Page 2 of 3

Re: Weapons

Posted: Sat Jan 24, 2009 10:40 am
by adminGary
We are working on a new tech page. The page will allow you to research new weapons and defensive weapons. We feel that this will add depth to the game. However with the game going live right around the corner, this update will happen after the game launches.

I've also had requests to change the weapon balance which I'll be looking at in the next day or so.

Re: Weapons

Posted: Sat Jan 24, 2009 1:56 pm
by Midnight
I agree with a few of the above points.

@ Lore, I very much agree, there is now the great divide. There is maybe 5-6 people with strikes over 450k (possibly even more) and the ability to get stats up to that for any form of att/def testing will only be able to be done for purely how losses will work.

@ L.A., it sounds like an interesting idea, but we'll see what aG's idea is with the tech for weapons. I just hope he can balance it, so it is just as hard for a small account to get them as a big account.

Re: Weapons

Posted: Sat Jan 24, 2009 2:04 pm
by Rn5ho
how about removing those higher level weps from accounts that purchased them before they were removed?

i still have 30 targeted attack weapons - goa'uld weapon, str: 2,600 / 2,600
i also have 33 Invinsibility Technology defense weps, also goa'uld wep.

Please remove these from accounts as well ;)

Re: Weapons

Posted: Sat Jan 24, 2009 2:29 pm
by Midnight
Horus God Of Light wrote:how about removing those higher level weps from accounts that purchased them before they were removed?

i still have 30 targeted attack weapons - goa'uld weapon, str: 2,600 / 2,600
i also have 33 Invinsibility Technology defense weps, also goa'uld wep.

Please remove these from accounts as well ;)


I agree, I have 66 and 79 of those same weapons representing a cost of 29,660,000 Maybe remove those weapons from all accounts and just spread the naq between all the accounts. After all being testing we can farm it back with no problems.

Or better yet, just convert all of those weapons to the same types of weapons that are now available. So that the number we have just gets added to the amount of our smaller weapons that we now have available. Yes we lose some naq, but who really cares about a little beta naq (it's not even real naq!!!)

Re: Weapons

Posted: Sat Jan 24, 2009 2:30 pm
by semper
adminGary wrote:After much thought, we have decided that a few weapons and defensive weapons should be removed from the game.

For the time being we are limiting each of the four races to 3 weapons, in addition to this the 3 weapons will undergo a rethinking. (Ie tauri's revolver will be a pistol biased on the fact that revolvers are not used in any of the SG-1 episodes).

If you have any suggestions or ideas for the new weapons please make a post below.

If you wish that the weapons stay the same for any reason please let me know.



omg.. how many times have I suggested new weapons?

*strangles gary*

Weapons:
Strike
Tauri: Knife, Hand Gun, M16, P90, Sniper Rifle, F302.

Replicator: Pincer, Metal Blade, Acid, Organic Corrupter, Block Weaver, Spider Craft.

Asgard: Hand Device, Phase Gun, Compressor Gun, Beam Ray, Familiar Laser Drone, War Walker Mech.

Goa'uld: Knife, Zat, Staff Weapon, Heavy Staff Cannon, RF Wrist Weapon, Death Glider.

Defence
Tauri: The same as their attack weapons? lol.. maybe instead of a knife have Kevlar armour, and give them Defence Platforms (anti air or anti armour) instead of the Rocket Launchers. We use the same weapons to defend ourselves as we do attacking, the difference between a defence and offence is location it appears!

Replicator: again.. the same as their attack weapons? Perhaps... Phasic Armour and Energy absorbing cells as two different ones.

Asgard: Pressure armour, Invisibility Device, Wrist Shield and once again, some of the same as the attack ones?

Goa'uld: Kull Armour, personal cloaking device, otherwise once again.. not really much else that can be put in there..except the attack weapons they use in defence.. same principle as Tauri.

Technologies:
Strike:
Tauri: Surgical Strike Team Training, 304 Bombardment, MKIX Naquadah Enhanced Nuke Deployment.
Replicator: Technology Manipulation, A long Comes a Spider..., Mass Replication.
Asgard: Beliskner Mass Beam Array, Oneil Class Orbital Bombardment, Artificial Sun Collapser.
Goa'uld: Gate Block, Hatak Orbital Bombardment, Targeted Gate Weapon.

Defence
Tauri: Gate Iris, Underground Bases, Ancients Weapon Platform (Or ZPM Interface technology).
Replicator: Enhanced Replication, Improved Block Structures, Spiders Web Doctrine.
Asgard: Gate Shields, Time Dilation Device, Defence Network.
Goa'uld: Gate Shield, Hidden Bases, System Lord Citadel.

Covert
Tauri: Tok'ra (Off-World Allies) Intelligence, Subterfuge Training.
Replicator: Lone Drone Operation, Mind Probing.
Asgard: Long Range Scanners, Ship Cloaking.
Goa'uld: Parasite Spy, Long Range Scanner Ball.

