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Re: races in alliance having effect
Posted: Sat Dec 22, 2007 3:28 am
by hidden
Apophis The Great wrote:Replicators have no weaker stat...they are just like Goaulds for attack/defence. Goauld gets little better attack than defense and the opposite goes for replicatos
replicators have less expensive covert levels and goa'uld gets free banking
Re: races in alliance having effect
Posted: Wed Dec 26, 2007 10:10 pm
by PsychoticTendencies
I liked your idea as it was originally posted. Though i think your original post was misunderstood by many. Here is my take on it (correct me if i'm wrong):
the max bonus an alliance could get to any particular stat is 20% regardless of the number of members, the bonus is tied directly to the alliance make up.
Example:
an all asgard/ancient alliance, each member recieves a 20% bonus to def, regardless of whether there are 10 or 1000 members. so there would be no untouchable alliances.
in a mixed alliance that 20% would be divided by the number of races involved and each member would recieve their respective bonus. with this one could simplify it by saying 2 races = 10% to each member in applicable stats/ 3 races = 6.65% bonus to each member in applicable stats/ 4 races = 5% bonus to each member in all stats
or you could complicate it (but add a further dimension to alliance make-up) by findin the % make up of the alliance per race and award bonuses accordingly. Ex: 8 asgards/ancients 6 legos,nanos 4 tauri/tollan 2 snakes/SLs, since make up is 40% def 30% cov/anti 20% att 10% income, the bonuses would go as follows (to each member regardless of race):
8% to def
6% to cov/anti
4% to att
2% to income
also i dont see why non alliance members would be given any bonus to compensate, as (i know its a game) in an actual war situation, a group of nations would have such advantages over a nation that chose to act alone.
Re: races in alliance having effect
Posted: Wed Dec 26, 2007 10:15 pm
by Sephiroth
sounds good thx for the info zeratul
Re: races in alliance having effect
Posted: Thu Dec 27, 2007 3:04 pm
by Legendary Apophis
hidden wrote:Apophis The Great wrote:Replicators have no weaker stat...they are just like Goaulds for attack/defence. Goauld gets little better attack than defense and the opposite goes for replicatos
replicators have less expensive covert levels and goa'uld gets free banking
I meant for weapons cost
PsychoticTendencies wrote:I liked your idea as it was originally posted. Though i think your original post was misunderstood by many. Here is my take on it (correct me if i'm wrong):
the max bonus an alliance could get to any particular stat is 20% regardless of the number of members, the bonus is tied directly to the alliance make up.
Example:
an all asgard/ancient alliance, each member recieves a 20% bonus to def, regardless of whether there are 10 or 1000 members. so there would be no untouchable alliances.
in a mixed alliance that 20% would be divided by the number of races involved and each member would recieve their respective bonus. with this one could simplify it by saying 2 races = 10% to each member in applicable stats/ 3 races = 6.65% bonus to each member in applicable stats/ 4 races = 5% bonus to each member in all stats
or you could complicate it (but add a further dimension to alliance make-up) by findin the % make up of the alliance per race and award bonuses accordingly. Ex: 8 asgards/ancients 6 legos,nanos 4 tauri/tollan 2 snakes/SLs, since make up is 40% def 30% cov/anti 20% att 10% income, the bonuses would go as follows (to each member regardless of race):
8% to def
6% to cov/anti
4% to att
2% to income
also i dont see why non alliance members would be given any bonus to compensate, as (i know its a game) in an actual war situation, a group of nations would have such advantages over a nation that chose to act alone.
I suggest SL makes bonus as Goaulds and so on like that ASCENDED RACES HAVE AN UTILITY OMG!!!!

Re: races in alliance having effect
Posted: Thu Dec 27, 2007 11:07 pm
by PsychoticTendencies
Re: races in alliance having effect
Posted: Fri Dec 28, 2007 3:51 pm
by Legendary Apophis
"gets" not "makes" I meant there, in the alliance bonus thing.

Re: races in alliance having effect
Posted: Sat Dec 29, 2007 8:11 am
by Bull-E
u guys talk if there are more basic race ppl then ascended
make ascneded races different!!!!!!!!!
Re: races in alliance having effect
Posted: Sat Dec 29, 2007 8:20 am
by PsychoticTendencies
Bull-E wrote:u guys talk if there are more basic race ppl then ascended
make ascneded races different!!!!!!!!!
think u in the wrong thread dude. this is about giving alliance bonuses based on race make up of the alliance. since there are curently no differences in ascended races they would have to be ited to unascended to give their alliance a bonus.
there is a thread suggesting making ascended races unique. it is in game suggestions somewhere.
something for the races
Posted: Wed Jan 30, 2008 7:41 am
by noone
Something to stimulate Race alliances
As the leader of an alliance, have the option set a certain Ruling race setting/option for his or her alliance.
When a certain Race is set, a percentage is made from the total amount of the alliance’s players having that race. Example, race is replicator: 50 player alliance, 40 replicator, 10 other. It would give an 80% ratio.
This figure, in this case 80, could be an bonus indicator for ‘ALL’ players in that alliance, also the ones with other races in that alliance.
Each race type would have its own bonuses varying in height/amounts/worth, given by the bonus indicator..
A wide variation of bonuses could be thought up to be given to the players.
Examples:
cheaper repair bonus, stronger attack power, stronger mother ships, up upgrade covert lvl upgrade etc etc
Ofc, also as with the bonuses, downside’s could be added, that it gets one advantage and perhaps also a disadvantage.
Examples: more expensive repair. more losses in certain attacks, less covert etc etc
There’s quite the range of bonuses and negative bonuses that could be applied, there are people here with far better insight and or fitting ideas that could be appropriate.
this will lead to the alliance leader in preferring a certain race for his or her members.
Re: something for the races
Posted: Wed Jan 30, 2008 7:52 am
by TacticalCommander
race alliances
well this a similiar thread
viewtopic.php?f=13&t=74335It will be up to a mod whether or not this gets its own thread.
TC
Re: something for the races
Posted: Wed Jan 30, 2008 8:04 am
by noone
The idea behind it is the same, stimulate race alliances ...
But my approach is quite different.
I hadn't noticed that thread, so if this gets moved or something I wouldnt mind.
Anywayszz:
As a safety measure to prevent a 1 man alliances to have the full 100%, you could say a minimum of 10 members is a obligated before having the option to set a Race alliance.
Re: something for the races
Posted: Wed Jan 30, 2008 8:54 am
by Zeratul
we'll just move it into the other one...
Re: races in alliance having effect
Posted: Wed Jan 30, 2008 8:56 am
by timetravlin13
I like the idea of a alliance bonus, but unfortunalty don't belong to a one race alliance. I am in it with my family and friends, we all have our preferred race to play with.
But for the game I think this could actual be cool. I moderate bonus, nothing huge.
I like the idea of a alliance bank....but that is somewhat off topic so I will start a new thread. Sure its been suggested before though