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Posted: Sat Sep 30, 2006 4:18 pm
by semper
yes...there is a large lacking in the game of actual things to do with the infamous rings themselves.

Weather it be one of the ideas above....a item, or stat regarding the star gates should be added to the game. possibilities of allowing siges (like what anubis does to earth...or what sokar did...) stopping all attacks to and from a realm...i dunno..tis to late to think of game changing ideas at 1:30am..:P

Posted: Sun Oct 01, 2006 12:37 pm
by 12agnar0k
this idea should be developed into a new server .. http://gate.thegatewars.com xD...

Posted: Sun Oct 01, 2006 2:11 pm
by ocanderson4
Spacey wrote:I don't quite understand a couple of things

Ok, so you have a stargate, and you want go about your merry way attacking pple. How do you get the addys of other pple? Is it just a conceptual thing, in that launching an attack on another with a stargate means you know it, by whatever means? Would it be that you know another's addy based on their spy/covert lvl?

If you need to send spys though to go to the base and figure out the addy(as the SGC was infiltrated with footholds, retu, goa'uld taking SGC hosts and in the Trust, etc.) then other pples addys could be sold on the black market, ebay, etc. That way providing at addys to other pple, without doing the work for it. Well, that's trading you say? Sure it is, just like is done now. But, in providing info. for cash, in my opinion, takes away from the game. It would become more like a business than a game, as is already happening.

I guess I'm getting into more of a philosop. discuss. about the ethics of playing and players getting cash for it. Just some thoughts.

Spacey




good point but to fix that just make so that you have to spy you can enter all the combos you want and none would work unless you have gotten it on your own through spying. In other words you don't spy on people you don't get the address. So even if someone does post the addresses it wouldn't matter because they would only work for that one person.

Example: I post gate addresses A, B, C, and D. Someone else comes along and see that I have C while they only had A, B, and D. They can't use the C that I posted becaues of embedded sercuirty protcols.

Posted: Tue Oct 03, 2006 7:49 am
by Spacey
I had to re-read this a couple of time to remember what I wrote :oops: . I think this is a good idea, that has a lot of promise. O, what you posted might be more complicated than it needs to be, or what I'm posting might be more complicated than it need to be...

I think it would work well if each player only had one Stargate, and some additional security measures were put in place(I'm surprised I didn't post this originally).

(1) Let's assume that each player can only have one Stargate(for their home world...now that we have planets things are more complicated, but I won't address that yet). Now assume again that each gate has it's own specific address. To mirror similarities to the game let's say there are 39 symbols on the stargate, and seven spots for each symbol. Some simple math would show that there would then be 137,231,006,679 different combinations(39^7). Now that is far more than the total number of player that the game has had since inception, and should be ok for a good long while(let's hope if implimented it won't turn into a Y2K equivalent).

That addresses(or tries to address) the Stargate address problem(although there is a finite number of addresses with 39 symbols and 7 spots). What I haven't talked about is maintaining the integrity of your address once it's known. What could happen is that the attackers address could be used is part of the permutations to determine the 'route' to take though space(like needing to know where you are with GPS to figure out how to get to a destination). So, four of my address' symbols could be used in the address that's shown to the attacker thereby making it x^11. Since each player has their own set of symbols for thier planet, and their address goes into calculating the 'route' to take through space, even if two people attack the same planet they won't see the same address for the same target.

EDIT: I'm currently working out a way to have the part of the attackers addy in the address the attacker sees. Numbers don't seem to be doing the job, so I'm adding letters, and it's getting 'interesting'. I will post again with what I figured out.

You know, the attacker doesn't really need to see the address of who their attacking, although it would be fun.


Spacey

Re: Stargate Attacks and Irises

Posted: Sat Jan 26, 2008 8:40 am
by Juliette
Am I allowed to revive? 'tis being mentioned again..

Sounds like a great idea. :)
It would definitely bring back a challenge to the game, probably get more people to be less bored again.
Especially having to find people before being able to attack them..

Imagine a newbie starting and seeing a "battlefield" of only himself.. with other players being added as he finds them.. or when they give him their coordinates. :lol:
Imagine that player a month later, finding his realm being a small realm in a huge universe of players.. that'd be just great.

:)

I like it..

Re: Stargate Attacks and Irises

Posted: Sat Jan 26, 2008 8:45 am
by Legendary Apophis
Original it is...I already saw a similar game to it, it would be a major change though.

