Relations Part 3: Unique Technology Changes

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TacticalCommander
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Relations Part 3: Unique Technology Changes

Ascended CO and Non-Ascended Officer Relations
Part 1.
Officer to CO. This shows the enhancement bonus a non-ascended officer will provide to an ascended CO.
Part 2.
CO to officer. Will show the benefits that an ascended CO will provide to his/her officer.
Part 3.
Modification to non-ascended unique technology.


Unique Technology Change
Host Processing Facility
-Effects: Attack/Defense
-Method: Portion of enemy units ‘killed’ are converted into mercenary defenders or lifers.
-Portion: 50% of all attackers/defenders killed become slaves to defending the realm.
-Slaves: are converted to defending mercenaries for convenience
-Lifers: when over the maximum limit of mercenaries allowed, remaining slaves are converted to mining lifers.
-Option: When attacking, add units to attack mercenaries instead of defense mercenaries.

Unit Regeneration Subroutine
-Effect: Attack/Defense
-Method: Rebuilds % of units lost, who then effect naq/uu stolen, regenerates weapons
-Attack: after losses, % of units rebuild (when the battle has moved on) and essentially sneak in and steal smaller % of the resources available to be taken (even if the defending army had been bigger)
-Defense: after losses, % of units rebuild (when the battle has moved on) and essentially sneak back and temporarily hide a % of the resources available to be taken, reducing the amount of resources loss
-Weapon Regeneration: auto repairs a portion of the damage weapons received that attack
-Portion: 33% of units rebuild, steal 33%, hide 33%, weapon regeneration 33%
-Note: When an attacking army receives devastating damage from defender: the units still rebuild, but they do not steal resources.

Rapid Evacuation Technology
-Effect: Attack
-Method: Evacuates attacking units before any are killed.
-Method: Increases the damage that defending weapons take.
-Portion: 100% of units evacuated, 33% increase in weapon damage

Hologram
-Effect: Defense
-Method: Attacker spends some of the duration of a battle shooting the hologram before figuring out where the real damage is coming from, reducing the amount of damage available to hit the defender.
-Portion: 30% reduction in attack power.
--Attacker: hits with 100bil, hits Hologram = only 70billion strike hits defender.
-Equation: Defender Naq/UU loss = Attacks’ duration/3
--Attacker: attacks with 15 turns, would then take weapon damage; unit losses associated with a 15 turn attack,
---but only steal an amount associated with a 5 turn attack, assuming the attack was larger than the defense.
--Defender: would only lose naq or uu associated with a 5 turn attack.
-Note: This removes the auto-win aspect associated with the current hologram.

Ascended Blessing
-No proposed change from current format.

NOTE: All values are for maxed tech level.

NOTE: This is for discussion of Part 3 only.
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I am not being aggressive, I am being dominant.
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Sarevok
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Re: Relations Part 3: Unique Technology Changes

TacticalCommander wrote:Unique Technology Change
Host Processing Facility
-Effects: Attack/Defense
-Method: Portion of enemy units ‘killed’ are converted into mercenary defenders or lifers.
-Portion: 50% of all attackers/defenders killed become slaves to defending the realm.
-Slaves: are converted to attacking mercenaries for convenience
-Lifers: when over the maximum limit of mercenaries allowed, remaining slaves are converted to mining lifers.
-Option: When attacking, add units to attack mercenaries instead of defense mercenaries.
Think this should be changed to the bold text. Otherwise, someone massing them would just get to kill even more mercs during the massing, seems counter-productive. Or put the mercs into the opposite depending on if attacking or defending (defending they go to attack mercs, attacking they go to defence mercs)

Rest seem fine, but would need to be tested live or on the beta server IMO
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
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