast 200 on yourself to only get 20 to be successful! Value for your money.
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Re: Purchasing Turns / Turns Cap

Postby Bmw » Tue Mar 28, 2017 10:47 am

if you need more turns ask people or even pay them a little bit to cast self sacrifice on you or keep tons of death poker around.
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Re: Purchasing Turns / Turns Cap

Postby Haron » Tue Mar 28, 2017 10:53 am

Or better yet: Cooperate with someone. Several people working together will usually manage to get enough turns for some decent action.
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