Re: Stargate Attacks and Irises

Posted: Sun Jan 27, 2008 12:51 am
by Zeratul
Auriel wrote:Am I allowed to revive? 'tis being mentioned again..


you are....

Re:

Posted: Sun Jan 27, 2008 1:40 pm
by Wolf359
Spacey wrote:I had to re-read this a couple of time to remember what I wrote :oops: . I think this is a good idea, that has a lot of promise. O, what you posted might be more complicated than it needs to be, or what I'm posting might be more complicated than it need to be...

I think it would work well if each player only had one Stargate, and some additional security measures were put in place(I'm surprised I didn't post this originally).

(1) Let's assume that each player can only have one Stargate(for their home world...now that we have planets things are more complicated, but I won't address that yet). Now assume again that each gate has it's own specific address. To mirror similarities to the game let's say there are 39 symbols on the stargate, and seven spots for each symbol. Some simple math would show that there would then be 137,231,006,679 different combinations(39^7). Now that is far more than the total number of player that the game has had since inception, and should be ok for a good long while(let's hope if implimented it won't turn into a Y2K equivalent).

That addresses(or tries to address) the Stargate address problem(although there is a finite number of addresses with 39 symbols and 7 spots). What I haven't talked about is maintaining the integrity of your address once it's known. What could happen is that the attackers address could be used is part of the permutations to determine the 'route' to take though space(like needing to know where you are with GPS to figure out how to get to a destination). So, four of my address' symbols could be used in the address that's shown to the attacker thereby making it x^11. Since each player has their own set of symbols for thier planet, and their address goes into calculating the 'route' to take through space, even if two people attack the same planet they won't see the same address for the same target.

EDIT: I'm currently working out a way to have the part of the attackers addy in the address the attacker sees. Numbers don't seem to be doing the job, so I'm adding letters, and it's getting 'interesting'. I will post again with what I figured out.

You know, the attacker doesn't really need to see the address of who their attacking, although it would be fun.


Spacey


lol - I pointed Spacey's edit out to him and he's scurried off to think of something!

This idea is very similar to the one TacticalCommander has suggested reference Supergates. Both could work, and both could be implemented in such a way that if you don't want a Stargate/Supergate then there is no downside - i.e. you can only suffer a Stargate/Supergate attack if you have one!

Re: Stargate Attacks and Irises

Posted: Tue Jan 29, 2008 1:27 pm
by noone
Wolf359 wrote:The point is - whoever said the attacks are coming via the Stargate???


We have motherships right ? ... and they do battle in the reports .... euhm ... they fly there ? :-D

Re: Stargate Attacks and Irises

Posted: Wed Jan 30, 2008 8:21 pm
by Severian
The issue with this is scale.

Stargate SG1 deals with teams and infiltration and small military actions blown out of proportion via heroic scale/Sci-Fi action series.

In Stargatewars, were an enemy team to come through my gate I know i'd have 20million armed super soldiers with years of experience, born to kill and with the best weapons naq can buy. As such I cannot possible see any militeristic value of Stargate attacks in their current incarnation. I.E Invasion via Stargates.

I would propose an entirely different direction. At the moment, Wars cannot be won, resources and turns are unlimited and only willpower gets you through struggles.

This style of gameplay does not look like its going to change at all as to rectify the situation would require massive game changes and affect peoples accounts/work put in over the years far too much.

However one thing can be done that also brings tactics back into the game. Accounts Being able to be shutdown. I have always seen the market and sending resources and such as using the Stargate. If I were under siege with the number of fleets suggested and soldiers suggested, there is no way in hell any supplies are getting to my world undectected via fleets.

The Stargate however would be the logistical and financial heart, allowing supplies to come through regardless of siege or amount of guns pointed at your planet.

Here comes the best part, Each planet has a Stargate:

- The Stargate is not here to help your account, its to provide tactics involving starvation/logistics and to help shut down accounts so that in war one side can actually win/dominate.

- When someone activates your stargate, you cannot use the market place nor direct send. People cannot Direct send to you either. Essentially once someone activates your stargate, for a set duration of time, you are on your own resources.

- Upgrades can extend/shorten (attack/defence) the duration of its activation. Either Size Modification or duration limits set in place to ensure Multies or mass smaller accounts cannot exploit this [perhaps only people similier or larger size can shut down for a worthwhile time so that multies cannot go against the spirit of the attack].

