HAPPY HALLOWS EVE!!!!!!!!!!
Posted: Mon Oct 31, 2005 6:22 pm
Sieges should mean that all production is frozen, including unit, naq, attack... but perhaps spy turns could replicate,
in a siege perhaps spy levels would get a bonus which would be based on ur untrained units with the amount of mercs divided from it, say u have a hundred untrianed units, an a total of 20 mercs, then u would have an additional five levels added to ur normal spy level whatever it is...and if u hav no mercs, then you would get a zero plus bonus, and if u hav more mercs then untrained units, u get a default 1 additional level to ur normal spy level.
you would also recieve a set of free spies every turn related to ur unit production level, and the option to either sab the ship into oblivion...or to hijack it, depending on ur spy level, including the special be-sieged spy bonus u might get, so if ur level is somewhere around that of the sieger, then u can have a decent chance of sabbing it to total destruction, if above it, then u can hava chance of hijacking. however i think that this should involve a random generater, with 3 or 4 options, with 1 being that of destroyin it, 1 being of capturing, 1 being of failure wihtout loss, 1 being with failure with all lost.
and ur spy level +plus the bonus is compared to opoonents bonus -seige bonus. Whoever gets the higher gets the advantages in the random generater... examples, il give two.
in one, the besieged is level 7, for simplicity, the sieger is level 14, and this is after the addition and subtraction of a 5 spy bonus level. So originally, the besieged was a level 2 spy level, the sieger a level 19 spy level. But back to the 7 vs the 14, the sieger has the advantage, which means that all attacks have roughly a 2 in 3 chance of failing, in numbers the chances would look something like this percentage wise
%_______________________________
%_____These favor the besieger______
44 to lose all the spiess
22 to lose the mission w/ spies intact
%______These favor the besieged_____
22 Mothership destroyed w/ spies lost
11 Mothership hijacked w/spies abourd it...eternallly
If the besieged however had a base spy level of 20 and the besieger had a base spy level of 30, and say that the bonus spy level would be at 5, then the besieged would be ellivated to level 25 and the besieger would have 5 levels subtracted from them while still on the planet ( yes it would affect thier entire account, its the cost of besieging, plus when sieging someone u also shouldnt generate any attack turns, since u are useing them thier), so basicly both would be at the same level 25, and no, while im doing this im not adding in the affect spys might have on missions caus thats to complex for me to think about, but im sure it would affect it, just not here.. oh and on spy missions, u wouldnt select how many spies u sent, theid all go reguardless of thier number.
so the numbers might work out to basicly this.
%__ Possible Effects/chances___________
25__all spies die uselessly
25__all spies fail but survive
25__spies die destroying hte mother ship
25__spies capture the mothership and stay abourd forever
this is just an idea so that sieging would be effective and yet balanced to give everyone a chance reguardless of how advanced u are, caus otherwise this game might become insanely bad for alota people if sieging were left to pure numbers and no random calculaters or whatever it would be, perhaps i say, its just a way to balance it out and give some realiztic effects to this. Either that or naq could be produced but while besieged it would be done at like between 75 and 25 percent effective, but heres the kicker to taht specific idea, all naq goes directly to the person besieging you! personallly im more fond of freezing all naq and unit production myslef, with the exception of free spys every round and all the other stuff i said earlier
in a siege perhaps spy levels would get a bonus which would be based on ur untrained units with the amount of mercs divided from it, say u have a hundred untrianed units, an a total of 20 mercs, then u would have an additional five levels added to ur normal spy level whatever it is...and if u hav no mercs, then you would get a zero plus bonus, and if u hav more mercs then untrained units, u get a default 1 additional level to ur normal spy level.
you would also recieve a set of free spies every turn related to ur unit production level, and the option to either sab the ship into oblivion...or to hijack it, depending on ur spy level, including the special be-sieged spy bonus u might get, so if ur level is somewhere around that of the sieger, then u can have a decent chance of sabbing it to total destruction, if above it, then u can hava chance of hijacking. however i think that this should involve a random generater, with 3 or 4 options, with 1 being that of destroyin it, 1 being of capturing, 1 being of failure wihtout loss, 1 being with failure with all lost.
and ur spy level +plus the bonus is compared to opoonents bonus -seige bonus. Whoever gets the higher gets the advantages in the random generater... examples, il give two.
in one, the besieged is level 7, for simplicity, the sieger is level 14, and this is after the addition and subtraction of a 5 spy bonus level. So originally, the besieged was a level 2 spy level, the sieger a level 19 spy level. But back to the 7 vs the 14, the sieger has the advantage, which means that all attacks have roughly a 2 in 3 chance of failing, in numbers the chances would look something like this percentage wise
%_______________________________
%_____These favor the besieger______
44 to lose all the spiess
22 to lose the mission w/ spies intact
%______These favor the besieged_____
22 Mothership destroyed w/ spies lost
11 Mothership hijacked w/spies abourd it...eternallly
If the besieged however had a base spy level of 20 and the besieger had a base spy level of 30, and say that the bonus spy level would be at 5, then the besieged would be ellivated to level 25 and the besieger would have 5 levels subtracted from them while still on the planet ( yes it would affect thier entire account, its the cost of besieging, plus when sieging someone u also shouldnt generate any attack turns, since u are useing them thier), so basicly both would be at the same level 25, and no, while im doing this im not adding in the affect spys might have on missions caus thats to complex for me to think about, but im sure it would affect it, just not here.. oh and on spy missions, u wouldnt select how many spies u sent, theid all go reguardless of thier number.
so the numbers might work out to basicly this.
%__ Possible Effects/chances___________
25__all spies die uselessly
25__all spies fail but survive
25__spies die destroying hte mother ship
25__spies capture the mothership and stay abourd forever
this is just an idea so that sieging would be effective and yet balanced to give everyone a chance reguardless of how advanced u are, caus otherwise this game might become insanely bad for alota people if sieging were left to pure numbers and no random calculaters or whatever it would be, perhaps i say, its just a way to balance it out and give some realiztic effects to this. Either that or naq could be produced but while besieged it would be done at like between 75 and 25 percent effective, but heres the kicker to taht specific idea, all naq goes directly to the person besieging you! personallly im more fond of freezing all naq and unit production myslef, with the exception of free spys every round and all the other stuff i said earlier