This is an updated and enhanced version of something I churned out a month or so ago. Based on the feedback I got last time, I think I've culled most of the problems with the proposal. A few costs have been tweaked, and Training Costs re-done to reflect the unique value of Wraith units. It's a lot more concise and less rambly. Soooo...
The Wraith
Inherent Racial Bonuses
Powerful Warriors - Wraith Warriors, Nobles, Guardians and Custodians have 1.25 times the power of their equivalents used by other races. Thus, if we assume an Offensive Away Team has a power of 1, and an Offensive NID Agent a power of 2, a Wraith Warrior will have a power of 1.25 and a Wraith Noble will have a power of 2.5.
The Culling – In successful attack actions, the Wraith cause 15% more casualties than normal (against both Defence Units and enemy Covert Units if Anti-Covert units are involved in the attack).
Hibernation - When not engaged in a Culling or searching for a new feeding ground, many of the Wraith hibernate, reducing the overall output of the Hive. Therefore, Wraith Income has a negative modifier of 25%.
Units of the Wraith
Attack Units – Wraith Warrior – Cost: 3,000 Naquadah
Attack Super Units – Wraith Noble – Cost: 120,000 Naquadah
Attack Mercenaries – Captive Collaborator – Cost: 2,000 Naquadah, Untraining Cost: 1,000 Naquadah
Defence Units – Wraith Guardian – Cost: 3,000 Naquadah, Untraining
Defence Super Units – Wraith Custodian – Cost: 120,000 Naquadah
Defence Mercenaries – Captive Vassal – Cost: 2,000 Naquadah, Untraining Cost: 1,000 Naquadah
Infiltration Units – Wraith Forerunner – Cost: 4,000 Naquadah
Anti-Covert Units - Wraith Hunter Slayer – Cost: 5,500 Naquadah
Untrained Units – Wraith Hibernator – Cost: N/A, Untraining Cost: N/A
Untrained Mercenaries – Captive – Cost: 1,000 Naquadah, Untraining Cost: 500 Naquadah
Non-Wraith units, i.e. Mercenaries of all sorts, do not benefit from the Racial Bonuses of the Wraith, and additionally Wraith armies are limited to half the number of Mercenaries a player could normally field. No-one lasts long when they collaborate with the Wraith…
Weaponry of the Wraith
Attack Weapons
Name: Combat Blade, Strength: 10, Price: 1,000 Naquadah
Name: Stunner Rifle, Strength: 20, Price: 1,800 Naquadah
Name: Motor Function Incapacitator, Strength: 30, Price: 3,200 Naquadah
Name: Assault Cadre, Strength: 60, Price: 5,100 Naquadah
Name: Field Commander, Strength: 160, Price: 16,400 Naquadah
Name: Matter Storage Beam, Strength: 640, Price: 52,400 Naquadah
Name: Wraith Dart, Strength: 2,560, Price: 167,800 Naquadah
Defence Weapons
Name: Combat Blade, Strength: 10, Price: 1,000 Naquadah
Name: Stunner Rifle, Strength: 20, Price: 1,800 Naquadah
Name: Immobile Culling Beam, Strength: 30, Price: 3,200 Naquadah
Name: Advanced Targeting System, Strength: 60, Price: 5,100 Naquadah
Name: Paralysis Field Generator, Strength: 160, Price: 16,400 Naquadah
Name: Orbital Stargate, Strength: 640, Price: 52,400 Naquadah
Name: Hull Cracker Energy Cannon, Strength: 2,560, Price: 167,800 Naquadah
Technology of the Wraith
Siege Technology
Level: 1
Name: Dart Swarms
Effect: +55% Attack Bonus
Cost: 60,000 Naquadah
Level: 2
Name: Wraith Cruiser Assault
Effect: +70% Attack Bonus
Cost: 180,000 Naquadah
Defence Fortifications
Level: 1
Name: Dormant Hive
Effect: +50% Defence Bonus
Cost: 60,000 Naquadah
Level: 2
Name: Fully Active Hive
Effect: +60% Defence Bonus
Cost: 180,000 Naquadah
Covert Technology
Level: 1
Name: Prey-seeker Probes
Effect: +20% Covert Bonus
Cost: 60,000 Naquadah
Level: 2
Name: Wraith Computer Virus
Effect: +30% Covert Bonus
Cost: 180,000 Naquadah
AntiCovert Enhancements
Level: 1
Name: Advanced Tracking Equipment
Effect: +10% Anti-Covert Bonus
Cost: 295,000
Level: 2
Name: Active Camoflage
Effect: +20% Anti-Covert Bonus
Cost: 350,000
Mercenary Recruitment Technology
Costs are as game standard, but the percentage increases are half normal.
Unique Racial Technology
Level: 1
Name: Strengthened Transporter Beams
Effect: “The Culling” bonus is increased by +5% (20% total)
Cost: 150,000 Naquadah
Level: 2
Name: Advanced Matter Re-integration Systems
Effect: “The Culling” bonus is increased by +10% (25% total)
Cost: 300,000 Naquadah
Wraith Motherships
Cost: 450,000,000 Naquadah (as Game Standard)
Capactiy Maximum Upgrade Costs : As Game Standard
MotherShip Production
Item: Plasma Energy Caster
Cost: 2,100,800 Naquadah
Item: Plasmatic Hive Shields
Cost: 2,250,000 Naquadah
So there we go. As was pointed out to me last time around, there are five main areas of the game. Attack, Defense, Covert, Income and Units. The firstfour have an associated race, but the fifth does not. As such, the Wraith focus is on the quality of their units (this inspired me to reduce Mercenary involvement too). Any comments?