- One Dial per 24hours akin to MS being sent out: perhaps up to a maxium of 8-12 hours activation after upgrades so that to shut someone down completely requires multiple people and co-ordination. This also ensures that mass accounts cannot be entirely shut down, only certain ones at a time so it introduces target allocation and target priority. Identify the most powerful/dangerous and shut it down.

- Restricted usage so that it is not used to bully. Perhaps size modifications going both ways or only used when war is declared both ways. Lots of suggestions for this point so that it remains a Valid and Viable tactic while at the same time not abused. Hence the 8-12 hour upper limit so a sole account who doesn't care about playing can't ruin someone elses game.


Now this is just a concept.

The above would not be the final suggestion so picking small things out and saying it can't work/be abused etc is all fine as long as you post something constructive with it or suggested modifications.

I'm exploring concepts here, not game mechanics/abuses and so exploring siege/logistics and financial implications for war as well as being able to be cut off. The above suggestion is just one way of implementing that concept via game mechanics and adds the stargate to stargatewars.

Regards,

Severian

Re: Stargate Attacks and Irises

Posted: Wed Jan 30, 2008 10:24 pm
by Zeratul
perhaps use that 38 minutes thing?

i.e. blockade has to be renewed every two turns?

and if size is below a certain % of own size, one can send energy back through to blow up the attackers' gate, leaving it inactive for quite a while?

Re: Stargate Attacks and Irises

Posted: Thu Jan 31, 2008 3:37 am
by TacticalCommander
Severian wrote:
Here comes the best part, Each planet has a Stargate:

- The Stargate is not here to help your account, its to provide tactics involving starvation/logistics and to help shut down accounts so that in war one side can actually win/dominate.

- When someone activates your stargate, you cannot use the market place nor direct send. People cannot Direct send to you either. Essentially once someone activates your stargate, for a set duration of time, you are on your own resources.

- Upgrades can extend/shorten (attack/defence) the duration of its activation. Either Size Modification or duration limits set in place to ensure Multies or mass smaller accounts cannot exploit this [perhaps only people similier or larger size can shut down for a worthwhile time so that multies cannot go against the spirit of the attack].

- One Dial per 24hours akin to MS being sent out: perhaps up to a maxium of 8-12 hours activation after upgrades so that to shut someone down completely requires multiple people and co-ordination. This also ensures that mass accounts cannot be entirely shut down, only certain ones at a time so it introduces target allocation and target priority. Identify the most powerful/dangerous and shut it down.

- Restricted usage so that it is not used to bully. Perhaps size modifications going both ways or only used when war is declared both ways. Lots of suggestions for this point so that it remains a Valid and Viable tactic while at the same time not abused. Hence the 8-12 hour upper limit so a sole account who doesn't care about playing can't ruin someone elses game.


Now this is just a concept.

The above would not be the final suggestion so picking small things out and saying it can't work/be abused etc is all fine as long as you post something constructive with it or suggested modifications.

I'm exploring concepts here, not game mechanics/abuses and so exploring siege/logistics and financial implications for war as well as being able to be cut off. The above suggestion is just one way of implementing that concept via game mechanics and adds the stargate to stargatewars.

Regards,

Severian


I personally like it. Though, if your own stargate is busy keeping another gate active, you yourself can't send/recieve resources.

Only problem, as you mentioned somewhat, is people using multies or to create accounts solely for ruining other peoples game. While an 8-12 hour limit is great, they can just come on and redial the gate.

I would say the best way around that would be using the whole "wormhole jumping from one to another"

Anyone can dial anyone for trading.
Anyone can dial anyone to block their gate.

Say Person A blocks Person B
-If Person B defense power of X.
-They can fire that at the gate, causing an overload and the wormhole to jump and discharge at another gate, before deactivating.

To counter person B from destablizing the gate and causing the jump, Person A needs to have greater Defense Power then Person B to stablize the wormhole so to speak.

Person A defense > Person B (Person B gate remains block)
Person A defense < Person B (Person B gate becomes unblocked.

This also solves the problem of accounts solely created for blocking, as just with a click of a button a player can stop it, and if the sole account does build a defense, then it can be massed. So it can end up costing people dearly.

This would cause players to possibly start building defenses in war, allowing for more massing, depending on how annoyed they are by Person A constantly blocking their stargate.



TC