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SUPERGATES

Posted: Wed Jan 16, 2008 9:48 am
by TacticalCommander
This isn't really needed, but I thought I throw it out here because it looked pretty fun on Paper.

The supergates(basically giant stargates) themselves are basic.
You click a button and a whole system of gates is built
--One on your homeworld and in each planet slot
----If you don't have a planet there, the gate sits there in stand by until you put on there.
--these go to stand by if a planet is stolen
--Costs x amount of naq to build.

-Removal of Your Gates
--Like Name Changes
--You start with 3 or so, just click, and your supergate system is gone, no naq back.
--There is no way to acquire another one. NONE, 3 times is plenty for you to decide whether you like having them, or not.
--This is not intended, nor should it ever be used as a new sniper strategy to hit, disable gate, rebuild, hit again, disable again.
----I would also accept it that if you spent 3 MT's, you could aquire an extra one like name changes. If that is popular.

Now that we have gates, need them to be used for something so...

Planetary Fighter Bomber (PFB)- like MS fleets
-These are built and maintained on your homeworld.
-Hangars cost x to upgrade
--next upgrade costs a little more than the one before it
-PFBs themselves cost x amount of naq
-cost x to build each PFB
-Show up and are repaired in the armory screen.


What they do
-They can travel and attack any planet that has a supergate built on it.
--Includes an enemy homeworld.

When Attacking planets
-Planetary defenses do NOT take any damage
-What they do is temporarily reduce or halt completely a planets stats output.
--TEMPORARILY
--The effect is only for 24 hours
-They don't do any permanent damage
-Phase Bombs
--Move a planet out of phase, still there.
--Any bonus they would provide is also out of phase
-This stops the output of the planet from reaching the corresponding stat for a duration of time
--explains why you don't get the bonus for 24 hours. Its still there, just not in a way you can use it.

A Successful Attack
--Currently been open for discussion on Page 2.

-When Attacking homeworlds
--They bomb something with something, not 100% sure what would be best yet.
---I'm leaning towards enemy PFBs
---Has been suggested that planetary hangars be destroyed
-----From Phoenix of Terra (post below)
-I'm not entirely sure what defends a homeworld
--If hangars are destroyed, then I say PFBs themselves can defend the homeworld.
---Maybe have MS help out,
---I think adding defense (with MS) would end up being overkill on any attempt to launch a PFB invasion into an enemy homeworld.
--If hangars are not, and PFBs are destroyed
---Then having MS and defense defend against them, would be alright I think.


Please note, PFBs, do not defend your planets when another persons PFB force is attacking your planet. If one person gates into attack your planet, you can not gate into defend it. This also keeps planetary defenses a useful thing to have and build.

This does not hurt small players, because if a small player doesn't build a gate system, then they can't be hurt by it.


Yeah I know, still not as detailed as I normally do, but I still want to leave it more open ended in discussion before I lock into a certain method. I will continue too add more details and fill in the holes in it as more ideas are added to see what anyone else might say.

Whats really great about it, if you don't like, you don't have to build any supergates, and therefor wouldn't be vulnerable to any attack, of course you couldn't launch any attack either. But for you, the game wouldn't change. Its because of that I added a way to remove them. So that people could test and decide.

So this a win win update, because those who don't like and don't want to use it, don't have too and don't suffer for it either, and those who do, gain new ways to have fun.



TC

Re: SUPERGATES

Posted: Wed Jan 16, 2008 9:59 am
by Juliette
:o That actually sounds like a great idea. :)
I don't know if it is all as practical as it sounds, but it sure sounds great.

* supports TC *

Re: SUPERGATES

Posted: Wed Jan 16, 2008 10:17 am
by Sphinx42
Auriel wrote::o That actually sounds like a great idea. :)
I don't know if it is all as practical as it sounds, but it sure sounds great.

* supports TC *

TC's ideas generally sound great... and are presented in an easily understandable manner too, if I might add.

Re: SUPERGATES

Posted: Wed Jan 16, 2008 11:26 am
by Legendary Apophis
Sounds good (like the def not fully destroyed and temp capacity of planet, give harder job to planets killers) but must be hard to make up and quite hard to manage it if it's implemented...no idea if I like all of it, but some very good ideas there.

Re: SUPERGATES

Posted: Thu Jan 17, 2008 7:12 am
by Laar
I like it, and the most common disagree point unfair advantages, there are none for very good players nor are there any for weak players.

Re: SUPERGATES

Posted: Thu Jan 17, 2008 7:31 am
by Bullseye
Me likey. :-D

Re: SUPERGATES

Posted: Fri Jan 18, 2008 1:29 pm
by Phoenix of Terra
Wow, another brilliant idea TC! I fully support this. I do have an idea about the attacking enemy home planets/protecting your own.

