ZPM idea

Zeratul
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Re: ZPM idea

maybe a combination? boost local stats + MS... but not boost regular attack...
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TacticalCommander
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Re: ZPM idea

Boosting all stats(except attack) + MS is too powerfull...but there might be a comprimise that just might work.

OBTAINING AND STORAGE
-1 MT being used to produca a ZPM.
-Maximum of 3 ZPM's can be in a players possession at a time.
--To keep players from stock piling large amounts, same way max number of AT is restricted.
-If you have 3, you either wait till one is depleted or abandon one to get a new one.

Drainage
-A ZPM provides a 90%-100% boost to what is installed on.
-The ZPM is depleted by 5% each use.(So a total of 20 uses)
--This rate can be adjusted or ranged to 3%-7%..etc
-The bonus is consistant
--If it only took 5% of the ZPM to provide the 90-100% bonus, and it has 95% power remaining, and it will only use 5% power next time, that same 5% should also provide 90-100% boost.

USES
-A ZPM can be installed to boost one of 4 stats.
--Income
---The ZPM effects the refining process so more naq is produced.
--Defence
---More power is distributed amongst the weps.
--Covert
--MotherShip
---Weps/shields boost only, no fleets.
---12 Hour Planet search(Requires a fully charged ZPM)
---12 Hour waiting period to take another planet(Requires a fully charge ZPM)
-Only one ZPM can be installed on a stat at a time.

Now there is a very simple way for which this can be implemented and managed. Thanks in part to check boxs.

The ZPM storage falcility will go in the Technology screen area above where you purchase upgrades. ZPM is a Technology, and it was the one area I think it could be added without creating a new screen, or messing up current sections.

Example Screen Could go

ZPM.....Power Remaing..Income..Defence..Covert..MS..MS recovery..None

ZPM 1.......100%
ZPM 2.......65%
ZPM 3.......72%

Then under each of the stats, have a check box as to where each ZPM can go. So you check the box, click a button similiar to one used to purchase weps, and then you have the location to where your ZPM's is.
Also makes moving ZPM's from one Stat to another Convient.

The none button is the default where you simply store a ZPM without using.

The MS recovery is for the 12hrs recovery from planet taking a planet and MS search. (Must be installed before the 24hr waiting period starts, if not it will wait till the next one mission).

Other things to consider
-Should ZPM's be Tradeable?
-When you spy, should you be able to see where they are, or if the player even has any?
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Zeratul
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Re: ZPM idea

nice design TacticalCommander... that could work...
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TacticalCommander
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Re: ZPM idea

Thank you.

A few other things that should be mentioned.

Since the Market doesn't work in Purgatory, ZPM's shouldn't.

Also for ZPM's on Defence. If a persons Defence does Devastating Damage to the strike, the ZPM has no drain.
-This is to prevent some random noob with 1 strike guy with a 1 wep going around 1 turn attacking everyone depeleting thier ZPM's while only costing him like 20 some odd turns.

Also, since the number of MT's stay the same, planets stay, name changes stay, basically all market produced stuff stays the same after ascention, your ZPM's should stay.
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Re: ZPM idea

the zpm may could double all defensive weapons strength's (5760 i think for ascended weapons = 11,520 strength) making it harder to mass down.

maybe an option to increase your race unique tech? goaulds get double whatever their normal % is to steal UU from enemy dead.
asgard gets 30% hologram.
repli get 30%?? UU regenerated from dead units
tauri gets 30% chance to attack with no troop losses

and double ascended blessing for the ascended people?

or a zpm added to your covert to have a.... 15% chance to stop a sabotage no matter how much more power the person sabbing you has?

just a couple ideas that could work. :-)

tactical... shouldnt you keep the zpm's you have if you have any when you go into pergatory realm?

although you shouldnt be able to buy any if market doesnt work unless a different way to get zpm's is released... such as the planetary exploration mission, send your mothership out for 24 hours to search for zpm's
(chance to get a fully charged zpm, and a chance to get a nearly depleted 1, if someone abandons their 'half charged' zpm for a new one???? )
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Re: ZPM idea

Tactical's talk about drainage gave me an idea. What about it costs three market turns to get a ZPM, but after that it's permanent. Then, when the ZPM is drained, it takes another market turn to recharge the ZPM.
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TacticalCommander
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Re: ZPM idea

hfown wrote:tactical... shouldnt you keep the zpm's you have if you have any when you go into pergatory realm?

although you shouldnt be able to buy any if market doesnt work unless a different way to get zpm's is released... such as the planetary exploration mission, send your mothership out for 24 hours to search for zpm's
(chance to get a fully charged zpm, and a chance to get a nearly depleted 1, if someone abandons their 'half charged' zpm for a new one???? )


1. After rereading the Pergatory Update, I concluded that the market only retricts gaining resources, so in all fairness, ZPM's would work in there and you would be able to use the market to gain more. I for one don't use pergatory, so in all fairness, I would think the people who spend most of thier time in Pergatory should decide if they want ZPM's there.


