New Race Abilities (one for each race)

Saturnine
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I Replicate wrote:
lord saturnine wrote:I would also like to comment that the Goa'uld need just a little more edge!
I know a lot of its been said already and before, but as a goa'uld I could say that we are the most weakest, un-advantaged race of them all!
Only our great brains make us powerful!
So If you wanna talk about extra bonuses, lets talk about the Goa'uld first and foremost!!!!!


conversion, enslavenment, call it what you want, it does the same thing...

If the goauld get another power, that would be a nice one for them.

Only problem I have about what you said is the fact that the goauld are NOT the most unadvantaged race. The tauri have fair claim to that, and next the asgard. The goauld and replis have no disadvantages, just advantages, and those other two, their advantage come at a disadvantage.
Goauld have no reason to complain.
But this is not the right thread for this argument. I believe forgive me has a nice thread going on that subject in the "Other" forums


I can agree to the fact that the replicators are the most powerful! Hold me to this if you care: They will control the galaxies soon!
The goa'ulds bank deposit advantages are slim to none however! When I paid 5% to deposit, the true benefits were only felt at 200,000 and up! Any goa'uld with this much Naq is actually just a target for any tauri weaker and lower ranked than he is (taking it with two seige upgrades their weapons cause almost double damage with their 25% increase! We are greatfull for our 25% increase in naquadah, Most of which is used to fund defenses and spy levels to ward off theives of it!
So this is my argument:
The naquadah increase is good, but in the end we might as well be wearing a midnight bull's eye!
Where's the beef??
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Lord: Now that you have free banking, I cant see why you worried that Gou'ald are the only targets, after all they have no incentive for not banking so I would've thought typically have the least money.

Back on topic:

Although I think the idea of unique attacks is a great idea, I dont personally like the new attacks suggested as I think they unbalance the game. I definitely (from a selfish point of view) dont think they should be introduced in quantum before its reset because it will change the tactics of the game entirely, and one of the specialiesd attacks here will totally screw me over if they are implemented :D

The reasons I dont believe they are balanced are that if the reps are the only ones capable of taking down spies...then well do I really need to illustrate this? They will be the only race that can negatively affect one of the stats required for rank. I just dont see how that will work, especially as they use their covert ability to take down covert (when sabing you use covert to take down the OTHER powers).

Also Goa'uld enslavement...ouch. Combined with free banking they can just accelerate away with all the naq, it basically stop any other race getting a large amount of men as they cannot retaliate.

So in a way I can kinda see it being a race...to see whether the Gou'ald can build weapons faster than Reps can destroy them, and the only way that could get interesting if reps and goa'uld started attacking their own kind more with their own unique attacks. Or maybe if the goa'uld manage to steal all the reps' men so they couldnt train any more spies lol.

Anyway bottom line...I dont like the suggested attacks, but i believe unique attacks is a VERY good idea they just have to be carefully balanced.
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This idea is vague for the Tauri, but I guess thats why Al Gore made the internet:

What about a genuine alpha site to stash away a few troops, defences, or weapons? (isn't there an alpha site under def upgrade??)
They would be safe from sabs while there, but the space would be limited to: ?

I dunno, just a spontanious thing.
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MODERATOR VALIDATED DOUBLE POST!!! why?? Because i validated it ;)

Here's my last post on my idea for unique, race specific implementations..

GhostyGoo wrote: ***some deletion for healthy topic progression (considered off-topic)***
As i was saying ...beyond that, i like this idea i read about destroying turns :) -chuckles- carnage. Command + Conquer came into my head today while i was thinking about this "unique" attacks, the "cost" of these has always bothered me.. Admittedly, double turns was a bit of a half-ass suggestion, but it was quite late/early when i got posting what i had on the idea. Today i thought why not make these "attacks" be "chargeable" like some of the buildings in C+C, i think it was The Chronoshpere, that "charged up" over turns, and another that fired a nuke.. so yeah, isert another turn timer to build up your charge for the strike, also.. i think maybe we should stop focusing on "attack" but focus more on the abilty, afterall.. in all honesty.. unique ability.

Asgard Immobilise full charge: (insert viable and reasonable amount of turns) effects: immobolises target's strike weaponry for x amount of turns. This would be great for using in the defense of a co-ordinated strike, imagine the chaos it would cause if the strike co-ordinator or biggest team hitter suffered this strike just before a war.

Goa'uld Enslave Fully charged would steal x amount of troops from the target, pretty straight forward this.. save "unique" turns and enslave enemy troops. Not too many, not too little.. i personally think is a great idea and i stick to it :)

Replicator Assasins Fully charged, sneak into enemy camp and slaughter spies, again tres cool and something that has been brought up time and time again in various ideas. Again, like with the enslave ability, not too many dead spies and not too few (i like to leave numbers up to my Boss, you tend to when you find someone better at them at my level). Covert actions simply build up and build up there is no way to diminish it presently, you can diminish someone's other strike action so why not?

Tauri is a grey area for me, probably just vote to allow them to chuck nukes about or some other viable "earth weapon of mass disruption" from the show :) that should keep them happy :) ..disruptive sods ;) warning!! the last comment was aimed at the Tauri race not any one person specifically, it was also meant as light hearted game related funnies, no intent to insult or otherwise disgust my audience.

Furthermore to the "charging" status of the suggestion and the "ability" status, i was wondering about maybe having an ability to "obtain" a certain amount of turns of another race's "ability" -suspicious eyes- ...see, hear me out... alot of the arguments about suggestions relates to whether or not something will be balanced when implemented yet still be in the parameters of the race specific strengths/weakness, so.. why not make the ability to steal technology (i know this suggestion is mentioned time and time again in other threads/ideas, so maybe this could be viable). Of course i also think that stealing these technologies would be difficult and also costly in some way. They would have to be "use once" also, if you steal a certain amount of "race specific turns" you never "learn" the technology/ability, you simply use it and then try to obtain somemore.

