Hero Units?

The Dalek Empire
Fledgling Forumer
Posts: 248
Joined: Fri May 13, 2005 1:31 am

I was thinking something along these lines a few days ago actually. In fact, it might have been on Christmas day, but I couldn't be bothered to log in on here. But I digress.

I would steer clear of named characters for the simple reason that we cannot have ten thousand Teal'c runing around. Though that would be rather funny...

I propose the following:


Commander Units

You may purchase one (and only one) Commander Unit for your army/realm.

Cost: 100,000,000 Naquadah

You purchase this as you would a Mothership (from the Training page rather than the Armoury).

Once you have purchased a basic Command Unit, you can access an interface that determines the attributes of your Command Unit, which would look like a flashier version of this:

Choose one of the following attributes to be your Commander's primary focus.

Attack Specialist
Defence Specialist
Covert Specialist
Mothership Specialist
No Specialisation


Once chosen, this is permanent. You cannot "untrain" your Commander and pick another attribute.

Once you have chosen a specialisation, your Commander will instantly provide a 4% bonus in the chosen field (unless you chose No Specialisation, in which case it provides a 1% bonus to all four stats).

However, it does not stop there. Whenever the field your Commander specialises in is "used" successfully (a successful Attack, Defence, Sabotage, Attack/Defence involving a Mothership or if you picked the All-Rounder then any of those four possibilities) there is a chance that your Commander will learn something and improve him/her/itself and therefore increase the bonus it offers. Each improvement increases the bonus offered by another 4% (1% if you are using the All-Rounder). This caps off at 20% (or 5% for each stat), but have no fear, the higher levels will be very hard to attain.

Level 1 (4/1%)- This is the basic bonus your Commander offers automatically.

Level 2 (8/2%) - 1/10 chance of your Commander improving to this Level. Ergo, After 10 successful "uses", your Commander should have grown a bit. It's not guaranteed, but then at the same time you might get lucky and it will happen straight away on the first use.

Level 3 (12/3%)- 1/50 chance of your Commander improving to this Level.

Level 4 (16/4%)- 1/250 chance of your Commander improving to this Level.

Level 5 (20/5%) - 1/1250 chance of your Commander improving to this Level.

You would of course be notified of this as soon as it happens, witha little red section at the bottom of the appropriate intelligence/attack log.



The result is that you can personalise your force a little bit more and mould it to your tastes. The higher powers are rather hard to reach, so it would be a long while before we saw any 20% bonuses.

What do you guys think? A bit overpowering?
KDY
Forum Grunt
Posts: 94
Joined: Tue Sep 27, 2005 9:47 am

I think that's a great idea. In addition to the possible experience gained when exercising your commander's specialty why not include a link on the training page to train your commander. It could be something similar to the following.

Goa'uld: Jaffa War Games
Asgard: Holographic Tactical Simulation
Tau'ri: Fleet Maneuovers
Replicator: Combat Programming Revision

These could apply to one or all of your commander's stats. The probability of success could be determined by a naquadah investment in the training exercise. More naq=higher improvement probability.
The Dalek Empire
Fledgling Forumer
Posts: 248
Joined: Fri May 13, 2005 1:31 am

Training programmes are certainly a good idea. I was kind of hoping to steer clear of heavy Naq involvement in this one to stop larger players from racing away and getting super Commanders with minimal effort.

Although, it did just occur to me that as they are there Commanders are (like Motherships) invulnerable. Perhaps these Training Programmes can be used to determine how your Commander himself actually performs on the battlefield... So we end up with something like this:



Commander Personal Performance

Despite usually specialising in just one area of combat, hence the potentially massive bonuses he can bring, he is more than able to take part in all aspects of warfare. As such, he has differing skill levels in Covert, Attack and Defence, which can be upgraded here (at ever increasing costs). You can control which areas of combat your Commander will be taking part in at the moment, and you can change this at will (see below). Note, the bonuses provided by a Commander in his chosen field(s) are only applied if he himself is currently allowed to participate in Actions on that field. So you cannot simply get a Commander for the bonuses and then leave him sitting comfortably out of the way forever. He (and the bonuses he provides) are vulnerable. Ish.

The interface would look something like this:


Current Attack Skill - Level X
Initiate Offensive Training Programme - Y Naquadah
Use Commander in Offensive Actions? [tickbox here]

Current Defence Skill - Level X
Initiate Defensive Training Programme - Y Naquadah
Use Commander in Defensive Actions? [tickbox here]

Current Covert Skill - Level X
Initiate Covert Training Programme - Y Naquadah
Use Commander in Covert Actions? [tickbox here]


At his basic level, the Commander functions as a simple Trained Unit and can use a weapon (automatically using the most powerful weapons, as Super Soldiers do). Whenever you Upgrade your Commander's Training Level, he doubles the number of Trained Units he counts as in that particular field. So, at Level 1 in Attack Skill he is a basic Trained Unit, at Level 2 in Attack Skill he is a Super Soldier (effectively), at Level 3 he counts as four Trained Units (two Super Soldiers) and so on. Interestingly, this provides the notion of a "super spy" unit (making it possible for the Goa'uld to branch out into james Bond films if they wish).

Upgrading your Commander's abilities is done in the same manner as Spy Levels, with each successive Training Routine costing double the Naquadah of the previous. I would place the upgrade to Level 2 at 100,000 Naquadah, since he then beomces, in effect, a Super Soldier with a few better abilities and tricks.

If your Commander takes part in an action and is killed (this will usually only even be possible in very large engagements) then he, his Training and his bonuses provided are lost forever. You must start again from scratch.



There, I think that just about covers it. The only other nice little feature would be the ability to name the guy/girl/snakey parasite scum/collection of Nanite cells.

No doubt all of this could be conveyed far more concisely, but that doesn't go well with the creative process. :P

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