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Re: Injuring Miners

Posted: Wed Oct 31, 2007 4:54 am
by TacticalCommander
Tetrismonkey wrote:Hummm

The biggest problem I see with this is that Big Players can abuse this by running over any smaller player, another method of "sitting" on the account. This idea will effectivly make "sitting" on an account a real possiblilty.


EDIT-
TC, can I have your MSN, Id liked to talk to you more indept about this idea. Tealc, Can I also have your MSN, so we can disscuss other things, like the limiting of ATs on the game and a market change.


That problem is the main reason for the defense being multiplied by 10, that way even the a decent defense can protect your account.

But as Teal'auc said above, big players already can if they really want. But small players have the option of going to pergatory if it becomes too much of a problem.

Added you on MSN.

TC

Re: Injuring Miners

Posted: Wed Oct 31, 2007 5:12 am
by Raven
it is abit like revolution in Asc or in other words cripple your opponent so he cant keep fighting at a certain point.......i think this shouldnt get some protection so you can keep crippling their miners till they give up ....
Its a good idea but im afraid we need something better then this to really make wars interesting between 2 huge parties....

Re: Injuring Miners

Posted: Wed Oct 31, 2007 5:58 am
by Teal'auc of the Void
Tetrismonkey wrote:TC, can I have your MSN, Id liked to talk to you more indept about this idea. Tealc, Can I also have your MSN, so we can disscuss other things, like the limiting of ATs on the game and a market change.


PM'ed you.

Tetrismonkey wrote:KK thank you.

I really like this idea and would like it to be implemented.

Wonder what the rest of the community thinks?

I will forward this topic to admin when I get to talking to him. :)
Maybe he will be able to provide us with some of his opinions on this one.



Teal'auc

Re: Injuring Miners

Posted: Thu Nov 01, 2007 2:25 am
by FreeSpirit
I like it a lot though one suggestion:

Like you have a % hurt per attack on miners you could also add in an upgrade witch allows people to spend naq on to have a % miners healed per day. Example:

Teal attacks me and hurted 75% of my miners. I have spend a lot of naq on my recovery rate that i recover 15% of my miners per day. It then takes me 5 days to recover my miners. Teal can still damage them more when im not on ppt. And i dont have to be on ppt to have them recovered

Re: Injuring Miners

Posted: Fri Nov 02, 2007 2:30 am
by TacticalCommander
I didn't mean to imply that you would have to be on PPT to recover, I just assumed that most people would be go on PPT to recover since that would be easier than trying to recover while not on PPT. But recover happens regardless of PPT.

The naq upgrade in interesting, I've edited my first post to have it there so people see it if they don't read the full thread.

Re: Injuring Miners

Posted: Fri Nov 02, 2007 6:29 am
by Dagr
If you get attacked your not just gonna heal yourself, you need doctors. Make medical teams, cost 5 UU to train. Every team can heal 3 miners per turn. And if to many are left untreated for a certain amount of time they start dying off(sorry I know you didn't want them dying).

Re: Injuring Miners

Posted: Fri Nov 02, 2007 8:01 am
by Zeratul
death wont happen...

however, the doctor thingy is a good idea...

for example, on atlantis, there are what? 200 persons? and maybe 5 of those are doctors...

Re: Injuring Miners

Posted: Fri Nov 02, 2007 8:20 am
by Teal'auc of the Void
I like the idea more and more... :)



Teal'auc

Re: Injuring Miners

Posted: Fri Nov 02, 2007 9:21 am
by Castiel
I dont like this i am against the idea of being capable of killing miners unless it will be something like the lifer suicide , except AC suicide against the miners.

Re: Injuring Miners

Posted: Fri Nov 02, 2007 11:11 am
by Teal'auc of the Void
Meth wrote:I dont like this i am against the idea of being capable of killing miners unless it will be something like the lifer suicide , except AC suicide against the miners.

Read the topic before you post please. It's about INJURING not killing miners.



Teal'auc

Re: Injuring Miners

Posted: Sat Nov 03, 2007 6:41 pm
by Dagr
I still thin some should die but a very low percent. Even if death isn't added I like where it is going.

Re: Injuring Miners

Posted: Sun Nov 04, 2007 9:41 am
by TacticalCommander
jreider014 wrote:I still thin some should die but a very low percent. Even if death isn't added I like where it is going.


I specifically requested that there be no suggestion of miners being killed in this thread. Even if its a very small percent, because then it just becomes an annoyance, rather than a benefit, to the game having to retrain a few hundred miners every time you get your miners massed, which in war could be quite often for a long war.

As for having medical teams, the in general idea and realism is nice, but I don't see them as needed thing in first introduction of the update. That is of course up to the Admin to decide how much coding he wants to do at one time.

The only way I see medical teams working well, is through the mercenary market like Tetrismonkey said. Overall the idea isn't all that different from Freespirits, of naq being inputed which determines your miner recovery. Only difference is the naq inputed buys medical person, which in turns heal miners.

I don't so much per say care how the admin does miner recovery as long the method doesn't allow people to recover from a miner massing (like more than 70% injured) in a few turns or even in 24hrs. Otherwise, its not going to effective and wars won't change much.

I do however, have another idea, that would per say I think be easier to code.

Set amount recovered
-regardless of what was massed yep, 1 mil miners day.
-Tech Upgrades that can improve to 2.5mil miners a day, 5mil miners a day, 7.5, 10, 12.5 etc...
--This should cost a decent amount, but easily affordable at each army size mark.
--There should also be minimum army sizes needed to purchase and keep each upgrade.
---if army size drops, lose upgrade repurchase
--Should be enough upgrades that army sizes can purchase the one for their army size it takes roughly 4 days to fully recover, assuming they have 100% miners, and 100% injured, which is an unlikely thing to occur.
-This is a daily thing, happens once per day
--easier on the turn change
-if medical units are implemented, they cannot heal pass the maximum, regardless of number trained.

TC

Re: Injuring Miners

Posted: Thu Nov 08, 2007 3:59 am
by madcat
one of the best ideas i've ever seen in this section!!

well done guys,

love it

Re: Injuring Miners

Posted: Thu Nov 08, 2007 3:57 pm
by Castiel
Teal'auc of the Tok'ra wrote:
Meth wrote:I dont like this i am against the idea of being capable of killing miners unless it will be something like the lifer suicide , except AC suicide against the miners.

Read the topic before you post please. It's about INJURING not killing miners.



Teal'auc


Injuring / killing same thing.

Re: Injuring Miners

Posted: Thu Nov 08, 2007 5:54 pm
by madcat
Meth wrote:
Teal'auc of the Tok'ra wrote:
Meth wrote:I dont like this i am against the idea of being capable of killing miners unless it will be something like the lifer suicide , except AC suicide against the miners.

Read the topic before you post please. It's about INJURING not killing miners.



Teal'auc


Injuring / killing same thing.


completely different actually

if its not constructive, then please dont bother ;)