Re: Technology
Posted: Mon Feb 23, 2009 7:27 am
Only solution to that would be like the one that exists on Ascended server and impliment a level gap that prevents certain options Just like om main and raiding.
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Midnight wrote:One thing I would love to see with these tech levels is that to make an account somewhat more unique, decide in advance a total amount of upgardes (in total) available. And make it so that there is a total amount of tech upgardes obtainable.
Ie. if there was 5 tech upgrades per characteristic (strike, def, covert, anti, income) that would give a total of 25 upgrades. So if you then made it that you could only obtain only 15 upgrades, You could max three out and have no bonus from the other two options, or you could go even across the board and have three upgardes in each.
Ulitmately allowign account not to end up beign the same as what has occured in main now. Where basically every race has identical characteristics based upon racial and tech bonus. This helps add a bit a personalisation to each players account.
All that aside, I would like to see the current bugs worked out before this got brought into the game.
Code: Select all
strike
-1 add 3% strike
-2 add 2% strie, your troops are less fatiged from attacks by 5%
-3 you recieve the ability to train your super soldiers and reduce your fatigue by an
additionall 5%
or
-3 add an additionall 5% strike bonus and reduce your fatigue by an additonall 4%
-4 youre troops are able to aquire more goods due to having defeated the opposing forces
(upon doing so).the side effect is your troops spend 10% more time looting after a win.
or
-4 add an additonall 5% to reduce fatigue level, you also aquire less goods due to having a higher
... thirst for blood. the side effects are you kill 5% extra enemy guards; also faster too.
and then you can go more specificly for each race even further...
by combining two branchs together (for sake of sanity im not going to post an example for each race each branch...)
covert
-1
-2
-3
-4 The Tauri Goverment invests into spec ops training
anti covert
-1
-2
-3
-4 The Tauri Goverment invests into spec ops training
by having "maxed" out both covert and anti covert, this tauri player can now train what is called a race specific unit.
(which only becomes available or even seen once you have this done)
for the tauri it could be the "N.I.D." agents. and in this case, it would be a... unit stronger than a normal covert agent, stronger than an anticovert agent.
so think of it like a super strike or defense unit, they both cost
(looking at training cost right now, its 20k. soooo.... i would say 50k? and its definitely worth having?)
so this way we eliminate 1 thing right off the bat until an unforseeable future. super units every one gets...
this way you can get specific "types" and not every one can have them. BUT they are worth getting ever still. but that comes into thought, would it be worth getting vs
the strike and defence branch? or the strike and maybe covert and some defense? well thats some personilisation... this way we have strong branches and weak branches but if we have
the weak branches we get some benifit from having that vs an other branch you know?
now those bonuses though wouldnt be like adding 10000000000000000000 covert or anti covert here in this case... its just so that the tauri can kinda keep up with having their
25% strike bonus + possibly some covert and anti covert extra bonuses but this is just some lame ideas that havent been truely thought through...
perhaps it could be just a covert super and only need the "covert branch" to be maxed out? and require that no tech upgrades within a specific branch perhaps like within the
strike branch be trained or else you wouldnt be able to train the said super covert unit? this way i mean its not going to be over powered?
now in thought of differences for asgard perhaps... they could have perhaps a strike super in the end? you know?
helsmar wrote:also, as for new players jumping in later,if they get access to the weapons whilst we were here blowing turn after turn to farm **Filtered** nothing, with nothing, for nothing... then they jump in start farming a hell of a lot, with a hell of a lot, for a hell of a lot... whats the point of playing for now? i might as well pump my up a bit, sell everything i have pump some more up, and wait it out.... get my army size bigger than anyone else and then when better weapons come out i get stronger.
the thing that SHOULD be done about it is possibly a time restriction.as mentioned earlier, perhaps not just on the techs themselves, (either one or the other you pick deal) that but also have you must have been part of the physical expanse for x amount of time (this is before they can even purchase the first upgrades aka level 3) perhaps, lets say between level 3-4 it took 1 month for them to get implemented.
i say a new account should have to wait 1 month fully, which starts to cron after they purchase the level 3 tech. i say this should ALSO go for new accounts now as it stands... they should have to be "living" for at least two weeks time aka active, before they are allowed to upgrade said techs.