2. I had intended the only a ZPM can be obtained is through spending 1 MT to get one. Keeps it limited. As for finding Abandoned ZPM's.....no. No one would really just leave one out to be found, even a small charged ZPM could be usefull to another player. I was going with the ZPM being destroyed if you abandon it, simply to keep it from falling into enemy hands. Though if the concept of finding abandoned ZPM's gets the majority support, it should be implemented.

3. Making ZPM's tradeable as another market item could provide other ways to get ZPM. Big players spend enourmous amounts to get ZPM, small players use MT's to get ZPM and charge enourmous amounts of naq.

Tollan Phoenix wrote:Tactical's talk about drainage gave me an idea. What about it costs three market turns to get a ZPM, but after that it's permanent. Then, when the ZPM is drained, it takes another market turn to recharge the ZPM.

Could work, but in the show ZPM's can't be recharged. I would like to follow the show.

3 MT's for the ZPM would mean 3 weeks for you to get 3 ZPM's.
I'm thinking now, with as powerfull as these ZPM's now, making them cost 3 MT's would drastically cut down on the number of people buying AT and then selling it on the market = shortage of AT = AT prices going higher even faster.
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PSICOLIX
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Re: ZPM idea

NOPE, ZMP its rare, no way peaple get hands on 3 per Week, No permanet. its must be Rare and Temporary.

100% boost ins't much at all...
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Re: ZPM idea

I still support psicolix's Idea.
There will be a lot of people who will not use it because they need their ppt and turns.

I think 3 MT's is more than enough for a ZPM, I wouldn't use it every week cause I need the MT's for raiding, and MT's are much cheaper than black market turns.

Thats why a lot of people wont use it.
And that makes it 'special'
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Re: ZPM idea

Well you all forget one good point. Shields with a ZPM like in atlantis you could get a shield that defend you totally without having to loose trops on any side against attack for a ammount of attacks or hours what ever comes first and ad that to TacticalCommander idea since then we have a good thing with ZPM's.
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Re: ZPM idea

I like the idea, hard to believe this is the first time it's been mentioned.. :?
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TacticalCommander
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Re: ZPM idea

Nimras wrote:Well you all forget one good point. Shields with a ZPM like in atlantis you could get a shield that defend you totally without having to loose trops on any side against attack for a ammount of attacks or hours what ever comes first and ad that to TacticalCommander idea since then we have a good thing with ZPM's.


Hmm.. an idea like a realm shield. I like it and actualy would replace defence in my suggestion earlier.

Problem with doubling defence: someone builds a 1 trillion defence, then doubles it with a zpm at basically a cost of 1 MT

by simply having a shield in place that absorbs damage instead,
-the balance between attack/defence is maintained
-defence still deals damage from behind the realm shield
-1 ZPM to engage around home planet
-with 3 ZPM's, it protects planets also.
-The Shield is still massable.
-If devasting damage is dealt, the ZPM's have no drainage.
--As stated, to prevent 1 wep massing of shield, same reason defence weps take no damage.
-Each turn the ZPM(s) is drained a certain amount. Amount where with no attacks, the shield will fail in 48hrs.
-A 15 turn attacks causes the ZPM's powering the shield to drain quicker than if 1 turn attacks were used. A 15 turn Attack should drain about 5%.

I love it. Much better than simply having a ZPM double defence.

The PPT is still usefull, as the shield will be used to protect against massings rather farming. So farming won't be affected, as people will simply use PPT to protect against that instead of a ZPM which can give out after 20 attacks or so.

Usefull in war when you want to defend yourself against a massing/farming, but still want to be able to attack durring war.
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Re: ZPM idea

thats a little too much like ppt, and only lasts for half the time 2 ppts last.....

seems like it would be better in a different way, rather than a new way to ppt thats vulnerable to attacks...?
such as boosting your unique techs????? what are ideas on my idea of boosting % of unique techs or even stopping a % of sabotages even if their covert is like 10x yours, no matter how low your covert is you should still be able to see weapons being destroyed and stop them??? :?
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Re: ZPM idea

Why not get rid of PPT and have a ZPM powered shield for the market cost(since asgaurds give PPT's and they are gone) or use it for a bonus purpose.
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Re: ZPM idea

reason not to replace ppt is that the game in no way follows the series... besides, ZPMs are rare...
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