I was playing on AW (Edited so the n00bs dont know what im on about) and it is very similar to SGW but they have a shipyard, you can buy 3 types of ship for attack and defense (both) adn two types of Defensive Sattalite, they dont cost much on that between 3,500,000 and 6,500,000 naq but on SGW we could maybe X10 or X20 they also have varying power between 65,000 and 78,000, you see them and repai them in your armory the same way you do weapons, and you dont need troops to use them, so it would make SGW a lot more realistic, instead of 20,000 attack clones and your mothership, you could have 20,000 Attack Clones, attacking with a billion+ damage, your mothership doing an extra billion and your fleet of ships doing several billion.
this would make the players that can afford 10,000 ships+ look a lot more powerful, and bigger, having a huge armada of 10,000+ shops as well as their 'Flag ship' and thier army.
What do you think?
HUGE SUGGESTION: A Shipyard So You Can Build Fleets Of Ships
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HUGE SUGGESTION: A Shipyard So You Can Build Fleets Of Ships
Last edited by MasterTaylorMicha on Sun Feb 19, 2006 10:55 am, edited 2 times in total.
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Huxley
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Actually ive been thinking, isn't this suggestion already taking place in Atlantean wars, wouldnt it be classed as stealing ideas from them? Or not?
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Re: HUGE SUGGESTION: A Shipyard
(You really shouldn't.)Master Taylor wrote:I was playing on Atlantean Wars (dont know if im supposed to say that)
I play that game too. I don't like how they handle ships. I like how it's handled here.
For those of you who don't, AW treats ships just as big weapons. All I ever buy anymore are <insert most powerful satelite here>. The way we do it here is better.
On Chaos, however, I'm in the process of tring to come up with something a lot better...
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no they dont handle them very well, though one idea is, that you haev another sub catagory in the Technology, as you build ships, you purchase the Techs, (Two or Three levels of shields and weapons) when you buy more ships, you must pay to upgreade them aswell, not just a one time upgrade, also, when raiding, you could use a tech that doubles, then triples what you can steal, makind raids, a lot more worth the turns
put you ideas on how to handle a fleet, and how you would upgrade weaps and sheilds
put you ideas on how to handle a fleet, and how you would upgrade weaps and sheilds
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I like this...
Nobody has brought up how they would work, though. (then again... I have never played AW, only heard of it)
Well, it will at least be original.
Ships can be either ground weapons or ms weapons. If they are ground weapons in a battle that your mothership loses, they are considered too slow to come back and attack the mothership, and must spend too much of their time manuevering to do any serious damage on the ground. They do half damage and take double damge.
If they are chosen to escort your MS, half their power will be subtracted from any leftover totals as they are considered too slow to effectively get in range of the ground troops after the fleet battle. Most of their damage is wasted flying to the surface. However, they will help your MS by dealing damage and also "soaking up" some of the damage done by your enemy ships.
Thus, if you put your ships on the ground you are at risk of hardly doing any damage, and spending alot of money on repairs. If you put your ships in the air, you are at risk of having your ground forces beaten. A good choice requires knowing your enemy.
The ships could be: Anti-hull bombers (25% ms bonus, -25% ground bonus), Anti-infantry bombers (-25% ms bonus, 25% ground bonus) and fighters (nuetral both ways).
Your options in the drop-box are:
Anti-infantry bombers, fighters, and anti-hull bombers as escort.
Anti-infantry bombers on ground, fighters and anti-hull bombers as escort.
Anti-infantry bombers and fighters on ground, anti-hull bombers as escort.
Anti-infantry bombers, fighters, and anti-hull bombers on ground.
Do not send my fleet.
All ships have the same power - 25000 about (equivelent of a Super Soldier with a weapon of 2500 power (right?)) <-- unsure about that
All ships cost the same amount - 13 mil, about
All ship power is added to your MS total as a third element... ex:
Fleet Action 3,500,000,000 (1,000,000,000 + 2,000,000,000 + 1,500,000,000) The third would be fleet action.
I don't know if that's the "average" power... I've never really concentrated on my MS.
SHIP NAMES:
GOA'ULD
Hull bomber: Alkesh
Infantry bomber: dropship
Fighter: Death Glider
TAURI
Hull bomber: Any ideas?
Infantry bomber: Satelite Laser
Fighter: X302s
ASGARD:
Once again, any ideas?
REPLICATORS:
Yet again, no clue.
Some ideas... I've always wanted fleets, ever since MSs. MSs do too much picking on the little guys. 13 mil would be an affordable price for newbies.
Nobody has brought up how they would work, though. (then again... I have never played AW, only heard of it)
Well, it will at least be original.
Ships can be either ground weapons or ms weapons. If they are ground weapons in a battle that your mothership loses, they are considered too slow to come back and attack the mothership, and must spend too much of their time manuevering to do any serious damage on the ground. They do half damage and take double damge.
If they are chosen to escort your MS, half their power will be subtracted from any leftover totals as they are considered too slow to effectively get in range of the ground troops after the fleet battle. Most of their damage is wasted flying to the surface. However, they will help your MS by dealing damage and also "soaking up" some of the damage done by your enemy ships.
Thus, if you put your ships on the ground you are at risk of hardly doing any damage, and spending alot of money on repairs. If you put your ships in the air, you are at risk of having your ground forces beaten. A good choice requires knowing your enemy.
The ships could be: Anti-hull bombers (25% ms bonus, -25% ground bonus), Anti-infantry bombers (-25% ms bonus, 25% ground bonus) and fighters (nuetral both ways).
Your options in the drop-box are:
Anti-infantry bombers, fighters, and anti-hull bombers as escort.
Anti-infantry bombers on ground, fighters and anti-hull bombers as escort.
Anti-infantry bombers and fighters on ground, anti-hull bombers as escort.
Anti-infantry bombers, fighters, and anti-hull bombers on ground.
Do not send my fleet.
All ships have the same power - 25000 about (equivelent of a Super Soldier with a weapon of 2500 power (right?)) <-- unsure about that
All ships cost the same amount - 13 mil, about
All ship power is added to your MS total as a third element... ex:
Fleet Action 3,500,000,000 (1,000,000,000 + 2,000,000,000 + 1,500,000,000) The third would be fleet action.
I don't know if that's the "average" power... I've never really concentrated on my MS.
SHIP NAMES:
GOA'ULD
Hull bomber: Alkesh
Infantry bomber: dropship
Fighter: Death Glider
TAURI
Hull bomber: Any ideas?
Infantry bomber: Satelite Laser
Fighter: X302s
ASGARD:
Once again, any ideas?
REPLICATORS:
Yet again, no clue.
Some ideas... I've always wanted fleets, ever since MSs. MSs do too much picking on the little guys. 13 mil would be an affordable price for newbies.
Ex-hacker.
I'm not really a bad guy, just bored.
I'm not really a bad guy, just bored.
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