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Re: Alternate Missions for MS

Posted: Wed Aug 02, 2006 12:37 am
by ZPM
obrecht wrote:As many have figured out, there aren't any more planets to find out there. Now what do you do with that mothership? Give it a mission, every mission last for 24 hours, just like exploration, and has a chance for complete failure and you can't choose what it finds.

Looking for friends: Brings back a few Super units with random weapons
Would only bring a few. maybe a base number of 200 and plus or minus 100 random chance. And it'd be random weapons, not nessicarly the best.

Peace Mission: Brings back UU, Naq. I could bring one commodity. How about something like 500-5000 UU if succeeded. 5,000,000 to 500,000,000 naq if suceeded.

Raiding mission: Brings weapons, lifers, and naq. Again one or the other. it could bring 10,000-50,000 basic down to 100-500 of the best weapons. 250-5000 lifers. Or 2,500,000 to 250,000,000 naq.

Bombardment: This was an idea bounced around a while ago to completely obliterate people. Well, I think I may have found a compromise. It takes 12 hours to get there, and 12 hours to get back. Once its there it will do its weapons damage to miners, lifers, and offensive and defensive bases. Again chance it would totally fail. (the hyperspace generator isn't working properly, someone sabotaged the weapons) If the opponent has a mothership in orbit, it will counter-attack the attacking ship with full force, recieving no damage.

Planet Defense: Tired of taking that planet only to have it retaken, and all your mothership does it sit around and watch. Well, here's the deal. For 24 hours your ship will defend one of your planets. The ship doesn't have to be recharged (as in after 24 from the last attack) to defend.


I believe that the figures are OK.

However, I propose that a new "Daughtership" be implemented to fulfill the proposed purposes ONLY - these new ships would be only capable of these extra missions, and not capable of contributing to conventional battles, and would be not upgradeable and limited to one per player; pricing would begin at around 100 million naquadah to allow for new or poor players; not all can afford motherships.

Motherships would retain their current abilities only.

Furthermore, I believe that any naquadah acquired from such missions should be deposited straight into the player's bank account to prevent naquadah arriving unguarded in a player's realm while the player is not logged in.

Hail Marcus Licinius Crassus.

Posted: Wed Aug 02, 2006 2:53 am
by obrecht
While i appreciate the idea, it won't work. See having this specific mission ship would take away from the idea of giving the mothership use besides fighting. Plus sending out every mission would leave you vulnerable, unless using it to defend a planet. Its good for the 1000-5000 range player where 500 mill makes a difference and there isn't anything else a mothership will do, so it might as well try for some extra booty.

As a side note, how do I learn programming for this game? I'd be more than willing to write the rough code myself then allow the admins to clean it up and implament it.

Posted: Wed Aug 02, 2006 3:53 am
by hfown
i think if nothing else, giving ms planet defending missions, whre it defends all planets, and adds... 50% natural def to the planet (natural def is what the planets def buildings add not your natural def) or 100% to natural def?

Posted: Fri Aug 04, 2006 11:07 am
by RealGateHead
Oh oh, I love this idea! What are the chances of it actually happening? If it does, it will be worth having an MS all the time, and not just for Defence and planets stealing. Great Idea! Maybe there should be a poll to see what POP demand says.

Posted: Thu Aug 10, 2006 4:51 pm
by obrecht
*BUMP*

Posted: Sun Aug 13, 2006 2:22 pm
by .L.
I like the ideas of the mothership doing more in the game

Posted: Mon Aug 14, 2006 7:51 pm
by Rukia
i support those options given a balanced %

Posted: Tue Aug 15, 2006 6:30 pm
by obrecht
Can we get an admin's opinion on this? Its been my experiance that Shizune is one of the pickyest people around, an admin needs to comment.

PS Unless you are in fact the programmer.

Posted: Tue Aug 15, 2006 11:08 pm
by Psi Kiya Trist
i'd agree with shizune, a balanced % would be good.

~_+Psi Kiya Trist+_~

Posted: Wed Aug 16, 2006 12:24 am
by Neimenljivi
I agree with suggestions aswell as ZPMMaker's suggestion BUT I think that when u send MS out it DOESN'T take any units from players but it would take them from planets without a player to handle them(not those planets you can take but new planets should be made for that and you can't take 'em and units are "made" there)....

Posted: Fri Aug 18, 2006 5:54 pm
by ZPM
when u send MS out it DOESN'T take any units from players but it would take them from planets without a player to handle them(not those planets you can take but new planets should be made for that and you can't take 'em and units are "made" there)....


Do you mean that the "daughterships", as I called them, should find their own planets (as the Mothership currently does when you send them out for a 24-hour exploration mission) and just farm units from whatever population is on the planet at the time? If so, I support that, but I feel that the population quantity and type should be random. For example, allow the player to find unarmed super units on a planet, and kidnap, brainwash them and integrate them into the player's army. Another example, on a different mission come across a planet with say twelve population total (make up a story... they just had a nuclear war, they were just forced to descend by "The Others", etc. etc.), and they might all be attack mercenaries, they may all be lifers, miners, untrained, anti-covert units, etc. or the population may be two-thirds lifers, one-third spies... ad infinitum.

If we do this, I suggest that only a set percentage (say, 75%) of the planet's total population can be brainwashed into joining the player's army. Slavery is not acceptable to most races , so the population that do not join are either accidentally killed, or are left on the planet unharmed. As slavery is acceptable to Goa'uld (and thus, System Lords), the unbrainwashed population can be enslaved, but at a cost of resources (i.e. slave lifers make 75% less naq than normal lifers, slave spies are 75% less effective than normal spies, etc.).

Of course this will force admin into making new unit types for Goa'uld and System Lords, and people will see this as being unfair. Therefore, I proposed the cost of enslaving the population.

Another thought would be to have an option in the Command Centre to decide whether or not one uses slavery, therefore allowing the enslavement of the planet's population (of those who are not successfully brainwashed) regardless of the player's race (but again this would come at a cost).

What do you all think?

Posted: Fri Aug 18, 2006 6:10 pm
by ZPM
Yet another thought: introduce a brain-wash skill, that determines how easily brainwashed the population are, thus determining what percentage of the planet's population can be brainwashed. The higher the skill level, the higher the percentage, but it can't be higher than 95% of the population (for clarification, the remaining 5% would be either enslaved, "accidentally" killed or left on the planet unharmed). It would be like the "worshipper" training capacity on ChaosWars - the closer to 95% a player gets, the smaller the percentage increases per upgrade of the skill.

Posted: Mon Aug 21, 2006 3:30 am
by ZPM
Bump.

Posted: Wed Aug 23, 2006 6:10 pm
by Riddick
I'm for peace mission and planet defense but against the others

Posted: Sat Aug 26, 2006 1:05 am
by ZPM
Double bump.