New weapons/new weapon techs

Suggestions for changes, additions, or removals from Stargatewars: Origins
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adminGary
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Re: New weapons/new weapon techs

Dmonix wrote:The first tier lasts longer but isn't as strong.
The second tier hits harder but doesn't last as long.


I like this idea, however it isn't as simple to add and would require a large change to the current setup of origins

I also like the idea of temporary boosts, like ppt but effecting other stats. Activating such could increase the effectiveness of weapons/sabotage/defence for 1-6 hours by up to 15%.
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Re: New weapons/new weapon techs

adminGary wrote:I also like the idea of temporary boosts, like ppt but effecting other stats. Activating such could increase the effectiveness of weapons/sabotage/defence for 1-6 hours by up to 15%.
This isn't a bad idea, especially if you made it like Market Turns on main, where you can only use it 3x/week.

Though I'm not sure about it on the flip side. As it would probably cause people to go massing everyone they can if they got the 15% attack boost.
viewtopic.php?f=13&t=162732
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12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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adminGary
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Re: New weapons/new weapon techs

The bonuses would be tuned, enough that they are worth while and yet limited so as to not create such a large difference and cause balancing/overpowered issues.
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Re: New weapons/new weapon techs

Goodo.

IMO, the more we can steer away from bonuses and towards alterations within account the better.

For example, rather then like main, where there's tech levels and ascending to give stat bonuses, instead give the ability to reduce from one stat, and add to another. Like tech levels similar in cost to covert levels, and each level allows you to re-arrange 1% stat from 1 ability to another (eg, sacrifice covert for stronger attack [+1% atk -1% covert])
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
Ban Admin
<+CABAL> so adminHere, ever thought about playing SGW? :b
<~adminHere> cabal - i do :)
<+CABAL> :o
<+Sarevok> Cabal, look up Jtest ;)
<~adminHere> no -not jtest
<~adminHere> another :) i am a multi ;)
<+Sarevok> :O
* +CABAL screens
<+CABAL> :b
* +Sarevok Ban's Admin
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Re: New weapons/new weapon techs

i think we are getting away from the spirit of origins which was to keep it basic. i have no problem with adding an MS and giving it a few unique techs and surprises such as being destroyable, but when we start adding new weps and new mods such as those proposed here, well,. Origins will end up like main where everyone wanted this and that and then the moaners started so we had mods for the mods and so on and so forth till main looks nothing like main used to look and play but now some bastardised version of what used to be a really cool game to play.

now, i'm not saying we should just have destroyable MS and thats it, i just dont want Origins going down the same road as main.

well, that's how i feel about all these proposals.
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Re: New weapons/new weapon techs

Any news about adding the "next weapons" tech research?
I'm talking about the second best wepons with power range around 640 (not the 2560-2700 ones, those being the best unascended weapons).
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Re: New weapons/new weapon techs

Origins is not limited to those few weapons. :P
It could have 14. ;)
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