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Ignorable Suggestion

Posted: Sun Oct 03, 2010 1:52 am
by Ethereal Tassadar
One interesting addition would be an upgrade in the technology tab.
More specifically, a line of upgrades.
This upgrade would decide, which material weapons, structures, defense systems, armors, etc., would be made of.

I would give an example :
Metal Research :
1. Steel
2. Trinium
3. Naquadriah
4. Maclarium
5. Neutronium

Durability would improve for weapons, units (Hit points.. or such), and fleets.

Another set of upgrades could be Spaceship weapons & shield systems.
Spaceship Weapons :
1. Missle-based weapon systems
2. Goa'Uld energy bolts
3. Asgard Beam weapons
4. Wraith spikes (That energy bolts, that look like spikes.)
5. Ori Beam weapons
6. Alteran drones

Spaceship shields :
1. Reinforced Hull
2. Goa'Uld shields
3. Asgard Shields
4. Wraith shields
5. Ori Shields (Extracted it's ability to absorb energy from attack weapons to power itself and weapons)
6. Alteran Shields

There could be a new form of unit trainable for all races..
One not many thought of as needed. They could become too powerful.. that's why I would suggest a limit of owning those units. Explanation : Limited hangar space.

Humans : Daedalus-Class Ships
Goa'Uld : Al'Kesh (Or whatever ship they have most powerful except the ha'tak and anubis flagship.)
Replicator : Replicator Cruiser.. (The spaceship type in which the replicator Carter was killed)
Asgard : O'Neill OR Beliskner-type ships

Those ships would be capped to a limit of around 5 or 6, as they are too powerful to be owned on a large scale..
The number one can own of such ships could be determined by some stat.. perhaps military experience? Planets owned? Those don't give any other bonuses, except planets owned, as they add to different statistics.
At any rate, this would be to add an option, whether to use Mothership in all battles or not.
In the original stargate movies, you have to think, one didn't always send the most powerful ships in battle.

Off Topic:
While some of these could seem crazy, they are plausible.

Re: Ignorable Suggestion

Posted: Sun Oct 03, 2010 9:11 am
by Byrnes
I like it :)

But if they were too expensive it would only give money builders another advantage so maybe its not such a good idea

Re: Ignorable Suggestion

Posted: Sun Oct 03, 2010 9:41 am
by Ethereal Tassadar
Prices would of course be rising, but researching steel and trinium shouldn't cost that much, as they are easy to find, and to mold.
Neutronium however, would be a bit more expensive.

Re: Ignorable Suggestion

Posted: Sun Oct 03, 2010 10:45 am
by GOLDEN WING
pretty confusing maby admin should give it atleast a few months of testing on beta before it goes any further :neutral:

Re: Ignorable Suggestion

Posted: Sun Oct 03, 2010 11:47 pm
by MEZZANINE
Brings back memories of extra MS missions which could include searching for new materials/techs. Say you would have to find them before you can develop them.

Would also be good if developing new materials/techs took time and well as naq, time measured in 100s or even 1000s of hours, and only being able to develop one at a time. That would stop $$$ players and the biggest accounts simply buying the upgrades the moment they were released.

Re: Ignorable Suggestion

Posted: Mon Oct 04, 2010 12:20 am
by stuff of legends
hmm would certainly, and finally put some variance on this game :-k

Maybe have a few harmless techs, and you can only utilize x amount, and if you wanted more you had to dump one and then set out your searchy thing or ms to find another....
Would have to be carefully thought out, so they cant be abused.
For instance tech to gain 1 extra personal turn per turn (un-tradeable)

Possibly the ability to steal or destroy others techs as well?

Re: Ignorable Suggestion

Posted: Mon Oct 04, 2010 3:24 am
by Ethereal Tassadar
Stealing would definitely add another twist in the game, and a better function for spies.
Presume it would be implemented, spies would be able to steal :
Weapons
Technology Schematic
Engineering Schematics
Simple Spaceships (if spaceships would be implemented at all. The ships would be in hangar at most of time except defense/attack times, so the spies would infiltrate them and bring them to base.. Or maybe one at a time.)

Also, if spies were to be given more power, they could also :
Steal weapons, and use them on their way out. Harder to be killed.
Steal spaceships, and use them on their way out. Harder to be killed.
Steal misc. schematics, find certain weak points, and plant explosives.
This would downgrade certain things.. I would say, defense technology.

Also, if stealing would become a valid action, stealing schematics would make the army of the one who now owns the schematics more effective against the enemy, adding some % to their attack.

In addition, another spying function could be added, that to permanently infiltrate an enemy base, being integrated as an untrained unit, and radio-ing information of all actions done by a player.
This would add great power to those who have great covert capabilities, but to be fair, I would say, the spies sent in such missions would not be influenced by the covert upgrades from the planet of origin. Instead, they would have a 30yes(caught)-70no(not caught) chance to be caught every 48 turns (1 day).

It would seem that I was wrong.. people do actually sometimes agree with certain upgrades. I feel honored to be the author of such upgrading suggestions. A greater honor would only be achieved by me, if the upgrades would be implemented in the game, or at least in the test server, for a while.