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Re: All out war era.

Posted: Sun May 10, 2009 10:19 am
by [BoT] Jason
Kikaz wrote:
Pimping D wrote:
Kikaz wrote:6) Yes, but I dont see why you wouldn't include spies killed, you have no idea how hard it is to find someone with a nice sized army to train all their units to spies for you to waste thousands of turns on ACing AFTER you spend hundreds of AT's massing their defense... and then repeating the process... Not many people are going to do that theres only about 10 every wave that are that stupid.. But yeah, I agree with the no NAQ part...

not that hard

Spies Killed(100) 27,682,714

Spies Killed(100) 24,705,355

Yeah... I didnt play this era, thats all time from the wave ME was put in since I didnt play last wave either... Back when the armies were alot smaller... :?

Sorry, but with inactive armies being 1.8m that doesnt impress me at all.

Thats the equivalent to only two of the top armies having all their units as spies, and thats your entire spies killed count for the wave...

I was talking about a top army (10-12 mill) having 95% of their UU as spies...

it wasnt meant to impress you but ok go out and find a person with more than 6 mil spies trained

Re: All out war era.

Posted: Sun May 10, 2009 10:33 am
by Kikaz
Hence the theres only about 10 a wave that are that dumb...

Re: All out war era.

Posted: Sun May 10, 2009 12:24 pm
by Affirmation
Slugworth Assrot wrote:Heres a suggestion for a much more warlike era.

1) In this era, setting relation to war has twice the normal effect. Being set to neutral is same as being set to war.

2) Army effectiveness can be increased by performing hostile actions. For example, killing defence troops/supers/mercs will increase attack rating by a small % on top of tech. Attackers being killed by your defence will increase their rating by a small % on top of tech. Taking covert action (sab only?) will increase rating by a small % on top of tech. Same deal for MS. Combat losses do not work against you, meaning they do not lower your rating.

3) Absolutely no PPT (unless everyone complains about it, lol)

4) Mercs should work very differently.... I think it should be possible to have far more mercs than normal for this era. However, with the new weapon costs in the 'gods' era, I do not forsee this being a problem. Maybe 1000x supers?

5) Another stand alone unit, sorta like dragons, but much cheaper and weaker, expendable. Like Gliders or Interceptors or something.

6) An Era specific ME rank which counts towards overall rank - based on attack/defence units killed, MS damage, sab damage etc (no naq farmed, or spies killed, or anything that can conceivably be abused or exploited)


Just a few ideas there to get the ball rolling, feel free to add more ideas or opinions on existing ideas!


Dang Slug, I went crazy on my "Era 19 - The Era of Military Conquest" posting and I knew I had someone else to give credit to the essential idea other than High Empty and now I see that this post got refreshed!!

I got a lot of my inspiration from your original post here that I jumped along with!! I think we should combine the best of the ideas and ask Admin for a kick-butt Military action/achievement/conquest wave that has unique features that rewards aggressive play and Military style tactics, including teaming as COs/Officers in Alliances, so that the idea is "Strength in numbers" etc.

I still like your ideas and I think we can come up with some really good unique features to enhance this idea. I still think that ME should be included in overall rank somehow, and the killing of the unique feature (beforeknown as Gods/Dragons, Faggons, Drag Queens or whatever) should be the prominent acquisition of ME. Tie ME into rank AND overall strength of Army and Weapons and you have people laying down the gauntlet all Era long to build power stats, no laying low, beating time on PPT, etc. (I know, thats how I mostly play because I see no real advantage to playing all out aggressive other than wasting stats... HAHA).
But, if I knew all my aggressiveness was rewarding myself with increased stats, power, and ability to grow, I would pull off the safety, coczk and lock a few weapons, and get freaky on active players!! HAHA

Anyway, I am in favor of a wave that rewards team, cooperation, and yet allows us to punish Feeding behavior, and allows honorable military build-up and aggression to gain advantage over passive, non-active play and inclusion of ME in ranking and power assist/multiplier will do that. Also, inlcude a stat building function that can only be built over time, like my "Officer unit" idea I stole from High Empty (not stole, just repeated for all to see and comment!! HAHA).

Re: All out war era.

Posted: Sun May 10, 2009 1:28 pm
by Sorrow
Pimping D wrote:it wasnt meant to impress you but ok go out and find a person with more than 6 mil spies trained


Found one today. ^_^

Re: All out war era.

Posted: Sun May 10, 2009 2:38 pm
by Kikaz
:D, See Pimp, it's rare but it happens. :-D

Nice job on Neo btw.

Re: All out war era.