Assassination:
Tauri: Sniper Rifle Training, Survival Training.
Replicator: Nanite Infection, Human Form Deployment.
Asgard: Precision Beaming, Malicious Hand Device.
Goa'uld: Ashrak Deployment, Lo-Tarc Indoctrination.

Unique Technologies:
Tauri: Small but Effective: + ??% Covert/reduce number of spies needed for successful Operations. (Or Attack..Are Tauri STILL attack race? WTH WHY?!)

Replicator: Devouring Hordes: +??% Attack/Convert % of Naq stolen into untrained. (Or, if for some reason they remain Covert..then use Human Form Empathy Manipulation +??% Covert and give same other bonus as tauri should get.)

Asgard: Consciousness Preservation and Cloning: Reduce Casualties in Battles, failed covert ops and UU attacks.

Goa'uld: Divine Propaganda: Convert Enemy Dead into Untrained Units (Like 60-80% of casualties to a minimum of 1 or something..).

Re: Weapons

Posted: Sat Jan 24, 2009 3:25 pm
by adminGary
It's not an easy task to remove weapons from a player because of how the database works around weapons.

I'll see what I can do.

Re: Weapons

Posted: Sat Jan 24, 2009 3:30 pm
by Midnight
I realise that because the script to be written to run through the DB would be a nightmare to get correct.

Re: Weapons

Posted: Sat Jan 24, 2009 3:37 pm
by semper
previous post updated. :wink:

I had a go, hopefully they will be good enough though! I based them all on SG as best I could.

Re: Weapons

Posted: Sun Jan 25, 2009 11:41 am
by Lore
Well it is causing a major problem. I have increased my military about ten fold. Guess what? my income has increased so that i make more in 1 turn then i farm for presently. The weaker weapons get destroyed overnight as well from the constant turn farming.

Either remove the weapons that are in the game, or return all the weapons till beta end. A good portion of the game can not function properly presently.

Re: Weapons

Posted: Sun Jan 25, 2009 11:49 am
by Juliette
True. 2 hits and your weapons are that far damaged that repairing them isn't an option anymore.

Lore: Research the bigger, badder guns. ;)

Re: Weapons

Posted: Sun Jan 25, 2009 12:08 pm
by Lore
Universe wrote:True. 2 hits and your weapons are that far damaged that repairing them isn't an option anymore.

Lore: Research the bigger, badder guns. ;)

all i have it techs? at 45 and 50 MILL naq, i can hold more then 300K in the open and 1.2 mill in my bank, so I dont see where that is an option?


Or am i missing something? I see no research page?

Re: Weapons

Posted: Sun Jan 25, 2009 12:23 pm
by Juliette
Lore wrote:
Universe wrote:True. 2 hits and your weapons are that far damaged that repairing them isn't an option anymore.

Lore: Research the bigger, badder guns. ;)

all i have it techs? at 45 and 50 MILL naq, i can hold more then 300K in the open and 1.2 mill in my bank, so I dont see where that is an option?


Or am i missing something? I see no research page?

Sorry, I was talking about the future.. :)

Re: Weapons

Posted: Sun Jan 25, 2009 12:26 pm
by Cole
Why almost noone commented/saluted/debated my suggestion? :(
I know Gary has an idea for live with new techs, but mine is still worth to be talked about too, afterall it's a also a worthy potential update! :-D

Re: Weapons

Posted: Sun Jan 25, 2009 12:48 pm
by semper
LegendaryApophis wrote:
Arcturus wrote:Well if everyone had weak weapons, then it would not be a problem.

It would not, but it will (be one)! ;)
I don't think that after a month or two we'll be much appreciating the fact to buy 1000s of weapons to have barely acceptable stats.

See above for names suggestions, coming straight from Quantum ;)

I have an idea, being better...let's say 5 weapons of the above mentionned from Quantum for each stat, 2 smallest ones are usual weapons, you only use naq to get them, and aren't too hard to afford (let's say the equivalents of 16.4k and 52k naq weapons). Then third one needs certain amount of troops to buy it (for example the technician working on weapon to make it work), seperated from troops to use it (drivers/pilots/soldiers etc), and same goes for 4th and 5th, but as power increases, the amount of troops needed increases significally as well as the price (they are stronger so they need more technicians/scientists to make them work). That way, if you have 10 level 5 weapons, if you get massed, you would loose as much uu as if you had (example) 125 level 3 weapons (given cost of weapons by naq&uu; equivalent naq<->uu). Just that they would be harder to destroy, but the losses would be the same, if not more (can be discussed).

Difficult indeed, but at least, this would bring a thing missing for a long time...realism! (heck, strong weapons don't fall from sky without people needed to create/build them/make them work!)
Yes, it is difficult, but if we want a bit of realism to be closer from SG1, it won't be by deleting large weapons that we will do well there!

