Naq stolen percents

Suggestions for changes, additions, or removals from Stargatewars: Origins
Post Reply

Base Coefficient of Naq Stolen

Poll ended at Tue Apr 21, 2009 4:26 pm

75% (current)
2
9%
80%
0
No votes
85%
2
9%
90%
3
14%
95%
4
18%
100%
11
50%
 
Total votes: 22
User avatar
adminGary
Origins Server Administrator
Posts: 568
Joined: Tue Dec 23, 2008 4:39 pm
ID: 0

Naq stolen percents

Some good points have been brought up here viewtopic.php?f=176&t=141307

This vote is to decide how much naq can be stolen with 0/50 attack fatigue and 0/50 defence rates.
Lore
Fountain of Wisdom
Posts: 10730
Joined: Mon Jul 31, 2006 6:30 am
Alliance: The Dark Dominium Empire
Race: System Lord / AJNA
ID: 1928117
Location: On the dark side of the moon

Honours and Awards

Re: Naq stolen percents

adminGary wrote:Some good points have been brought up here viewtopic.php?f=176&t=141307

This vote is to decide how much naq can be stolen with 0/50 attack fatigue and 0/50 defence rates.



So your asking about a full strike hitting a full def correct?

I'd like to know what "relations" settings do to that % before I answered but as it stands now I'm going to say 90%+ based on the fact almost all Def will be full, and almost all strikes will be weakened.

Defenses only get hit once, 1 turn of naq farming weakens your strike and if you use your 45 turns per turn your always going to have a weakened strike.

If you repeatedly hit a def, your not after naq :wink:
Image
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.
User avatar
adminGary
Origins Server Administrator
Posts: 568
Joined: Tue Dec 23, 2008 4:39 pm
ID: 0

Re: Naq stolen percents

Currently only defence rate affects the amount of naq stolen. A 50/50 defence rate reduces the naq stolen by a maximum of 12.5%
User avatar
GeneralChaos
Forum Addict
Posts: 3421
Joined: Wed Aug 16, 2006 3:56 pm
Alliance: Omega
ID: 59627

Re: Naq stolen percents

I really dont see an issue with the current setup,

The more of these updates i see or see being spoken about, makes me think this game is being carved into Main 2.0

Next we will see people asking for planets and MS, and PPT from ingame market for resources.

I suggest you should leave it how it is, that way if someone gets hit they may still have some naq left to repair, cause if you change it, a group of people could sit on an account stopping that person completely, as it stands its not productive to sit on someones account.
Deep within Noob Cave, you find a strange pool filled with a glowing blue liquid. You think back to what your mother told you about unfamiliar liquids found in caves.

You're pretty sure she said "Drink it! What's the worst that can happen?"
arkangel13
Forum Expert
Posts: 1484
Joined: Sat Nov 24, 2007 11:57 am
Alliance: RR
ID: 0
Location: CHITOWN

Re: Naq stolen percents

I voted 100%.

Reasoning is at 0/50 def the guy isnt being massed then when he get hits 5 times they will be at 50/50 which will then decrease it by 12.5 %

so person being massed still could essentialy have naq left to repair
Image
ImageImage
User avatar
Dmonix
Count Duckula
Posts: 3100
Joined: Thu Sep 04, 2008 12:33 pm
Alliance: MaYHeM
Race: Scouse
ID: 21000
Location: South Africa

Re: Naq stolen percents

90%

I would say 85% but 90% seems more logical, but set to 95% base for attacker and have the defender able to "hide" 5% of the naq out in the open, like a bonus realm stronghold
Image

Image
Spoiler
Image
Kikaz wrote:Thanks to:
MaYHeM - You guys were the closest thing I've found to family in this game, thanks for giving me a chance and eventually being crazy enough to vote me onto your high council and eventually let me lead you for several months. I had a blast with you guys.
Post Reply

Return to “Development and Suggestions”