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Re: Mother Ship Technologies

Posted: Sat Aug 04, 2007 12:45 pm
by Mattathyah
how long does that take??

Re: Mother Ship Technologies

Posted: Sat Aug 04, 2007 12:48 pm
by Zeratul
that can take anything from weeks till months till never... he might not even like it... or he might find it too hard to program, and so he might not use it at all...

but if he likes it, then he will probably use quite some time on it... simply so that he can get it correct...

the threads here are suggestions by players, not upcoming things from Forum...

Re: Mother Ship Technologies

Posted: Sun Aug 05, 2007 2:38 am
by TacticalCommander
Getting back on topic

TacticalCommander wrote:I'm still against seeing what tech is equipped when you spy. You can see what techs are purchased, but since you don't get MS stats, I don't think you should get the equipped tech either.

Since the only reason that actually stood against mine that made sense was that it would take 4hrs to find out and counter.

So I changed the switching system to this instead.

When you change, the change won't occur till the next turn passes. I figure thats easiest as it brings the 4hrs down to half hour. That makes it fast enough that it can be effective, at the same time, it prevents people from changing on the spot. I'm also thinking it should cost 3 attack turns to change.

Now, this quick change neglects one of the advantages the Hyper drive fleets had. Since they could only hit once per turn. Thats not very effective if the next turn the guy that got hit has the advance hyper drive going.
So the other adjustment is, that it becomes like Covert Capacity, Exception that, its cap is 20, and you only gain 1 per turn.

Re: Mother Ship Technologies

Posted: Sun Aug 12, 2007 11:35 am
by Castiel
I think this is a decent idea :)

Re: Mother Ship Technologies

Posted: Sun Aug 12, 2007 11:38 am
by bamse
I like TC's idea, it would make the game a bit more interesting again :)

Also would make motherships more realistic..

Re: Mother Ship Technologies

Posted: Sun Aug 12, 2007 1:46 pm
by Mattathyah
i love the idea but there is 1 more thing u could add like planetary shields that ur ms can expand a shield around the planet and stop a % of the damage.

Re: Mother Ship Technologies

Posted: Tue Aug 14, 2007 7:07 am
by TacticalCommander
mateoinspain wrote:i love the idea but there is 1 more thing u could add like planetary shields that ur ms can expand a shield around the planet and stop a % of the damage.


I need to you elaborate on your idea more before I add that.

I already have one tech that deals with protecting planets, if I start adding to many, I will need to add some that would allow an MS to deal damage to a planet directly or something to maintain the balance.

Re: Mother Ship Technologies

Posted: Tue Aug 14, 2007 9:19 am
by Mattathyah
yeh sorry ill just wait 2 see if it is approved

Re: Mother Ship Technologies

Posted: Tue Aug 14, 2007 3:20 pm
by TacticalCommander
After a conversation

[Alpha] Renegåde ~Ģἑяάřđ~ says:
First, while you can purchase multiple Techs, you can only have one installed on your Mother Ship at any point in time.
When you click to switch techs- it waits till the next turn passes for the actual switch to occur. Possible 3 AT cost each switch
[Alpha] Renegåde ~Ģἑяάřđ~ says:
sounds good
[Alpha] Renegåde ~Ģἑяάřđ~ says:
i dont know if it would strain the server though
[Alpha] Renegåde ~Ģἑяάřđ~ says:
everyone changing etc
[Alpha] Renegåde ~Ģἑяάřđ~ says:
1 more thing to do every turn
[Alpha] Renegåde ~Ģἑяάřđ~ says:
and it lags enough on the turn as it is
[BWP] TacticalCommander buying 2k AT says:
interesting point
[BWP] TacticalCommander buying 2k AT says:
any ideas?
[Alpha] Renegåde ~Ģἑяάřđ~ says:
well it could change instantly
[Alpha] Renegåde ~Ģἑяάřđ~ says:
just cost you a number of turns
[Alpha] Renegåde ~Ģἑяάřđ~ says:
like nox
[BWP] TacticalCommander buying 2k AT says:
I suppose.....I suppose in order for that to be effective the person would have to be online
[Alpha] Renegåde ~Ģἑяάřđ~ says:
yea hmmm
[BWP] TacticalCommander buying 2k AT says:
which is no different from current massing


so with that in mind, swicthing can be done instantly, like nox, but will cost 3 turns to change.

Re: Mother Ship Technologies

Posted: Tue Aug 14, 2007 3:21 pm
by [Alpha]Renegåde
Very nice idea,

It would make ms battles alot more intresting...
Nice idea, but im sure there would be alot of coding behind it :?

I hope it gets recogntion :)

Re: Mother Ship Technologies

Posted: Tue Sep 11, 2007 7:55 am
by Tovra
Eh. . . . bump for a good idea! :D

Re: Mother Ship Technologies

Posted: Tue Sep 11, 2007 11:54 am
by TacticalCommander
ummm...thanks....anyway, while this back up here...I added a small part as to how I think each tech helps the game.