its nothing against the new or "smaller" players, but i mean as stated above, if i could get full techs tomorrow, why would i be waisting my money on purchasing all these crappy weapons? this only makes it 100% rounded fairness. i have these crappy weps, you have these crappy weps. and so shall they when they play.
its an evolution thing. not a hey its already here thing lets just buy them all at once for a couple hits. no no no. too bad so sad sorry to say, if you cant farm anyone or be farmed, then you know what, perhaps just live off your income and build up some up... and so on... and hope to gary (god) when you create a new planet (account) that you will at least be started with more resources than you do now
helsmar wrote:also, as for new players jumping in later,if they get access to the weapons whilst we were here blowing turn after turn to farm **Filtered** nothing, with nothing, for nothing... then they jump in start farming a hell of a lot, with a hell of a lot, for a hell of a lot... whats the point of playing for now? i might as well pump my up a bit, sell everything i have pump some more up, and wait it out.... get my army size bigger than anyone else and then when better weapons come out i get stronger.
the thing that SHOULD be done about it is possibly a time restriction.as mentioned earlier, perhaps not just on the techs themselves, (either one or the other you pick deal) that but also have you must have been part of the physical expanse for x amount of time (this is before they can even purchase the first upgrades aka level 3) perhaps, lets say between level 3-4 it took 1 month for them to get implemented.
i say a new account should have to wait 1 month fully, which starts to cron after they purchase the level 3 tech. i say this should ALSO go for new accounts now as it stands... they should have to be "living" for at least two weeks time aka active, before they are allowed to upgrade said techs.
its nothing against the new or "smaller" players, but i mean as stated above, if i could get full techs tomorrow, why would i be waisting my money on purchasing all these crappy weapons? this only makes it 100% rounded fairness. i have these crappy weps, you have these crappy weps. and so shall they when they play.
its an evolution thing. not a hey its already here thing lets just buy them all at once for a couple hits. no no no. too bad so sad sorry to say, if you cant farm anyone or be farmed, then you know what, perhaps just live off your income and build up some up... and so on... and hope to gary (god) when you create a new planet (account) that you will at least be started with more resources than you do now
Egeria wrote:I have seen that newer accounts start with smaller army size.
adminGary wrote:Just so that everyone knows new accounts are based off the starting naq (40,000) and the turns since 0 hour (currently around 1300 turns). The same is true for the untrained units, the base was 350.
Currently a new player receives around 1.1Million Naq, and 1100 UU
The rule of thumb is for every turn that passes a new accounts will get 60 additional naq and 0.6 of a UU
As far as 'time to learn' techs go, we might have so of those in the future. Currently the Naq spent on weapon techs isn't research, but building the facilities to produce the weapons.
I honestly don't think it would be fair down the road that a new player to the game has to wait a week before thier tier 3 weapon research is done while the veteran players can sit on their accounts. I can't say for sure, but I'm willing to bet that if anyone started playing this game a month from now and had to wait 3 or 4 weeks to get to tier 5 weapons the whole time thier accounts have been hammered by older players with tier 7 or 8 weapons. Something just tells me that new player wont stick around for very long.
GeneralChaos wrote:adminGary wrote:Just so that everyone knows new accounts are based off the starting naq (40,000) and the turns since 0 hour (currently around 1300 turns). The same is true for the untrained units, the base was 350.
Currently a new player receives around 1.1Million Naq, and 1100 UU
The rule of thumb is for every turn that passes a new accounts will get 60 additional naq and 0.6 of a UU
As far as 'time to learn' techs go, we might have so of those in the future. Currently the Naq spent on weapon techs isn't research, but building the facilities to produce the weapons.
I honestly don't think it would be fair down the road that a new player to the game has to wait a week before thier tier 3 weapon research is done while the veteran players can sit on their accounts. I can't say for sure, but I'm willing to bet that if anyone started playing this game a month from now and had to wait 3 or 4 weeks to get to tier 5 weapons the whole time thier accounts have been hammered by older players with tier 7 or 8 weapons. Something just tells me that new player wont stick around for very long.
At last an admin who is clued into the game, and how to keep it alive.