Well, that's all for the now, had a busy day at work and also busted for being late :P damn. Even I get busted sometimes :lol:

Goo


from reading this (i, replicator's) thread, i have made some adjustments to my suggestions and these two topics are becoming more similar so i think it is time we all talked in one thread:)

the link to the full "Goo's Suggestion Thread" ---> https://talk.gatewa.rs/viewtopi ... 4351#14351 ..should you wish to read it :)

Goo
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GhostyGoo wrote:Yesno.
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I like you recent idea(s, all of them). Abilities instead of new attacks would probably be a better idea

Using a different turn counting/storing system could work nicely. Just a little confused on how you suggest this would work. I read it as working one of two ways:
1) A percentage counter. When you use the ability, it goes to zero, and charges, lets say 5% each turn (just a random number.) This is what I think of when you say charging (never played C+C, though I hear its good)
2) Exactly like the current attack turns, just another set of turns you get every turn (called by race, like repliturns or whatever) That are used to use ability


I am thinking you mean number 2 because stealing the ability would be easier if you use that system, but I am not sure. Please explain :)

Umm, the powers look good. For the Tauri, just to have something, we can go with your nuke idea. I'm thinking something like this at the moment:
Tauri Nuclear Attack: Full charge: Kills enemy units. Affects trained units/mercs the most, kills some untrained units, and kills very little infiltration units (this part, the i units, may be debatable, but I am only adding this in their because people may complain if the replicators have the sole means of killing other infils. This attack could kill i. units, but it would be a very, very small amount in comparison to what replis could do; can be removed if deemed neccessary)

Just trying to expand on their possible power.



Disclaimer: I am tired, and dont feel like proof reading this. If parts of what i said need to be explained better, say so and I'll do that later ;)
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Good stuff!! Either of your two interpretations of what i suggested are great, more importantly equally as viable, both with pros and cons to the implementation process i believe (although we'd need The Eyes of The Administrator to say for definate).. Percent build up would be great and make alot of sense, until you try to validate a method of "obtaining" the enemy's ability, as you say. i agree. The "turns" based ability means you can "obtain" a certain amount of "repliturns" (this term i like, but not so much for the other races.. asgarturns, tauturns? although, Goaturns.. is it a build up of spirit? or simply a goat in an urn? -most chucklesome-

Glad you like the idea, if you get time.. read the other thread too, there are more good ideas there also :) Maybe some of the thinkers who thought the thoughts in that thread might comment here at some point :)

Tauri Nuclear Strike i would like to see this ability stop the target realm from producing as much resources (troops/naquada) as it normaly does? As in your scorched realm is so radiated that it's growth is stunted for a period, maxes to be set on amount you can nuke a realm and the damage it can cause, also the amount of time the effect would last. Further from this idea, i verge on something to do with "downsides" to using each ability, while charging the strike so to speak... maybe The Goa'uld Enslave ability requires a certain amount of a "unique" unit to be bought? Say.. a slaver unit, and these can be stolen by other races but not produced.. Tauri could be given a turn charged nuke which while charging makes the realm suffer the effects of radiation, realms who pilfer these turns also suffer from radiation sickness for the time they are in possession of the turns.. Replicators train Assasins? Assasins can be stolen by other races but not produced.. Asgard is a grey area, but i still like immobolise, it can "pacify" a warring party and i think is very viable inline with the show :)

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GhostyGoo wrote:Yesno.
the3rdlibra wrote:if it's a silly turnip head competition you want, i'm going to decline as i think i may have met my match in you vegetable brains.
Cersei Lannister wrote:Debasing? I am not the one drawing crazy pictures of force fielded stick figures.
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The Tauri could have one of the following:

1. Ancient Drone Weapon - kicked some ass at th end of season 7!

2. Time Machine (as featured in Season 8) - unsure how this could work - perhaps it could accelerate time for the Tauri so that more turns could be amassed - or used againstan opponent to decrease turn/naq production for x number of turns.
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Re: New Race Abilities (one for each race)

I Replicate wrote: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...


Tauri should have the weapon of the ancients
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wolf the asgards have the time dialation device not the tauri
this could be used to allow the asgards to have more attack turns like for the full 15 they get any extra 3 turns in the attack.
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In one of the recent seasons the Tauri find an ancient puddle jumper with a time machine built into it
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but still for attacks it would be a good idea for the asgards
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These abilities all sound quite powerful. I think it's reasonable to say that their use should be severely limited. So instead of turns, I think the percentage is a good idea. Make the percentage rise very slowly. To make things more interesting, add a kind of limit break effect to it (as in final fantasy). The meter charges up considerably when attacked or sabotaged.

This would mean that everyone gets the chance to use these abilities every now and then, but those that continually suffer attacks and infiltration are given the opportunity to exact some extreme retribution.


Edit - I just thought of another way to charge them : unique link clicks. Some people are always complaining about them so maybe they can be changed to charge up your meter.
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You have many good points. I really like your reasoning for using the percentage idea.

And about the recruitment link idea, not sure about it. People claim that its currently not fair, and using the link to power up a powerful attack/ability, that may get the same complaints...
But its still an interesting idea.

I've been looking through your other thread Goo, and there are some good ideas there too.
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I mentioned this in the mothership forum too:
When motherships are available, should the tauri be given an option to steal them over destroy them if they preferred?
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lord saturnine wrote:When motherships are available, should the tauri be given an option to steal them over destroy them if they preferred?
I'd say the Replicators should get that power too.
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