With this idea, there's big losses even for strongest weapons, they are harder to destroy, but in the end, the losses will be there anyway! :)

Example with strike weapons of Goaulds, based from Quantum and changed costs:
[spoiler]Zat 100 25,000 Naquadah
Staff Weapon 200 54,000 Naquadah
Death Glider 2,100 524,000 Naquadah +50 troops
Al'kesh 5,000 4,200,000 Naquadah + 200 troops
Kull Warrior Division 7,000 12,600,000 Naquadah + 500 troops[/spoiler]
Costs/powers and troops being just an example to show what I mean. Didn't have time yet to think of accurateness of power-cost-trooops.

That way, and only this way, when we'll play, we'll feel we *really* play a stargate based game, even if it has no graphics. 8)


You want realism, well quantum is not the way to go. "50 super soldiers armed with 50 Kull Warrior Divisions"... omg... Quantum Weapons are just as crap as the old main weapons, they sound stupid!

Use just a tiny amount of common sense please people...

As for the rest of your idea Jim..well.. its not bad, but its not entirely realistic. The UU are the guys that make and maintain the weapons with the naq the soldiers take. The Soldiers just use them. If you look at my weapons... there is never an occasion where we have seen it proved that a single person cannot deploy/use that weapon a lone. I suggest we keep it that way. We could have different roles for uu..to decrease weapon repair cost or increase damage/stealing ratio on a standard 15 at's...because they are engineers or transport specialist's and all that jazz..but thats a bit..well... unnecessary. :?

Re: Weapons

Posted: Mon Jan 26, 2009 1:55 pm
by Cole
Semper wrote:
LegendaryApophis wrote:
Arcturus wrote:Well if everyone had weak weapons, then it would not be a problem.

It would not, but it will (be one)! ;)
I don't think that after a month or two we'll be much appreciating the fact to buy 1000s of weapons to have barely acceptable stats.

See above for names suggestions, coming straight from Quantum ;)

I have an idea, being better...let's say 5 weapons of the above mentionned from Quantum for each stat, 2 smallest ones are usual weapons, you only use naq to get them, and aren't too hard to afford (let's say the equivalents of 16.4k and 52k naq weapons). Then third one needs certain amount of troops to buy it (for example the technician working on weapon to make it work), seperated from troops to use it (drivers/pilots/soldiers etc), and same goes for 4th and 5th, but as power increases, the amount of troops needed increases significally as well as the price (they are stronger so they need more technicians/scientists to make them work). That way, if you have 10 level 5 weapons, if you get massed, you would loose as much uu as if you had (example) 125 level 3 weapons (given cost of weapons by naq&uu; equivalent naq<->uu). Just that they would be harder to destroy, but the losses would be the same, if not more (can be discussed).

Difficult indeed, but at least, this would bring a thing missing for a long time...realism! (heck, strong weapons don't fall from sky without people needed to create/build them/make them work!)
Yes, it is difficult, but if we want a bit of realism to be closer from SG1, it won't be by deleting large weapons that we will do well there!

With this idea, there's big losses even for strongest weapons, they are harder to destroy, but in the end, the losses will be there anyway! :)

Example with strike weapons of Goaulds, based from Quantum and changed costs:
[spoiler]Zat 100 25,000 Naquadah
Staff Weapon 200 54,000 Naquadah
Death Glider 2,100 524,000 Naquadah +50 troops
Al'kesh 5,000 4,200,000 Naquadah + 200 troops
Kull Warrior Division 7,000 12,600,000 Naquadah + 500 troops[/spoiler]
Costs/powers and troops being just an example to show what I mean. Didn't have time yet to think of accurateness of power-cost-trooops.

That way, and only this way, when we'll play, we'll feel we *really* play a stargate based game, even if it has no graphics. 8)


You want realism, well quantum is not the way to go. "50 super soldiers armed with 50 Kull Warrior Divisions"... omg... Quantum Weapons are just as crap as the old main weapons, they sound stupid!

Use just a tiny amount of common sense please people...

As for the rest of your idea Jim..well.. its not bad, but its not entirely realistic. The UU are the guys that make and maintain the weapons with the naq the soldiers take. The Soldiers just use them. If you look at my weapons... there is never an occasion where we have seen it proved that a single person cannot deploy/use that weapon a lone. I suggest we keep it that way. We could have different roles for uu..to decrease weapon repair cost or increase damage/stealing ratio on a standard 15 at's...because they are engineers or transport specialist's and all that jazz..but thats a bit..well... unnecessary. :?

-The 50 soldiers are "commanders" of kull jaffa divisions in this case. Yes not realistic but can remain. As I said, it was EXAMPLES among quantum weapons. There are 8 weapons, surely we can keep 5 to make all accurate.
-I wanted uu to be used to avoid the "zomg not enough troops used it's unfair towards small weapons they be unused after!" and to think about ships, well, I know it's unnecessary and all to have those uus spent, but I wanted to have an input and I came with it!