Next Era Idea
Posted: Wed Jun 16, 2010 10:41 am
So i was gettin ideas of stuff id like to see in a future Q era so i figured id shoot them out there, and figure people can share theirs as well
Arms Dealer Strike
All Weapons Producers have gone on strike so players must start producing there own weapons and build there own manufacturing plants instead of just buying the weapons.
def/attack weapons are created at a daily rate similar to UP and as with UP is upgradeable, you must set the ratio of def/att weapons created though, so if your production is at 100 a day, you have to decide how its split up. also this is where you produce your MS weapons (or this could possible be a second manufacturing stat) you would still upgrade your slots but to actualy install weapons you have to have them first, any weapons "extra" are stockpiled until needed (plant level dictates how many you can store)
so you have a production capacity of say 1000, you set it to
30% offense 300 (offense and def have seperate fields for which weapons are created)
50% def 500
10% ms weapon 100
10% ms shields 100
you can store say 5x your production ammount (weapons are only stored if not assigned to a unit or MS) once storage is full production stops.
sabbable weapons are assigned weapons
Stored weapons are STEALABLE (converted to race specific)
also your production level restricts weapons from your production so you cant go building a top class weapon on day 1.
Weapons have a tendancy to fail as well (hey your new to the whole weapon building process) higher your levels the lower the chance. but every time you attack you have a chance for X% of your weapons to completely fail and be destroyed. higher tech also reduces the normal wear and tear on weapons during attacks.
im thinking now it should be a production stat and a Special Tech with say 4 levels?
level 1 grants acces to first 2 tiers of weapons no MS weapons and 20% fail rate no durability bonus
level 2 grants acces to 3rd+4th tier of weapons still no MS weapons 15% fail rate, 2 extra attacks worth of durability
level 3 grants acess to 5th and 6th tier of weapons MS weapons produceable but at 1/2 rate(so if you set it to make 100 MS weapons it can only realy make 50) 10% fail rate, 4 extra attacks
level 4 opens all weapons MS weapons created at max, and 5% fail rate, 6 extra attacks
(extra attacks meaning if you were to keep attacking without repairing it would take that many more for them to be completely destroyed)
thinking about it this is probably too complicated but might be interesting. my thoughts though on possible problems
1. i dont think failure rate should apply to defenders or at least not as much (prevent people from attacking with minimum weapons against someone with alot to cause damage)
2. weapons CANT be sold
3. failure rate also dependant on ammount of turns used 15 would get full ammount 1 would get almost no chance at failure no matter there tech level.
im sure there are plenty more flaws but eh here it is.
Arms Dealer Strike
All Weapons Producers have gone on strike so players must start producing there own weapons and build there own manufacturing plants instead of just buying the weapons.
def/attack weapons are created at a daily rate similar to UP and as with UP is upgradeable, you must set the ratio of def/att weapons created though, so if your production is at 100 a day, you have to decide how its split up. also this is where you produce your MS weapons (or this could possible be a second manufacturing stat) you would still upgrade your slots but to actualy install weapons you have to have them first, any weapons "extra" are stockpiled until needed (plant level dictates how many you can store)
so you have a production capacity of say 1000, you set it to
30% offense 300 (offense and def have seperate fields for which weapons are created)
50% def 500
10% ms weapon 100
10% ms shields 100
you can store say 5x your production ammount (weapons are only stored if not assigned to a unit or MS) once storage is full production stops.
sabbable weapons are assigned weapons
Stored weapons are STEALABLE (converted to race specific)
also your production level restricts weapons from your production so you cant go building a top class weapon on day 1.
Weapons have a tendancy to fail as well (hey your new to the whole weapon building process) higher your levels the lower the chance. but every time you attack you have a chance for X% of your weapons to completely fail and be destroyed. higher tech also reduces the normal wear and tear on weapons during attacks.
im thinking now it should be a production stat and a Special Tech with say 4 levels?
level 1 grants acces to first 2 tiers of weapons no MS weapons and 20% fail rate no durability bonus
level 2 grants acces to 3rd+4th tier of weapons still no MS weapons 15% fail rate, 2 extra attacks worth of durability
level 3 grants acess to 5th and 6th tier of weapons MS weapons produceable but at 1/2 rate(so if you set it to make 100 MS weapons it can only realy make 50) 10% fail rate, 4 extra attacks
level 4 opens all weapons MS weapons created at max, and 5% fail rate, 6 extra attacks
(extra attacks meaning if you were to keep attacking without repairing it would take that many more for them to be completely destroyed)
thinking about it this is probably too complicated but might be interesting. my thoughts though on possible problems
1. i dont think failure rate should apply to defenders or at least not as much (prevent people from attacking with minimum weapons against someone with alot to cause damage)
2. weapons CANT be sold
3. failure rate also dependant on ammount of turns used 15 would get full ammount 1 would get almost no chance at failure no matter there tech level.
im sure there are plenty more flaws but eh here it is.