I included a copy below. I also made a small edit to the fleet hyperdrive, indicated by presence of --

Justification

Zero Point Module Shielding
A basic Tech with no major advantages/disadvantages.

Zero Point Module Weapons
A basic Tech with no major advantages/disadvantages.

Maneuvering Thrusters
Mostly, it is used to keep an opposing MS from infusing its bonus as the fire power is wasted trying to hit the defending MS. A smaller MS will find this useful against a bigger MS. But it will mostly end up making the bigger MS spend more AT by having to attack more often. Also very useful if the MS has no weps.

Cloaking Shields
Seemed like a tech that should be there, again, I'm not completely happy with using cloak this way. Mostly, it can allow a bigger MS to still provide its bonus to the troops. Helpful if a massed MS keeps using the Maneuvering Thrusters.

Advance Hyper drive
Increase defense of planets/help protect against the next tech listed. This however leaves the MS vulnerable to another equal MS or even inferior MS using one of the first 2, or even 3 techs. Once an MS is massed, this tech is pretty much useless.

Fleet Hyper drive
As planets have become more common, more people are getting 10 of them and they are influencing peoples stats more and more. Sense a lot of people invest in their planets, both in stats, defense, not many will want to abandon them This allows the planet stats to be damaged, but not the defense which is expensive to replace with bigger planets. So it can helps the attackers by reducing stats, especially UP stats. Having it build up from 0 prevents people from switching then massing, then back again. The disadvantage is the same as using the Advance Hyper drive.

Phasing Technology
This can allow you to somewhat hide your MS. Disadvantage is it can't help you in your fights.

Long Range Sensors
Mostly to detect the tech on other MS. The planet searching is just an extra bonus.

Re: Mother Ship Technologies

Posted: Tue Sep 11, 2007 10:19 pm
by grimgor
brief run down on what TC said

Zero Point Module Shielding
50% attack


Zero Point Module Weapons
50% defend


Maneuvering Thrusters
Dodge % of the damage


Cloaking Shields
All strike use on Attacker/Defender army
10 times more loss on your MS


Advance Hyper drive
Have to beat MS in order to attack planets


Fleet Hyper drive
Attack planet stats
25% more damage on fleets


Phasing Technology
MS does not turn up to the battle


Long Range Sensors
12 hour MS search


ok some good and some bad
but i still like the Idea

1st with attack and defence one it should reduce the opposite stat cause of power drain

2nd the dodge one should also reduce your hit chance but only by a little bit and why not make it miss all together a bit like asgaurd tech

3rd the Cloaking Shields are pretty point less cause if you got a powerfull MS your still going to hit the ground and if you got a weak MS you just going to get owned even more

you could make it so that your MS strikes 1st with a 10% damage bounes for catching them off gaurd but if both have it the attack goes 1st like normal

4th the Phasing Technology i would see abused in war cause it just like sending your MS away but when you attack it there

Re: Mother Ship Technologies

Posted: Sat Sep 15, 2007 2:03 am
by TacticalCommander
I don't know where your getting the 50bil naq cost....seeing I only proposed a 25bil cost for each tech at most...


as for a total 200bil strength ms, wouldn't get 100bil strength from one ZPM tech. You can only have one tech equipped at a time. So, saying its 100bil weps/100bil shields, it would only get 50bil bonus to one of those stats. Either Weps, or shields, NOT both.

as for unbalancing it, I think the other techs speak for themselves.

If he goes against a MS that would normally be bigger than his, keep in mind, that MS too will be using a tech, so it could have its own ZPM and therefor also have a big boost, so the normally bigger MS would still win.

If he goes against an MS of equal strength, it too can have a ZPM, phase itself, etc.

If he is using a ZPM to mass a smaller MS, well, ms massing is usually done with 1 turn, so he saves 2 or 3 turns massing. Either way, the smaller MS can be destroyed. However, again, it too can use a tech like the maneuvering thrusters, phasing, too dodge or hide from the enemy attacks.

Having the advance hyper drive is too powerful and obviously favors the big players more, but having the ZPM techs will leave their MS at risk if they leave it on advance hyper drive. Likewise, someone using the ZPM techs, leave their planets vulnerable to someone massing their planet or using the fleet hyper drive.

So sure the boost to cost ratio may seem unbalanced, keep in mind, everyone can benefit from that, so I don't really think it all that unbalanced.

Re: Mother Ship Technologies

Posted: Sun Sep 16, 2007 4:04 am
by TacticalCommander
"now , all those ppl with defs 200-300bil who were safe till now .... they can be farmed for a puny investment .."

but all those people, for the same puny investment, can increase thier own MS, and therefor either boost the MS strike to boost thier defense or their MS shield to absorb the now additional damage.

unless...those 200 - 300bil def have neglected their MS.


I suppose there really isn't a way I can contradict what your saying, after all, bigger players can afford to pay more. Though, 20 tril naq I think is to much, though, I'm not a big player, and I suppose the final cost would be up to Forum and he always does a good job with that usually.

Now this only for the MS ZPM Strike boost Upgrade? because if I do, I need to rethink the balance between the other techs in relation to this one.