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Posted: Tue May 03, 2005 12:07 pm
by samir
or another way of going around the naq economics prob is to increase the amount of money the higher ranked players have to pay for their units and weapons, such that they will still need to attack others...

Posted: Tue May 03, 2005 3:37 pm
by NoDot
Tyonaik wrote:Mining units and u get a mine then the mining units can explore and get new mines like every 48 hrs
Um, I was thinking of having people explore to get new mines.

Posted: Tue May 03, 2005 4:08 pm
by BleedBlack
This si the kind of idea that is implimented in most other online script games.
Personally, I'm all for it.

It definately adds more depth to the game.

How about researchers to?
Set certain things to research on, i.e better mining equipment, higher defence/attack technologies (obviously there would be a limit), ways to limit casualties.

Also, if this kind of idea is implimented, it would have to be in QW as SGE is already deep in, so, it would undoubtadly disrupt everything.

Posted: Tue May 03, 2005 7:29 pm
by ocanderson4
no it could work here too. the way to get around this is to add a button under attack that lets you "attack" research/mining/exploring/.... instead of another player.

Posted: Tue May 03, 2005 7:56 pm
by Hèlas Thilen [Mr Crimson]
What about Saabing the mine so it makes less moolah . . .
I like the mine idea!

Posted: Tue May 03, 2005 8:01 pm
by scben
i like the idea of sabbing mines so they don't make as much or any for so many turns cause of repairs to the mine or something like that. also attacking it would be great too just thought this could spice things up.

Posted: Wed May 04, 2005 2:26 pm
by NoDot
Hèlas Thilen wrote:What about Saabing the mine so it makes less moolah . . .
Pinpoint Strike or Sabotage?

Good idea.

Posted: Sat May 07, 2005 4:42 pm
by ColonelMichael
I think this is a really good idea.YOu should also have ways to capture and destroy your enemies mines.

Posted: Sat May 07, 2005 5:09 pm
by scben
of course would be a big change and would cause a lot of confusion so i don't know if it would be used but
i though about it some more and here is how i would like to see it work
untrained units make u 5* naq per turn
trained minning units make 50* naq a turn each costing 6500** to train
and u have to buy a mine which cost around 500k or so
each mine can have up to 1000 miners

everyone would start with 1 mine and 3 miners as well as 3 untrained men so that new player could still actucally make naq

these are just intial thoughts and figures so numbers could be adjusted thoughout the whole thing just the structure for the naq would stay the same. Also when u attack it could hurt your mines which u have to repair and until u do u make a percent less naq just like how your def weapons are when they are attacked. As for losing miners i would think that it would be harder than the just killing untrained here a figure i like:
10 units die - 4def units 5 untrained 1 miner

*note goualds would still get their 25% bonus
**note goualds could have a 10% cost reduction