Allied mothership support................. and hyperdrives.

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Tok`ra

Allied mothership support................. and hyperdrives.

The Tau'ri tech gave me an idea........

Why not have this for real ?

Allow a purchace of a hyperdrive for a MoShip. Have it upgradeable.

It will allow allies to support eachother by selecting, when someone you've clicked to defend (maybe add a tab on the profile screen similar to peace/war/neutral) gets attacked your mothership can (if above a certain preselected strenght) go to hyperspace to support them. Have the speed of the hyperdrive affect the response time, and ammount of defense it can provide.

Base level 1 hyperdrive- arrives after attack, reduces ammount of naq/uu took

Lvl2 - Defends 15turn attacks only, arrives on 15th turn.

Lvl2- arrives on 14th turn

Lvl3- 13th turn

Lvl4- 12th turn

Lvl5- 11th turn

Lvl6- 10th turn

Lvl7- 9th turn

Lvl8- 8th turn

Lvl9- 7th turn

Lvl10- 6th turn

Lvl11- 5th turn

Lvl12- 4th turn

Lvl13- 3rd turn

Lvl14- 2nd turn

Lvl15- 1st turn

Lvl16- Fighter wing. Allow purchasing fighters for use on mothership. Must train UU to fly them.

Lvl17- Arrives before battle and takes defensive position, some bonus

Lvl 18- Ambush, does more dammage

Lvl 19- Minefeild ambush, more dammage (buy mines like weapon slots for defensive battles, can buy them at this level.

Lvl 20- picket ships, allows purchase of smaller support ships, such as AlKesh. They attack as well, but can be destroyed if hit too hard.




Yes, this will make things more complicated, but it will also make more randomness. You will be more careful in attacking because you will not know who someones allies are, and how powerful they may be.
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Would sort of mess up the current system completely as currently the motherships do battle before the ground troops.
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Tok`ra

True, but it would also make it more SGlike.


Gou'ald A attacks Gou'ald B.

Gou'ald B is allied with Gou'ald C who shows up halfway thru attack and beats Gou'ald A off, after Gou'ald B takes dammage.

Or A attacks B and wins, but before he can cart all the loot off, C arrives and drives him off.

If nothing else, it'd make the alliance dynamic more intersting. Mass a weaker member of the alliance, and everyone's MoShip's get drawn into battle w/o their army, allowing them to be dammaged.

That said, if someone got all the upgrades (make the final one's cost a LOT more than spy Lvl 21) they'd be able to do quite a bit of dammage with mother ship.
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hm

yes cool idea it would also be nice to have MS fleet

we could have then one MS that would be like prime one, built up to what ever and a dozen smaller ones equiped with fighters of course those smaller ones should be limited to 5 bilion total power lets say and each can carry 100 fighters ( numbers as example )
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Tok`ra

hm

yes cool idea it would also be nice to have MS fleet

we could have then one MS that would be like prime one, built up to what ever and a dozen smaller ones equiped with fighters of course those smaller ones should be limited to 5 bilion total power lets say and each can carry 100 fighters ( numbers as example )


yeah, but keep it smaller in scale, so it has to be more culmitive (the more allies you have, the better)

edit- make the fighter upgrades not avalible until you get the fighter upgrade from the hyperspace upgrades. That'd make the game more intersting, what new tech's can you unlock for getting other techs.

EDIT again... so It'd go something like this........

A attacks B. B has B1 as an ally.

1-Deployment- A deploy's fighters and bombers, so does B1 B's commander. B doesnt have bombers yet just fighters. List the numbers of fighters, and what level of piots (regular or super units)
2-Fighters- each 2 bomber squads retains 1 fighter squad escort
A attacks with 2 bomber squads and 8 fighter squads.
7 fighter squads engage.
B attacks with 3 fighter squads
B1 attacks with 12 fighter squads and 4 bomber squads.
side A- F 8 B 2
side B- F 15 B 4

Side A has 7 fighters on attack, 1 on escort
Side B has 13 on attack 2 on escort
outcome- Side B's fighters decimate Side A's fighters and bombers, takingdammage to their own. Side A's fighter bomber forces retreat.
Side Bs 4 bomber squads and remaining fighters attack side As Moship inflicting X dammage before being drivven off.

3- MoShips. S
A inatates the MoShip battle aboard X, their mothership
B and B1, defneding aboard X and X, their respective motherships defend.

(heres how it would change, the weaker MoShip would be targeted by the attacker first)
A dammages X, B's mothership for X dammage, putting it out of the fight, then attacks X, B1s mothership for X dammage.
X, B1's mothership personaly commanded by B1 inflicts X dammage, driving off As mothership.
end edit.


Fighters attack bombers first, then defend your and oyur allies bombers, then attack. They can break away if dammaged but can be destroyed too.
Bombers attack Motherships and do dammage, but cant easily break away. After space battle, they attack defenses.


