Weapons

Suggestions for changes, additions, or removals from Stargatewars: Origins
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adminGary
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Weapons

After much thought, we have decided that a few weapons and defensive weapons should be removed from the game.

For the time being we are limiting each of the four races to 3 weapons, in addition to this the 3 weapons will undergo a rethinking. (Ie tauri's revolver will be a pistol biased on the fact that revolvers are not used in any of the SG-1 episodes).

If you have any suggestions or ideas for the new weapons please make a post below.

If you wish that the weapons stay the same for any reason please let me know.
Midnight
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Re: Weapons

What weapons are looking at being removed?

Also if currently purchased, will the equivalent in value be moved to other weapons?

Not that I am fussed, but garuanteed someone will complain about it...
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adminGary
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Re: Weapons

Probably just the 4th, 5th and 6th weapon in each race.

The weapons will remain for the players who have purchased them.

But will no longer be avalible for purchase.
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Juliette
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Re: Weapons

So the total potential power of defence will be quite a few factors lower as before? :)
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Midnight
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Re: Weapons

Perhaps now that the cost of weapons has been dramatically reduced, we may need to reduce the cost of training of troops.

After all, on an individual basis the weapons usually costs more than the training of the soldier who mans it.
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Re: Weapons

adminGary wrote:Probably just the 4th, 5th and 6th weapon in each race.

The weapons will remain for the players who have purchased them.

But will no longer be avalible for purchase.


That will mean that the top couple of players will be effectively untouchable :? better to remove those weapons and give those players that had them their naq back to respend
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Juliette
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Re: Weapons

Apogryph wrote:
adminGary wrote:Probably just the 4th, 5th and 6th weapon in each race.

The weapons will remain for the players who have purchased them.

But will no longer be avalible for purchase.


That will mean that the top couple of players will be effectively untouchable :? better to remove those weapons and give those players that had them their naq back to respend

I think you have a point. :)
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Lore
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Re: Weapons

Apogryph wrote:
adminGary wrote:Probably just the 4th, 5th and 6th weapon in each race.

The weapons will remain for the players who have purchased them.

But will no longer be avalible for purchase.


That will mean that the top couple of players will be effectively untouchable :? better to remove those weapons and give those players that had them their naq back to respend

I fully agree, the ones who caught the farm fest will only be subject to others who did and were able to get high attack weapons. This will skew the game dramaticly.
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schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
Minato Namikaze
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Re: Weapons

I going to reset though so
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damien snpr wrote:Go mass something... might help.
damien snpr wrote:Mind=blown
Lore
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Re: Weapons

Lore wrote:
Apogryph wrote:
adminGary wrote:Probably just the 4th, 5th and 6th weapon in each race.

The weapons will remain for the players who have purchased them.

But will no longer be avalible for purchase.


That will mean that the top couple of players will be effectively untouchable :? better to remove those weapons and give those players that had them their naq back to respend

I fully agree, the ones who caught the farm fest will only be subject to others who did and were able to get high attack weapons. This will skew the game dramaticly.



prime example

05:40 ***** 412,090 Naquadah stolen 15 0 0 67,564 576,121 details

with these low defensive weapons I will never be able to build a def to stop a strike like that. At 40 def power, it will take 14K+ def weapons to stop that strike, and i only have 4200 men
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schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
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Juliette
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Re: Weapons

True. :) It is going to reset.
Heck, AG could reset right now to test the growth pattern with the modified weaponry.. :-) Would be a good thing.
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Arcturus
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Re: Weapons

Reset might be better in the long run for testing, but then again if there are a few more immediate changes then maybe just somehow eliminating those weapons would be a better idea.
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Cole
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Re: Weapons

So...will it be weak weapons that will remain?
Erm..that's not cool at all.. :?
And if there are problems for names, I will post again what I posted in naming section, the names of Quantum weapons for Goaulds are quite good (justs costs/powers are bit too large for this game)

[spoiler]Hand Device Weapon 50 20,000 Naquadah
Zat 100 36,000 Naquadah
Staff Weapon 200 64,000 Naquadah
Staff Cannon 400 102,000 Naquadah
Death Glider 1,600 328,000 Naquadah
Ash'rak Hara'kesh 6,400 1,048,000 Naquadah
Al'kesh 26,000 4,200,000 Naquadah
Kull Warrior Division 300,000 78,000,000 Naquadah
Defense Weapons Strength Price Buy
Handheld Shield Device 100 36,000 Naquadah
Externally Powered Force Shield 200 64,000 Naquadah
MindControlled Slave Contingent 400 102,000 Naquadah
Personal Teleporter 1,600 328,000 Naquadah
Sarcophagus 6,400 1,048,000 Naquadah
Invisibility Technology 25,000 4,000,000 Naquadah
Networked-Gate Energy Pulse 290,000 72,000,000 Naquadah[/spoiler]
Last edited by Cole on Sat Jan 24, 2009 8:13 am, edited 1 time in total.
Arcturus
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Re: Weapons

Well if everyone had weak weapons, then it would not be a problem.
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Cole
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Re: Weapons

Arcturus wrote:Well if everyone had weak weapons, then it would not be a problem.

It would not, but it will (be one)! ;)
I don't think that after a month or two we'll be much appreciating the fact to buy 1000s of weapons to have barely acceptable stats.

See above for names suggestions, coming straight from Quantum ;)

I have an idea, being better...let's say 5 weapons of the above mentionned from Quantum for each stat, 2 smallest ones are usual weapons, you only use naq to get them, and aren't too hard to afford (let's say the equivalents of 16.4k and 52k naq weapons). Then third one needs certain amount of troops to buy it (for example the technician working on weapon to make it work), seperated from troops to use it (drivers/pilots/soldiers etc), and same goes for 4th and 5th, but as power increases, the amount of troops needed increases significally as well as the price (they are stronger so they need more technicians/scientists to make them work). That way, if you have 10 level 5 weapons, if you get massed, you would loose as much uu as if you had (example) 125 level 3 weapons (given cost of weapons by naq&uu; equivalent naq<->uu). Just that they would be harder to destroy, but the losses would be the same, if not more (can be discussed).

Difficult indeed, but at least, this would bring a thing missing for a long time...realism! (heck, strong weapons don't fall from sky without people needed to create/build them/make them work!)
Yes, it is difficult, but if we want a bit of realism to be closer from SG1, it won't be by deleting large weapons that we will do well there!

With this idea, there's big losses even for strongest weapons, they are harder to destroy, but in the end, the losses will be there anyway! :)

Example with strike weapons of Goaulds, based from Quantum and changed costs:
[spoiler]Zat 100 25,000 Naquadah
Staff Weapon 200 54,000 Naquadah
Death Glider 2,100 524,000 Naquadah +50 troops
Al'kesh 5,000 4,200,000 Naquadah + 200 troops
Kull Warrior Division 7,000 12,600,000 Naquadah + 500 troops[/spoiler]
Costs/powers and troops being just an example to show what I mean. Didn't have time yet to think of accurateness of power-cost-trooops.

That way, and only this way, when we'll play, we'll feel we *really* play a stargate based game, even if it has no graphics. 8)
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