With these recent new race bonuses, people have been complaining that the Tauri/Asgard have been gipped, which is probably true. What is needed is something that makes playing the race completly different from other races, and not just making things cheaper.
My idea is to give each race a unique ability in the game, and here are the ideas I came up with (it incorporates other people's ideas too)
Tauri:
Top Choice: Need an idea that is equal in power to the others below. Should be an offensive power
Goa'uld:
Top Choice: Give the goa'uld have a second attack choice, called "Enslavement", so you attack someone else, and capture a percentage of the troops you destroy, and they become new untrained jaffa for the goa'uld attacker, but this won't steal any naquidah. So you can get more troops, increase your naquida per turn, but shouldn't be overwhelmingly powerful...
Negative Effect: ...only real negative thing is that you don't get naquida...
Replicators:
Top Choice: These guys could have the ability to destroy other infiltration units as another spying option (in addition to sabotage and spy).
Negative effect: You will also loose more spies than you normally would
Asguard:
Top Choice: A setting that once turned on, it will reduce the number of attack turns any attacker uses against you, and therefor reduce damage towards you and the amount of naquida stolen. Also reduces the damage sabotage will inflict (since fewer infiltrators could sneak onto base, so less units=less damage).
Negative Effect: Costs naquidah income to use (like the alert level i guess)
I tried to give the races a good ability while trying not to make it too powerful.
Any ideas anyone posts below may be added to this original post, just to make this suggestion easier to read, instead of going through mulitple posts. Still post ideas and comments though...
New Race Abilities (one for each race)
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I Replicate
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New Race Abilities (one for each race)
Last edited by I Replicate on Fri Apr 01, 2005 9:19 am, edited 8 times in total.

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Jean Gregoire Gabriel
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I like the ideas. All bonuses proposed seem fair. I offer this suggestion as an Asguard bonus:
Another option on the command centre screen to sacrifice a percentage of attack turns (25% seems logical) for increased income. There would be a limit as to how often you can change the setting (every two hours maybe) seeing as at 25% it could be worked out that every 4th turn you don't get an attack turn and to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn.
I don't know how to put this more clearly but I could ramble on more if anyone wants me to.
J.G.G.
an idea
Another option on the command centre screen to sacrifice a percentage of attack turns (25% seems logical) for increased income. There would be a limit as to how often you can change the setting (every two hours maybe) seeing as at 25% it could be worked out that every 4th turn you don't get an attack turn and to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn.
I don't know how to put this more clearly but I could ramble on more if anyone wants me to.
J.G.G.
an idea
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I think it'sa decent idea only the goauld attack shuld be called enslavement and it wuld foucs on taking trops alive to absord into your army and not take any naq the modifer should be kept in place so that all the top 50 players don't enslaveeveryone elses That would be soooo cool but it might tip the balance way to far 
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Jean Gregoire Gabriel
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Then there wouldn't be any real benefit to being Tauri or Asguard. If other races could build the extra powerful Tauri attack weapons and the Asguards defence weapons then everyone should just choose Goa'uld, take the other races' benefits and keep the income bonus. The Goa'uld and Replicators have nothing to lose from your proposed move.
Also how could you steal plans? If this lends more power to covert ability...
J.G.G.
Also how could you steal plans? If this lends more power to covert ability...
J.G.G.
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I Replicate
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Amon Ra wrote:I think it'sa decent idea only the goauld attack shuld be called enslavement and it wuld foucs on taking trops alive to absord into your army and not take any naq the modifer should be kept in place so that all the top 50 players don't enslaveeveryone elses That would be soooo cool but it might tip the balance way to far
That is a good idea... better than the one I came up with. You are right though, it is a little powerful...
How about, like you said, the goa'uld have a second attack choice, called "Enslavement", so you attack someone else, and capture the troops you destroy, and they become new untrained jaffa for the goa'uld attacker, but this won't steal any naquidah. This should be fine if you include a percentage of the troops killed would become enslaved and switch sides so if you massacre the opponent, you dont get a hundred new soldiers or something... so you can get more troops, increase your naquida per turn, but shouldn't be overwhelmingly powerful...
Though it would be weird capturing a replicator spider and it becoming a jaffa, but whatever
Lord Ba'al wrote:another idea i just had would be to steal technology from others races, maybe you could steal the plans to X-302 or somthing and then the goa'uld could build them
I think JGG is right, the Tauri and Asgard would loose an important bonus, and that may not be too fair...
Jean Gregoire Gabriel wrote:Another option on the command centre screen to sacrifice a percentage of attack turns (25% seems logical) for increased income. There would be a limit as to how often you can change the setting (every two hours maybe) seeing as at 25% it could be worked out that every 4th turn you don't get an attack turn and to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn.
That could work... not sure though, I understand most of it, but could you explain the part that says: "to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn."
Do you mean something like preventing people from attacking you?...
if so, that could work... it would help with their defensive abilities... and maybe it should protect them from infiltration too...