Posted: Sun May 10, 2009 2:59 pm
by Apogryph
Kikaz wrote::D, See Pimp, it's rare but it happens. :-D

Nice job on Neo btw.


will there be crying tho? :lol:

Re: All out war era.

Posted: Sun May 10, 2009 10:46 pm
by Slugworth Assrot
Kikaz wrote:1) Explain more. :?

2) Doesn't seem that interesting to me... :(

3) YES!! :lol:

4) Makes no difference to me, sure I guess..

5) No, enough with the Dragon/God type units, time for something new...

6) Yes, but I dont see why you wouldn't include spies killed, you have no idea how hard it is to find someone with a nice sized army to train all their units to spies for you to waste thousands of turns on ACing AFTER you spend hundreds of AT's massing their defense... and then repeating the process... Not many people are going to do that theres only about 10 every wave that are that stupid.. But yeah, I agree with the no NAQ part...


Wow, I didnt realise this topic was still going.

Ok...

1) With war setting being doubly effective, you could take naq with only 5-6 AT's instead of 11-12~, weapon damage is doubled on both sides, and losses are doubled on both sides. If set to neutral, attacking would be the same as it currently is when set to war.

6) the reason I wouldnt include spies killed is similar to the feeder problem really.. people setting up accounts with nothing but spies ready for you to mass them. Then again, I guess they could also build a defence with no weapons....

I need to think it over some more, I thought this was dead and buried, lol.

Edit - I was just toying with idea of a new attack function too... like Kamikaze attack or something. It would require more AT's say 50 or 100 or w/e, would entirely destroy your entire attack force, but would deliver a large amount of damage based on your total attack rating or weapon durability or something, perhaps 10x for example (assuming you have enough units to equip them), and would not have any % cap on kills/damage on the enemy.

2nd Edit - Also a possible defensive 'special'. Perhaps players could build up to 3 mine fields of some sort (similar to the orbital platforms in Main). You can pump money into each of them to increase the strength/yield of detonation if successful (which would be devestating). Upon every attack, there is a 1%~ chance of an attacker setting off each mine field... so 3 mine fields = 3 checks at 1% each. A successful detonation halts the attacker (no more mine field checks, attack is a fail), and the attacker takes damage based on the mine field strength, perhaps 25x??. The mine field would then decrease in strength by a set %

3rd edit, a kamikaze attack resulting in a minefield detonation might result in a higher % of drain to the mine field? Also... possible tech/energy cells for kamikaze/minefield specials?

Re: All out war era.

Posted: Mon May 11, 2009 12:32 am
by Apogryph
Slugworth Assrot wrote:
Kikaz wrote:1) Explain more. :?

2) Doesn't seem that interesting to me... :(

3) YES!! :lol:

4) Makes no difference to me, sure I guess..

5) No, enough with the Dragon/God type units, time for something new...

6) Yes, but I dont see why you wouldn't include spies killed, you have no idea how hard it is to find someone with a nice sized army to train all their units to spies for you to waste thousands of turns on ACing AFTER you spend hundreds of AT's massing their defense... and then repeating the process... Not many people are going to do that theres only about 10 every wave that are that stupid.. But yeah, I agree with the no NAQ part...


Wow, I didnt realise this topic was still going.

Ok...

1) With war setting being doubly effective, you could take naq with only 5-6 AT's instead of 11-12~, weapon damage is doubled on both sides, and losses are doubled on both sides. If set to neutral, attacking would be the same as it currently is when set to war.

6) the reason I wouldnt include spies killed is similar to the feeder problem really.. people setting up accounts with nothing but spies ready for you to mass them. Then again, I guess they could also build a defence with no weapons....

I need to think it over some more, I thought this was dead and buried, lol.

Edit - I was just toying with idea of a new attack function too... like Kamikaze attack or something. It would require more AT's say 50 or 100 or w/e, would entirely destroy your entire attack force, but would deliver a large amount of damage based on your total attack rating or weapon durability or something, perhaps 10x for example (assuming you have enough units to equip them), and would not have any % cap on kills/damage on the enemy.

2nd Edit - Also a possible defensive 'special'. Perhaps players could build up to 3 mine fields of some sort (similar to the orbital platforms in Main). You can pump money into each of them to increase the strength/yield of detonation if successful (which would be devestating). Upon every attack, there is a 1%~ chance of an attacker setting off each mine field... so 3 mine fields = 3 checks at 1% each. A successful detonation halts the attacker (no more mine field checks, attack is a fail), and the attacker takes damage based on the mine field strength, perhaps 25x??. The mine field would then decrease in strength by a set %

3rd edit, a kamikaze attack resulting in a minefield detonation might result in a higher % of drain to the mine field? Also... possible tech/energy cells for kamikaze/minefield specials?


interesting idea. might be a bit complicated but interesting nevertheless

Re: All out war era.

