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Community Turns

PostPosted: Sun Apr 10, 2016 6:20 pm
by ChaIbaud
Big battles and detrimental defeats. Ships being mass-produced and witch doctors going crazy. That is what I am proposing right now. To further the strategical field that nations and players can use to their advantage, I believe that the members of a nation have the option to donate their turns to a nation's total pool so that in the event of a war or major strife, they can be used to either speed up the process of recovery or dig the nation deeper into conflict.

For example, if I had 50 spare turns that I didn't need at the moment, I could select an option and donate a sum of it to my nation (perhaps a turn-fee of 10% could be introduced so that if I give 50 turns, the nation receives 45?). The turns could be used to give members the ability to build ships that they need to protect trade fleets, or to buy voodoo to attack the opposing side! Another possible use is to donate one country's turns to another nation (this could wait after diplomacy between the two have been established to prevent usurpation of a throne just for access to the turns.)

Since I did not go into great detail, I hope that the more experienced minds of Avonmora chip some advice and help shape this to be something very beneficial to the game :)

(I was going to name this Turns In Time of Strife, but didn't because the abbreviation would have possibly gotten me banned)

Re: Community Turns

PostPosted: Sun Apr 10, 2016 7:14 pm
by Sir Sam Lowe
+1

Because there are more ups than downs this

Re: Community Turns

PostPosted: Sun Apr 10, 2016 8:20 pm
by Juicypotato
This is a great idea. I think there should be a limit per day of how many turns a player can use from the nation turn bank and the player using the turns must be duke or higher unless there is a voting that allows someone of lower rank to use the turns. Maybe the turn bank can be opened and closed depending on if the country is in war or not.

Re: Community Turns

PostPosted: Sun Apr 10, 2016 8:35 pm
by Wazz
-1 do not like this idea. This would only give a boost to the idea of "one nation only" in the entire server (due to a massive number of turns that could be gathered by those nations with 30% of the players). I actually like the way it is, and I believe Self-sacrifices are enough to give other players unnecessary turns you might have stored.

Re: Community Turns

PostPosted: Sun Apr 10, 2016 8:41 pm
by ChaIbaud
Wazz wrote:This would only give a boost to the idea of "one nation only" in the entire server


There can always be a limit put into play, whether it be on the maximum number of turns the country can have, the amount they can give in a given time period, or to certain players.

Re: Community Turns

PostPosted: Sun Apr 10, 2016 9:14 pm
by Sebena
Wazz wrote:-1 do not like this idea. This would only give a boost to the idea of "one nation only" in the entire server (due to a massive number of turns that could be gathered by those nations with 30% of the players). I actually like the way it is, and I believe Self-sacrifices are enough to give other players unnecessary turns you might have stored.



I agree with everything written here and I give -1 aswell

Re: Community Turns

PostPosted: Sun Apr 10, 2016 9:37 pm
by Kart
I don't really like to post comments concerning other peoples ideas, but in this case I am going to. There are already the Self Sacrifice cards. There are already means of purchasing more turns. IF you don't have credits to buy more turns there are ways to buy credits. If you can't buy credits, there are means in place already for some one to give you credits. Part of the game play here is to use your turns wisely. I believe this would actually take away from game play in that it would discourage the "wise" use of your turns, thus lowering that strategic part of the game.

-1

Re: Community Turns

PostPosted: Sun Apr 10, 2016 10:16 pm
by Most Lee Harmless
I tend to side with Kart on this : there are already many ways to garner 'extra' turns at varying cost. One of the great features of this game is that limited turns act as a great equaliser : it would be a shame to lose that aspect.

Re: Community Turns

PostPosted: Sun Apr 10, 2016 10:21 pm
by Bmw
you could have it where there is a guild pool and a nation pool of turns but they can only be used certain ways there could also be a nation and a guild pool of voodoo cards and only high ranking people can access it but lower ranking people and up can add turns and voodoo both can be used to protect the players plus the newer players wont have as much of a disadvantage and the higher ranking people can help them and you could do it in a way so that people can apply to get a withdraw and the congress can vote along with higher ranking people to let that person withdraw the turns and then they can use them to either defend or they can use them during times of war but guilds and nations both should have a limit so that like kart said the wise use of the turns will still apply but people should have a withdraw limit per day of 200 or something near it to keep people form abusing the use of this "vault" plus it would keep it low if you could only withdraw 200 per day that doesn't give much of an advantage over other people but it also could depend on the rank how many they can withdraw but they can deposit however many they want to but if the guild capped out at 2k and the nation at 10k then it wouldn't take many people to drain it in less than a few mins or a few hours but if you made it like how the nations economy worked then it would work well

Re: Community Turns

PostPosted: Sun Apr 10, 2016 11:38 pm
by Most Lee Harmless
or you could donate all your punctuation to a special grammar pool... sorry mate, dont think I have seen such a long sentence outside a court room..