Your MoShip can get hanger bay slots. A max of 3, each must be upgraded. Each additonal bay costs a LOT more.
hanger bay upgrade (12 fighters)
Expanded Bay (+12 for 24 fighters)
Bomber squadron (+12 bombers)
Ultimate expansion, adds 3 additonal 12 ship squads.


this is just throwing ideas out, Id like to hear some constructive criticizm/ideas.
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I agree

I like this idea...it's more realistic and it does add another element to the game which would make the game more interesting for us higher players.
Tok`ra

And that's exactly what Im going for.

It seem's like on the TV show, most Hattak's have a lowranking snakehead onboard. This would be the officers, with a bad*** moship as the commanders (most commanders are more powerful, of course).

It would simply addanother aspect of play.
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i can also see this giving another thing for multis to attempt. they would get caught but it would be tempting for them to try. so i like the idea but but easy to program.
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yeah i like it, i posted a similar topic check it out!:
https://talk.gatewa.rs/viewtopic.php?t=18177
This would be a cool addition to the game and would add further realism to it! :-D
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i like the level system but instead of it applying to friends ships it applies only to yourown.

no i dont like the idea of haveing multiple ships engage cause then why cant you have friends work with offence as well??
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I don't like this, its already hard to attack people at aprox the same rank, i think this would just promote the pillaging of un allied persons, so pretty much newbs.
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Shizune wrote:i can also see this giving another thing for multis to attempt. they would get caught but it would be tempting for them to try. so i like the idea but but easy to program.


But? But? What ever is wrong with a little simplicity! I am tired of coding the Alliance Wars acceptance code, and I did that voluntarily :-D

Although, as far as the fighters and stuff goes, it goes from very easy to pretty easy/pretty hard (depending on your coding expirience... for me it would be the latter). As for the main idea, it would be simple. I prefer with leaving it at the hyperdrives.

However, I would like to add an element (personally). I am making a game very similar to tgw (don't get your hopes up... all I have is a bunch of ideas and a broken "register" page... lol) and one of my main ideas involves attacking.

Now, I will get REALLY MAD if someone copies this, but mainly it will be a completely made up theme revolving around fleets. Since part of fleets would be arriving places, every attack goes as follows.

Step 1: Reach the enemy (costs turns, depending on randomized locations, and your light engine upgrade)
Step 2: Spend up to 15 turns on a particular task (target engines, weapons stuff like that)
Step 3: Do the above as many times as you want
Step 3: Once you reach X turns, you must spend them to return to your planet. EXCEPTION: If you take over their planet (players will set a "retreat level" for the point at which they give up defensively) you will not need to spend any turns going back to your old planet, though you can choose to from your main headquarters.

The idea is to promote real enemies and actual casualties in attacks (it just so happens that instead of stealing money, you salvage destroyed weaponry and shielding from ships you destroy, and get any ships that you commandeer. You can sell these things later for money which you may want to spend elsewhere)

Anyway, long story short randomizing an x, y, and z variable for each player will add more spunk to this idea. Some friends you can reach in three turns, some it takes 8.

Another suggestion: After a while of naq circulation/growth, these upgrades will become meaningless. As soon as you get an MS you can get up to level fifteen or whatever.

Lvl 0 - 3 turns per distance (rounded up)
Lvl 1 - 2 turns per distance (rounded up)
lvl 2 - 1 turn per distance (rounded up)
lvl 3 - 0.5 turns per distance (rounded up)
lvl 4 - 0.3 turns per distance (rounded up)
lvl 5 - 0.2 turns per distance (rounded up)
lvl 6 - 0.15 turns per distance (rounded up)
lvl 7 - 0.1 turns per distance (rounded up)
lvl 8 - 0.075 turns per distance (rounded up)

The "turns" would decide the shortest attack your mothership helps out with.

Your mothership efficiency (something everyone has ignored) should be a simple formula.

eff. = (atkturns - maxturnarrival)^1.25/100

This way, even a mothership which could arrive in 1 turn defending a 15 turn attack will only have a 30% efficiency (just under). Thus, attacks are hardly helpful with low hyperdrives or short attacks. Hopefully this will do something great...

Player A attacks player B with 1 turn to see if he can beat player B. He doesn't notice player C, D, and E all have their motherships in the battle. He goes back to fight player B with 15 turns, only to fight player C, D, and E with full 30% efficiency. Also, some slower ships from players F and G work their way into the battle. Can someone say pwnage?

With this, there should also be helping attacks (its only fair... to counter legitimate abusers of this idea). You would instead find the attacked player's distance, and use that. Otherwise the formula would be the same.

While we're spicing things up, why not add a "subspace communicator" upgrade... When you're under attack, you can't exactly dial the gate your enemy is fighting through and tell all your best buds about how all your guys are getting slaughtered in your gate room. No, you would have to use subspace transmissions, which may take hours.

Lvl 0 - 8 turns added to helper's turns needed
lvl 1 - 6 turns
lvl 2 - 4 turns
lvl 3 - 2 turns
lvl 4 - 1 turn
lvl 5 - 0 turns.
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