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Mike so what you are saying is if an orb like fire pays 16c an hour and six or seven nations are fighting over it at the same time that it wouldn't be beneficial to have orbs pay more?
If as example all of a sudden you have a boom of players for July and then a significant drop in the winter months which means less people fighting. More people fighting would mean more orbs changing hands faster and less people fighting means orbs not changing hands at all. There is no way nations will dominate the way they did in old WoC. That 16c from fire may be split up in 3 or 4 sometimes for 3 or 4 nations fighting for it. Which 4c isn't even a sizable fraction of what one team costs. More nations fighting means more credits spent.
So let's say you double it or triple it to compensate... then your games activity dies down a bit. Now what is the benefit of having orbs pay huge amounts to one nation if no ones fighting that nation for it? Considering theres NO one to fight it. That also just gives that nation more credits to dominate others with.
If you don't think credits are a big deal you obviously haven't been in a fight where someone can just buy finish his defenses. Credits are a BIG deal.
Secondly, what i am suggesting gives you very little maintenance involved in adjusting credit orb pay rates. It means there would be a low and a high and it wouldn't go above or below those two numbers. Self sufficiency is good in this case.Statistics:Posted by Napoleon — Wed Dec 13, 2017 2:40 am
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