Pyth, much respect to you, however, if you and I were to square off against one another, you without premium, and me with it...who would win?
You state players like Socrates who if you say doesn't use premium excells at the game, and this is true to a point, however, Socrates didn't get to where he is by himself, he got there because his team helped him get there, so now, give yourself a team of non premium users, and give me a team of premium users, and who would win?
I don't mean this to sound like I am thumping my chest, but I know the answer. Player for player premium does make a difference, its irrefutable or noone would use it. When was the last time you lost a city to a non premium user? Do we need more ways to dominate? I'd be happier paying more for the features I already have then risk losing non-paying players to a decided disadvantage in the game. Personally, I like haivng enemies to fight, and the 800 or so premium players just aren't enough for me. But mix in a few thousand players that although they aren't paying to play, they make my game more enjoyable for just being here.... and I prefer they stay.
----
----
On another note, I like to play these 'war' games because they allow me to use my imagination somewhat, but always I look for some sort of justification for the elements of the game. For example, I can see having a seasoned admiral in my navy making me more of a threat in the seas, I can see the same thing with a general, but what justification do I have for being able to pop out troops faster than the next 'nation'?
Reasonably I should expect that my nation has a similar training in the barracks as the next guy, and if I am building 'spartans' shouldn't it take me longer? not less time?
Training troops faster then the other guy is simply an advantage I don't need, but if truth be told, these fights/wars do become personal at times, and I would put money on the fact hat the majority of premium users would spend an extra $3 to make sure their nemesis didn't tke their city from them.
I would.
Some of you are saying it's likely not going to be a widely used feature if it costs so much, but then why implement it? Innogames anticipate it being used, and I can see that it will, when needed, like any other premium feature.
I don't think I have shortened a build time for a building in a long time, but I know I do when it matters (at the begginning of a server) each premium feature has its advantage, and its 'maximum return on investment potential'.
Personally, I would rather pay for the ability to trade resources for favor as a premium feature, at least then I could call it a 'sacrifice to the gods' and know that by filling Inno's pockets, I am at least playing into the realm of possibilities in the genre.
I am against this one feature, and a 'recruitment reduction' seems like a lot of programming work to implement a solution for a revenue generating device. If this is where the devs are spending their time, their priorities are not unlike other game companies, but aren't most of us here because we appreciated Innogames unique stint on making the game fun for anyone and everyone?
If it ain't broke....