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I Replicate wrote:
That is a good idea... better than the one I came up with. You are right though, it is a little powerful...
How about, like you said, the goa'uld have a second attack choice, called "Enslavement", so you attack someone else, and capture the troops you destroy, and they become new untrained jaffa for the goa'uld attacker, but this won't steal any naquidah. This should be fine if you include a percentage of the troops killed would become enslaved and switch sides so if you massacre the opponent, you dont get a hundred new soldiers or something... so you can get more troops, increase your naquida per turn, but shouldn't be overwhelmingly powerful...
Though it would be weird capturing a replicator spider and it becoming a jaffa, but whatever![]()
as for it being werid not really all unit no matter what race uless gauld will be coverted to jaffa , and than yu it's just that i always wanted t enslave something
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Jean Gregoire Gabriel
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I Replicate wrote:Jean Gregoire Gabriel wrote:Another option on the command centre screen to sacrifice a percentage of attack turns (25% seems logical) for increased income. There would be a limit as to how often you can change the setting (every two hours maybe) seeing as at 25% it could be worked out that every 4th turn you don't get an attack turn and to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn.
That could work... not sure though, I understand most of it, but could you explain the part that says: "to prevent people grabbing the income increase for 3 turns and then switching it off to get the 4th attack turn."
If the attack turns were cut by 25%, the method of the cut could be by only giving attack turns 3 out of 4 times - ie. 3 turns will pass and you will receive your attack turns with each turn but on the 4th turn you do not receive the attack turn (the 25% cut) and this would cycle. However this could be abused if someone opted for the income bonus for 3 turns and then not for the 4th turn (so although there wouldn't be the income increase for the 4th turn there wouldn't be the attack turn loss and the previous 3 turns would have had the income boost).
However if the attack turns could be given as fractions (3/4 per turn) this would not be a problem and the option could be altered at any time.
J.G.G.
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I Replicate
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I get what your saying now... it could be interesting, but I'm not sure if it would be as good as other abilities... more money is really for the goa'uld and not asgard...
But maybe, we can take your idea of reduced attack turns, since asgard are more defensive anyway...
How about the asgard have an option that they can select that will increase their defense dramatically, but reduces the attack turns they get by half or something like that, and maybe reduce income by 10%... this would be a selection like the Alert Level, and maybe it would increase the effectiveness of the alert level too...
Just an idea to work on... dont want it to make them invincible to attack, but it should help to defend, and should make it less likely to be massively sabotaged then attacked...
EDIT: I also edited the original post and included other ideas
But maybe, we can take your idea of reduced attack turns, since asgard are more defensive anyway...
How about the asgard have an option that they can select that will increase their defense dramatically, but reduces the attack turns they get by half or something like that, and maybe reduce income by 10%... this would be a selection like the Alert Level, and maybe it would increase the effectiveness of the alert level too...
Just an idea to work on... dont want it to make them invincible to attack, but it should help to defend, and should make it less likely to be massively sabotaged then attacked...
EDIT: I also edited the original post and included other ideas

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I don't know, your idea seems to **Filtered** the Tauri again!
Your proposal says that the Tauri have an attack which kills more troops or does more damage - but gets no naquadah! This would mean that, unless the tauri was to attack for a second time to steal the naquadah, the defender could use their untouched naq to repair their weapons. So it is only a relative gain for the Tauri player and, unless he wishes to expend yet more attack points (therefore limiting further attacks) on a follow up attack to steal naq, a relatively short relative gain.
Yet your Goa'uld choices say that troops can be captured - adding to the attackers strength (and increasing naq production) - or up to all the defenders naquadah can be stolen - which can then be used to buy more weapons, train more troops - adding to the attackers strength. So both of your Goa'uld options are actual, as opposed to relative, gains, both resulting in an overall increase in naquadah, which can be used to increase the actual strength of that player.
Where exactly is the upside for the Tauri in this?
Am I the only one who thinks that if this proposal were to go ahead, the Tauri short straw would be cut even further.
Your proposal says that the Tauri have an attack which kills more troops or does more damage - but gets no naquadah! This would mean that, unless the tauri was to attack for a second time to steal the naquadah, the defender could use their untouched naq to repair their weapons. So it is only a relative gain for the Tauri player and, unless he wishes to expend yet more attack points (therefore limiting further attacks) on a follow up attack to steal naq, a relatively short relative gain.
Yet your Goa'uld choices say that troops can be captured - adding to the attackers strength (and increasing naq production) - or up to all the defenders naquadah can be stolen - which can then be used to buy more weapons, train more troops - adding to the attackers strength. So both of your Goa'uld options are actual, as opposed to relative, gains, both resulting in an overall increase in naquadah, which can be used to increase the actual strength of that player.
Where exactly is the upside for the Tauri in this?
Am I the only one who thinks that if this proposal were to go ahead, the Tauri short straw would be cut even further.
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.
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k i have a idea for the tuari that might be a good idea we all know the humans have iris (Like who doesnt know this...)
let say a non human is attcking with 15 turns at a human with a iris, the iris closes lets say this iris has a small chance of knocking some attcking turns
it might block 3-5 turns so the attck has is only attcking with 10-12 attck tunrs and the attcker loses these turns.
let say a non human is attcking with 15 turns at a human with a iris, the iris closes lets say this iris has a small chance of knocking some attcking turns
it might block 3-5 turns so the attck has is only attcking with 10-12 attck tunrs and the attcker loses these turns.
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SGC_Replicators wrote:k i have a idea for the tuari that might be a good idea we all know the humans have iris (Like who doesnt know this...)
let say a non human is attcking with 15 turns at a human with a iris, the iris closes lets say this iris has a small chance of knocking some attcking turns
it might block 3-5 turns so the attck has is only attcking with 10-12 attck tunrs and the attcker loses these turns.
I like the idea - I'm assuming you have it as a one off weapon? - i.e. you don't have to buy more than one? if so, it would need to be very expensive, and the other races would have to have some other kind of one-off weapon.
Unless that isn't the idea??
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.

