Market options suggestions

Locked
User avatar
HippyFool
Forum Elder
Posts: 2049
Joined: Wed May 24, 2006 6:13 am

Market options suggestions

I am discussing the improvement of the market options with admin.

As most of you know most of the options are useless. In the weekly options everyone gets UU or turns and everything else is useless. In daily, everyone gets turns or nothing.

So post all your suggestions here and I will take them to admin! Thanks :D

Some quick suggestions I can think of now:

- 24 hours of double income or stats.

- 5% extra naq gained per farm for 1 hour

Really we just need some options that make people think rather than it being "get UU every week".
Image
Image
Image

MSN = paddy_pan@hotmail.com

Naq sold to date: 6168tril

Trade Feedback- http://herebegames.com/StarGateWarsNew/ ... 8&t=105680 :)
arby
Forum Newbie
Posts: 27
Joined: Fri Feb 24, 2012 1:01 pm
ID: 0
Alternate name(s): arbinator

Re: Market options suggestions

i personally have started to go for the 20% bank size bonus,
options:
0 losses for 1hour
+5%total to your weapons count for each type
% ammount of installs to ms capacities applied in similar manor to current units vertion
% decrease i cost of next covert/anit lvl applied over the wave only, not a know on to the next waves
+10% to raw unit production
instead of% to all techs an option for a larger focused option to and specific tech
gain an officer option, could code it to give a random inactive for a small up boost
a bomb, enter player id and when they attk you next it kills 50% of attaking force and weapons, only gain 1 per week option

just a few ideas from the mind of a mad man :smt043
prior - Prophet - Messiah - Incarnate - LG - LG1 - LG2 - LG3 - LG4 - AG - EAG - AGL
- IAG
- TAG - PTAG -LTAG - QTAG - KTAG - GAG - TOE - TUS - TUN - TUK[
malbrega
Forum Grunt
Posts: 72
Joined: Sat May 19, 2012 8:58 am
ID: 0

Re: Market options suggestions

My ideas:

10% increase to all your techs
50% increase to one of your techs
50% increase to your number of weapons (choice def or attack)
25% increase to your population
24 hours instant naq (with 5 min ppt)
50% boost to attack and defence for 24 hours
50% boost to covert for 24 hours

theres some of my Ideas.
User avatar
SÅTÅN 666
Forum Addict
Posts: 2905
Joined: Sun Jan 28, 2007 9:25 pm
Race: System Lord
Alternate name(s): Ancient God Anubis

Re: Market options suggestions

malbrega wrote:My ideas:

10% increase to all your techs
50% increase to one of your techs
50% increase to your number of weapons (choice def or attack)
25% increase to your population
24 hours instant naq (with 5 min ppt)
50% boost to attack and defence for 24 hours
50% boost to covert for 24 hours

theres some of my Ideas.

Lol. Thats ridiculous at that %. Although your ideas are good benefits are too high.
10% Tech Increase
20% One Tech Increase
10% Weapons
15% Def/Att weapons
300% UP for 24 hours
300% Income for 24 hours
Image
Image
User avatar
HippyFool
Forum Elder
Posts: 2049
Joined: Wed May 24, 2006 6:13 am

Re: Market options suggestions

SÅTÅN 666 wrote:
malbrega wrote:My ideas:

10% increase to all your techs
50% increase to one of your techs
50% increase to your number of weapons (choice def or attack)
25% increase to your population
24 hours instant naq (with 5 min ppt)
50% boost to attack and defence for 24 hours
50% boost to covert for 24 hours

theres some of my Ideas.

Lol. Thats ridiculous at that %. Although your ideas are good benefits are too high.
10% Tech Increase
20% One Tech Increase
10% Weapons
15% Def/Att weapons
300% UP for 24 hours
300% Income for 24 hours


Not necessarily ridiculous. The idea behind getting the market changed is so that there are multiple options that are enticing each week.

Yes malbrega's numbers are high, and yes some would probably have to be changed before being implemented (as some balancing calcs would need to be run), but you have to remember that EVERYONE would have all of these options, so just because they were big gains, everyone could get them and there would be new strategy in choosing what you pick from the market each week.

Hopefuly this thread gets some more activity from other players eventually....
Image
Image
Image

MSN = paddy_pan@hotmail.com

Naq sold to date: 6168tril

Trade Feedback- http://herebegames.com/StarGateWarsNew/ ... 8&t=105680 :)
malbrega
Forum Grunt
Posts: 72
Joined: Sat May 19, 2012 8:58 am
ID: 0

Re: Market options suggestions

yes my figures where quite high but think how much you farm for 960 attack turns, if it is not comparable then theres just no option in game play from the benifits, i think at the momment its like 200000 uu for instance instant, how many units can you get from 960 at turns.

sorry if it dosnt make to much sense ... cooking dinner and i dont want to burrrrrnnn it :P
User avatar
devildog
Fledgling Forumer
Posts: 140
Joined: Thu Oct 13, 2005 11:40 am
Race: USMC
ID: 82504101
Location: Oregon

Re: Market options suggestions

Hears a few idea's for you guys to build on or squash like a bug.....

*Multiple Motherships.... build a fleet.
EXAMPLE: Use weekly bonus + naq to purchase 2nd, 3rd or maybe even a 4th M-ship. Daily Market turn used to upgrade/outfit the fleet. Each additional M-ship would need a market turn to outfit or repair...each time.

*Train Super Mercs in the market, simular to super soldiers but a market turn needs to be used to train your mercs that you currently own. Cost of training to be determined.
EXAMPLE: You have 500 mercs. You could use a market turn + naq to train all 500 or less if desired.

*Randomness, % of all untrained in the Q-realm get trained into miners.
You use this turn and a % of all players untrained become miners.


*Attack and defense multipliers. Multiply your attack or defense by some unknown/know/random factor
Attack could be multiplied for the more aggressive massers, defense for the turtles or defensive minded player.

*Naquada and raiding multipliers, similar to attack and defense except you get extra naq or untrained when you raid or farm.
EXAMPLE: You attack a player who has 34billion naq. multipier is 2.... you get 68billion naq for your effort.

*PPT BANK AND HOURS, Use your turns to purchase PPT hours.. say 4 hours per turn that goes into a PPT bank.
You can use PPT hours to go on PPT for various lengths. Probably need to be put into some kind of increment and have a minimum, as well as observe end of era PPT rules.
EXAMPLE: You have invested 10 market turns on PPT HOURS = 40 hours of PPT. You use 1 market turn to go onto PPT for how ever many hours you decide up to 40.

*FILL YOUR BANK, fills your bank with naquada.

*TURN COUNTER(Save Turns)MARKET CREDITS
Instead of daily market turns, call them credits and different options cast different amounts of credits.
Lets the credits build like attack turns... or covert capacity, but they build daily.

declare war on everyone

Rubber and Glue Technology.... dissipates over a 25 hour period.
Like polarized shields but they expire or dissipate over time.

There ya go people.... build'em up or tear them down!!
-=DD=-
Image
Locked

Return to “General”