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Re: ZPM idea

Posted: Mon Oct 29, 2007 5:12 am
by Bob_2007
:lol: I *hate* those damn things.

But sure, why not - as long as the other 3 races get some equally beneficial improvement. Except Gua'uld. ZPM's should have a 50% more chance of exploding in their faces.

<duck>

Re: ZPM idea

Posted: Mon Oct 29, 2007 5:26 am
by Lithium
hell, this ZPM thing will change lots of strategies in war, big guys can collect them and mass allover, imagine in an alliance assault yrs without any warning. you ll lose all def, coverts, and best planets, praticaly u ve lost the war b4 start it.
in what we have seen in those series ZPM's are rare and used nly to def yr realm,and if the zpm will have a def scope then how we can fight , ppl use ppt for 4 days then put a zpm on and yr ok for all the week.
its usless i think

Re: ZPM idea

Posted: Mon Oct 29, 2007 5:54 am
by Haka
I don't know if its already been thrown out as an idea....but the whole ZPM thing. I like it, but I think you should be able to work up to it. In the other MMORPG I used to play before it went down, it was a new thing. You actually had to pay for power points. Everytime you bought an upgrade it went up in price like everything else in SGW. You had to purchase all the way to a certain point, like 1000. After that, then you could use the ZPM for the allotted time. Perhaps that could be a factor when coming up with how to receive a ZPM. Now this may give the higher players an advantage, but another option is to actually send your mother ship out to search for one like a planet......you find one that is designed for the certain area, up/naq, strike/def, and you can activate it at any time, but activation time is only 24 hrs.

just some ideas.

Re: ZPM idea

Posted: Mon Oct 29, 2007 6:53 am
by Lithium
a ZPM should not be used to power yr strike/covert/income
but only yr def and with %
u can buy a ZMP usin yr 3MT's and then activate it with 50%-100% of its power, but it must slow yr income/and up to that % and will power yr def to that %

Re: ZPM idea

Posted: Thu Nov 15, 2007 6:19 pm
by PSICOLIX
bump, very nice ideas here...

Re: ZPM idea

Posted: Fri Nov 16, 2007 9:17 am
by Lithium
twho can talk to admins about this idea
and ZPM's shopuld me limited , so u cant have more then 1.

Re: ZPM idea

Posted: Wed Apr 30, 2008 7:58 am
by TacticalCommander
Another one from me.

This is by no means complete yet, still have some balancing issue that I'm trying to work through.

ZPM
-Types of ZPM
-A ZPM costs naq to build
-A ZPM is depleted based on it turn use.
-A ZPM bonus
-Can only have 1 ZPM at any time.
-Can only power 1 stat at a time.

Types of ZPM
There are 3 types or variation of the ZPM
Type I
-Costs 1 trillion naq to build
-Good for 250 AT
Type 2
-Costs 1.750 Trillion naq to build
-Good for 500 AT
Type 3
-Cost 2.5 Trillion naq to build
-Good for 750 AT

Naq Costs
-Are designed to be expensive
--But not too expensive where all but a few can use them
-That is is more economical to buy the better ZPM's
-But have cheaper ones for small players to use.
-Can be adjusted to a more 1, 2, then 3 trillion naq cost.

ZPM Depletion
-Rather than a % use, I've gone with a number of AT used.
-For each AT you use, or is used against you, the number is subtracted from your ZPM

Example: Type I has 250 turns, Person A attack guy with ZPM with a 15 turn attack,
the Type I now has only 235 turns remaining. Like wise, if you attack with 15 turns, your ZPM will go down by 15. *Assuming your ZPM is assigned to your defense/attack respectively.

or, in some cases, a ZPM will deplete itself by 3 turns every turn change.

ZPM use
-Essentially, they are used to generate powerful shields.

-Defense
--The ZPM creates a shield around your defense that protects you.
--This Shield, absorbs damage like any shield
--Shield Strength
---Type I 250bil shield strength
---Type II 500bil shield strength
---Type III 1tril shield strength
--Devastating Damage
---If you do it, your ZPM does not lose anything.
--Naquada
---NOT PROTECTED
---It is after all, in the open.

-Covert
--Cloaking shield
---Makes it more diffucult
----for someone to see your naq/army size
----to spy you
----to sab you
--Does NOT offer extra protection against Anti covert
*-Covert is unique.
---It cost 20 ZPM turns to activate, and 10 ZPM turns are drained each turn it is on.
--Cloak strength(added to your existing covert strength)
---Type I 500bil shield strength
---Type II 1tril shield strength
---Type III 2tril shield strength

-Mother Ship
--Fortifies existing shields and strengths weapon power
---Type I 25% extra shield/weapon strength,
----100bil shield power on MS, becomes 125bil power.
---Type II 50% extra shield/weapon strength
---Type III 100% extra shield/weapon strength

-Attack
--Possible increased bonus from MS strike boosts this stat.
--as of right now, no direct ZPM to strike link.

Re: ZPM idea

Posted: Wed Apr 30, 2008 8:26 am
by Wolf359
Your argument failed to convince me by the time I got to this part:

TacticalCommander wrote:Types of ZPM
There are 3 types or variation of the ZPM
Type I
-Costs 1 trillion naq to build
-Good for 250 AT
Type 2
-Costs 1.750 Trillion naq to build
-Good for 500 AT
Type 3
-Cost 2.5 Trillion naq to build
-Good for 750 AT

Naq Costs
-Are designed to be expensive
--But not too expensive where all but a few can use them
-That is is more economical to buy the better ZPM's
-But have cheaper ones for small players to use.
-Can be adjusted to a more 1, 2, then 3 trillion naq cost.