Posted: Mon May 11, 2009 12:56 am
by Slugworth Assrot
I think the kamikaze thing would have to require specialised units, otherwise you could potentially wipe out a defence force 10x stronger than your attack force in one go, and everyone would do this. Perhaps the units would be very expensive (your government taking care financially of the kamikaze units family?), and possibly you are only allowed a small % of your entire army or daily UP to be converted to kamikaze units (possibly increased like merc tech).

The cost of the unit would increase along with either your army size or UP (again, similar to merc tech).

I guess you should also be limited in how often you can make a kamikaze attack, or make it require many more AT's than my earlier random suggestion.

Re: All out war era.

Posted: Tue May 12, 2009 3:48 pm
by Kikaz
Slugworth Assrot wrote:
Kikaz wrote:1) Explain more. :?

2) Doesn't seem that interesting to me... :(

3) YES!! :lol:

4) Makes no difference to me, sure I guess..

5) No, enough with the Dragon/God type units, time for something new...

6) Yes, but I dont see why you wouldn't include spies killed, you have no idea how hard it is to find someone with a nice sized army to train all their units to spies for you to waste thousands of turns on ACing AFTER you spend hundreds of AT's massing their defense... and then repeating the process... Not many people are going to do that theres only about 10 every wave that are that stupid.. But yeah, I agree with the no NAQ part...


Wow, I didnt realise this topic was still going.

Ok...

1) With war setting being doubly effective, you could take naq with only 5-6 AT's instead of 11-12~, weapon damage is doubled on both sides, and losses are doubled on both sides. If set to neutral, attacking would be the same as it currently is when set to war.

6) the reason I wouldnt include spies killed is similar to the feeder problem really.. people setting up accounts with nothing but spies ready for you to mass them. Then again, I guess they could also build a defence with no weapons....

I need to think it over some more, I thought this was dead and buried, lol.

Edit - I was just toying with idea of a new attack function too... like Kamikaze attack or something. It would require more AT's say 50 or 100 or w/e, would entirely destroy your entire attack force, but would deliver a large amount of damage based on your total attack rating or weapon durability or something, perhaps 10x for example (assuming you have enough units to equip them), and would not have any % cap on kills/damage on the enemy.

2nd Edit - Also a possible defensive 'special'. Perhaps players could build up to 3 mine fields of some sort (similar to the orbital platforms in Main). You can pump money into each of them to increase the strength/yield of detonation if successful (which would be devestating). Upon every attack, there is a 1%~ chance of an attacker setting off each mine field... so 3 mine fields = 3 checks at 1% each. A successful detonation halts the attacker (no more mine field checks, attack is a fail), and the attacker takes damage based on the mine field strength, perhaps 25x??. The mine field would then decrease in strength by a set %

3rd edit, a kamikaze attack resulting in a minefield detonation might result in a higher % of drain to the mine field? Also... possible tech/energy cells for kamikaze/minefield specials?

Well in that case im fine with everything except 5.

I can live with 2 but it still doesnt sound that interesting to me. :P

Re: All out war era.

Posted: Tue May 12, 2009 9:23 pm
by Slugworth Assrot
Its all just a suggestion, feel free to add or tweak!

Re: All out war era.

Posted: Wed May 13, 2009 4:30 pm
by Aphrodite
Some interesting ideas - this could make me actually want to play Q again as it got way boring.... bring on the war :evil:

Also would be much better if they deleted or suspended the accounts inactive for years, some of the names on my farm list are players that left about 2 years ago! That would mean we would have to attack each other instead of farm inactives.

Re: All out war era.

Posted: Thu May 14, 2009 4:21 am
by Apogryph
Athena wrote:Some interesting ideas - this could make me actually want to play Q again as it got way boring.... bring on the war :evil:

Also would be much better if they deleted or suspended the accounts inactive for years, some of the names on my farm list are players that left about 2 years ago! That would mean we would have to attack each other instead of farm inactives.


People have been suggesting that for years, but sadly it will never happen :(

Re: All out war era.

Posted: Thu May 14, 2009 4:33 am
by S1eepy
I hate to rain on the parade, because the ideas here are very interesting, but there is one thing you have to remember when suggesting something.
Jason has to code it. If it is too complicated to code, he will probably just ignore the idea.
I don't know that much about coding, but I would assume half the ideas here are way more complicated to code than gods. Or gambling.
Simple changes that will have a large effect on gameplay usualy have the most chance of being noticed.