The Return of the Wraith Proposal
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The Dalek Empire
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The Return of the Wraith Proposal
Last edited by The Dalek Empire on Fri Jan 20, 2006 5:37 am, edited 13 times in total.
- schuesseled
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yeah what you need to think of is a leeser or more evolved race for the shell account for before ascension or after. i.e. the wraith could be an ascended race if so what is the unascended race, vicer versa.
I think that either the areatus bug race for unascended with wraith as ascended, or wraith as normal and the 100% areatus bug dna wraith as ascended. Watever works, i prefer the first one
I think that either the areatus bug race for unascended with wraith as ascended, or wraith as normal and the 100% areatus bug dna wraith as ascended. Watever works, i prefer the first one
12agnar0k be taking over this here account, argh!


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i like the idea i think it could work.
"Forgive your enemies, but never forget their names." - John F. Kennedy
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Napoleon
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Lord Sokar
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fix the prices for stuff, make it equal the other races....
e.g: only have two 5% increases for the special tech, and fix the prices to match i guess goa'uld stuff
pretty much, have everything like goa'uld is, take away no banking fees and extra income and put in the culling thing.......but maybe wraith could be overlooked, if ya want wraith(another bad guy race) you'll need to add a good guy race(nox perhaps...sumtin like that but cant be ancients beause they is already a race=D)
e.g: only have two 5% increases for the special tech, and fix the prices to match i guess goa'uld stuff
pretty much, have everything like goa'uld is, take away no banking fees and extra income and put in the culling thing.......but maybe wraith could be overlooked, if ya want wraith(another bad guy race) you'll need to add a good guy race(nox perhaps...sumtin like that but cant be ancients beause they is already a race=D)
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raistlin majere
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Lord Sokar
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The Dalek Empire
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Thanks for the feedback guys.
Updates
- Weapons have been standardised to the costs and powers of the Goa'uld/Replicators for balance. Seems fairly obvious in hindsight - I guess I got carried away with the idea of an offensive focus.
- Siege, Defense and Covert Technologies have been standardised to the Goa'uld levels (Goa'uld lean slightly more to offense than the Replicators with Technologies, so made more sense as a model). Removed the third level of Unique Technology, since Goa'uld only have two Technologies for each variable (the other races have three on one of them).
Open Issues
- The Ascended Name. I am open to suggestions here. Once a Wraith player Ascends he will of course simply take on the generic "Prior Account" stats that everyone shares. The only differences are in the names (unless I am horribly mistaken). Purestrain Irates Wraith sounds cool, and they certainly are different enough to normal Wraith to merrit the change in stats. That said, their isn't much continuity between Prior races and Standard is there? Asgards becoming Ancients for instance...
- The need for a "good guy" race? I don't really see why. Besides, adding the Wraith would really make the scene look like this - two "good" races, two "evil races" and a "neutral/elemental" race (the Replicators).
- "Nothing from Atlantis". This doesn't make much sense to me either. Currently the game spans two galaxies (the Milky Way and the Ida galaxies) - so why not a third? The world of The Gate Wars doesn't match the show perfectly, as you know. It's much more... intermingled (where as the show clearly places the Wraith in Pegasus, the Asgard/ Replicators in Ida and the Tau'ri/Goa'uld un the Milky Way). A lot could be gained from adding a fifth, totally unique race that has its strengths in new and relatively unexplored areas.
Keep the critique going guys, you are doing great.
Updates
- Weapons have been standardised to the costs and powers of the Goa'uld/Replicators for balance. Seems fairly obvious in hindsight - I guess I got carried away with the idea of an offensive focus.
- Siege, Defense and Covert Technologies have been standardised to the Goa'uld levels (Goa'uld lean slightly more to offense than the Replicators with Technologies, so made more sense as a model). Removed the third level of Unique Technology, since Goa'uld only have two Technologies for each variable (the other races have three on one of them).
Open Issues
- The Ascended Name. I am open to suggestions here. Once a Wraith player Ascends he will of course simply take on the generic "Prior Account" stats that everyone shares. The only differences are in the names (unless I am horribly mistaken). Purestrain Irates Wraith sounds cool, and they certainly are different enough to normal Wraith to merrit the change in stats. That said, their isn't much continuity between Prior races and Standard is there? Asgards becoming Ancients for instance...
- The need for a "good guy" race? I don't really see why. Besides, adding the Wraith would really make the scene look like this - two "good" races, two "evil races" and a "neutral/elemental" race (the Replicators).
- "Nothing from Atlantis". This doesn't make much sense to me either. Currently the game spans two galaxies (the Milky Way and the Ida galaxies) - so why not a third? The world of The Gate Wars doesn't match the show perfectly, as you know. It's much more... intermingled (where as the show clearly places the Wraith in Pegasus, the Asgard/ Replicators in Ida and the Tau'ri/Goa'uld un the Milky Way). A lot could be gained from adding a fifth, totally unique race that has its strengths in new and relatively unexplored areas.
Keep the critique going guys, you are doing great.
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SGC_Sam Fisher
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Might be a good idea for chaos.

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The armies of JUAN were forced out of the realm of SGC_Sam Fisher in a none to glorious fashion! The defending forces were simply too much for them. It is sure that SGC_Sam Fisher will be considering a return visit to JUAN!
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The Dalek Empire
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You're right. The Powerful Warriors ability has been reduced to 1.25 (aka a 25% bonus, in line with the other races). They pay for it on their units, it does not apply to their Mercs and their weapons are not quite as powerful as the Tau'ri/Asgard specialities - so they are not quite as good at attacking as the Tau'ri, and not quite as good at defence as the Asgard. Better at both than the Goa'uld or Replicators, but then they have their own specialities to balance this out.
Any better?
Any better?
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