How do you figure that? What do you count as small?

Some good ideas - but would seem to go against newer/smaller players.

Re: ZPM idea

Posted: Wed Apr 30, 2008 9:04 am
by TacticalCommander
Wolf359 wrote:Your argument failed to convince me by the time I got to this part:



How do you figure that? What do you count as small?

Some good ideas - but would seem to go against newer/smaller players.


Small for me is anyone who can go into perg. It seemed like a good cut off point. but yeah, that is perspective, to a 5mil army size, a 30mil might as well be 100mil.

Do you have a better way? I could just go with the balanced, 1 tril, 2 tril, 3trill.

not sure, like I said not completed yet, and won't be probably till finals are over.

TC

Re: ZPM idea

Posted: Wed Apr 30, 2008 4:02 pm
by Lithium
well its better to buy a ZPM by using 3 mt and the ZPM life will be lets say 3 weeks then it ll disappear
ZMP should jsut increase forces in Def/cov or AT/ac , if u set it to increase 50% of yr def/cov then yr tot up/income should drop by 50%
the life of the ZPM should work just to use them for wars or crit time

Re: ZPM idea

Posted: Wed Apr 30, 2008 6:55 pm
by Demon Lord Razgriz
TacticalCommander wrote:Boosting all stats(except attack) + MS is too powerfull...but there might be a comprimise that just might work.

OBTAINING AND STORAGE
-1 MT being used to produca a ZPM.
-Maximum of 3 ZPM's can be in a players possession at a time.
--To keep players from stock piling large amounts, same way max number of AT is restricted.
-If you have 3, you either wait till one is depleted or abandon one to get a new one.

Drainage
-A ZPM provides a 90%-100% boost to what is installed on.
-The ZPM is depleted by 5% each use.(So a total of 20 uses)
--This rate can be adjusted or ranged to 3%-7%..etc
-The bonus is consistant
--If it only took 5% of the ZPM to provide the 90-100% bonus, and it has 95% power remaining, and it will only use 5% power next time, that same 5% should also provide 90-100% boost.

USES
-A ZPM can be installed to boost one of 4 stats.
--Income
---The ZPM effects the refining process so more naq is produced.
--Defence
---More power is distributed amongst the weps.
--Covert
--MotherShip
---Weps/shields boost only, no fleets.
---12 Hour Planet search(Requires a fully charged ZPM)
---12 Hour waiting period to take another planet(Requires a fully charge ZPM)
-Only one ZPM can be installed on a stat at a time.

Now there is a very simple way for which this can be implemented and managed. Thanks in part to check boxs.

The ZPM storage falcility will go in the Technology screen area above where you purchase upgrades. ZPM is a Technology, and it was the one area I think it could be added without creating a new screen, or messing up current sections.

Example Screen Could go

ZPM.....Power Remaing..Income..Defence..Covert..MS..MS recovery..None

ZPM 1.......100%
ZPM 2.......65%
ZPM 3.......72%

Then under each of the stats, have a check box as to where each ZPM can go. So you check the box, click a button similiar to one used to purchase weps, and then you have the location to where your ZPM's is.
Also makes moving ZPM's from one Stat to another Convient.

The none button is the default where you simply store a ZPM without using.

The MS recovery is for the 12hrs recovery from planet taking a planet and MS search. (Must be installed before the 24hr waiting period starts, if not it will wait till the next one mission).

Other things to consider
-Should ZPM's be Tradeable?
-When you spy, should you be able to see where they are, or if the player even has any?


I liked this verison much better due to the fact that people who are truely small are able to use it.

Your idea of having to buy it for 1till. is way too much. I'm not a small player but I have trouble even getting 10 bil. naq. My rank is in the 3100s so I know i'm not small.

Re: ZPM idea

Posted: Thu May 01, 2008 7:57 am
by Wolf359
TacticalCommander wrote:
Wolf359 wrote:Your argument failed to convince me by the time I got to this part:



How do you figure that? What do you count as small?

Some good ideas - but would seem to go against newer/smaller players.


Small for me is anyone who can go into perg. It seemed like a good cut off point. but yeah, that is perspective, to a 5mil army size, a 30mil might as well be 100mil.

Do you have a better way? I could just go with the balanced, 1 tril, 2 tril, 3trill.

not sure, like I said not completed yet, and won't be probably till finals are over.

TC


I was trying to say that 1 trillion is still a lot (and largely unobtainable) amount of naq for a lot of players - hence your statements about all but a few people being able to use them, and small players can use the cheaper ones doesn't really ring true. :?

Re: ZPM idea

Posted: Sun May 04, 2008 6:15 am
by TacticalCommander
Types of ZPM
There are 3 types or variation of the ZPM
Type I
-Costs 200 billion naq to build
-Good for 1000 AT
Type 2
-Costs 600 billion Trillion naq to build
-Good for 3000 AT
Type 3
-Cost 1 Trillion naq to build
-Good for 5000 AT

Naq Costs
-are based on the current value of AT, given that it would be much cheaper for you enemy to take down a ZPM than for you to use it.
---Price at time (roughly 110bil/1k AT)
-not 100% based on AT cost, because attackers would take losses, plus possible rising AT costs.
-for smaller players if desired, smaller ZPM Types can be incorporated with appropriate cost/duration drops.


other adjustments in the use of ZPMs will be necessary to account for the drop in ZPM cost, and the increase in each ZPM's duration.
-but I'm not going to do them, they are there to merely there to give an example of how they could work, not how they should/will work.

still by no means perfect, but seeing as I'm leaving, someone else will have to finish it or wait till I get back.

cheers
TC