The fighter/bombers (I suppose each would be race specific) would be based in hangers. However, when attacking an enemy's fighter/bombers, you attack their hangars.

Also, as a counter, perhaps 10% of an enemy's air force would be on Combat Air Patrol (CAP), so your own air force would have to deal with that first.

Finally, have an option for the entire air force to go on CAP for 24 hours, but the following 12 hours after the CAP is done, they cannot attack and there is no CAP at all protecting the hangers. This way, you can try to get a jump on your opponent if you think they might try to wreck your own air force, but leaves you vulnerable if they don't.

Re: SUPERGATES

Posted: Sun Jan 20, 2008 4:55 pm
by TacticalCommander
Thanks everyone

First: Phoenix of Terra thats some very nice thoughts added there. I took my time to think on a response.

Having the hangars destroyed. I not exactly sure how that works and what happens when you have fewer hangars than fleets. But since a very similar idea was originally proposed by the admin for MS fleets/hangars, there must be a way it works.

added to first post. even put your name on it. :-D

The CAP, good thoughts. I guess it depends on what defends the homeworld to decide if it is needed. I don't think its needed. Might be interesting to apply to the defense of your other planets....or defense of other peoples planets.

A 24 hour mission to defend a planet, even if someone gated into attack the planet, (afterall, your force is already gated there). You would lose all ability to attack or defend with them anywhere else...

not sure, I'm still thinking, and will wait to see what others have. Its not something that would be needed upfront with the update. And defiantly something worth thinking about and exploring as a possible update to it even if its not included upfront.

not added to first post at this time.

I've also added some other stuff to the first one, streamlined to try and make for a little more easier reading.

TC

Re: SUPERGATES

Posted: Sun Jan 20, 2008 8:50 pm
by reddy
good idea, specially the fact if u dont build one u cant b hit, keeps it very fair. another idea would b like the raid system, u cant hit sumone a certain amount of rank away, so big players cant hit little players if they do have one

and for each planet, a defence and attack force

when attacking another player, u get to choose which planets attack force to use.

the defence force speaks for itself, as each planet will b able to defend itself. how ever if the defence force is overwhelmed a % of hangers are damaged, and rendered un-usable untill repairs are done

Re: SUPERGATES

Posted: Sat Jan 26, 2008 8:10 am
by Wolf359
TC - following our convo I had to read it before I left! I like the idea that if you don't want a supergate, then you don't have to, and you are not disadvantaged by not having one.

However, my main opposition - as I mentioned to you - is that before we have supergates, we should actually have stargates in the game. People assume that they simply exist in the game because of the name - but nobody is seriously going to tell me that all my X302s (or all my covert agents (without being spotted)) go through a stargate to attack another planet??

There have been suggestions reference introducing stargates into the game (long ago) - I'll try and find a thread later when I'm back. If memory serves, they were also along the lines you suggest - i.e. they can only be used against a realm that also has a stargate - and if you know the gate address (the gate address could be found by spying/asking/buying etc - or you could attempt a random code - although you could be taking a risk!!).

In theory, I like it as you can choose to have an extra dimension to the game, or not.

Edit: Having justtried a quick search, it appears the old stargate suggestion(s) have been deleted.

Re: SUPERGATES

Posted: Sat Jan 26, 2008 8:31 am
by left the game
introducing the stargate would be great for the game.

maybe the covert system could be changed along with a few more attack options. not sure how but still i like this idea

Re: SUPERGATES

Posted: Sat Jan 26, 2008 8:35 am
by Wolf359
Found an old stargate suggestion:

viewtopic.php?f=13&t=2590

Re: SUPERGATES

Posted: Sun Feb 03, 2008 5:35 pm
by TacticalCommander
Well, I only called them SuperGates, simply because that dealt with the whole sending 1ks, 1mils, of stuff through the gate so fast, having them bigger without saying exactly how big, deals with that.

Some adjustments I plan to add soon,

First, Theres a problem where someone could build planetary fleets, hit other peoples planets (but not build gates on their own planets and so leave their own planets invulnerable. Of course you would still be able to hit their homeplanet and the fleets there.

I would like some thoughts on this before I add a solution. Do you think its a problem, or not, why why not, solution ideas..

2nd, I plan to create a detail idea about what determines damage to a planet.

The issue was how do planets per say get reduced output without actually being damaged.

Planetary Fleets attack planets with Phase Bombs.

Phase Bombs
-Move a planet out of phase, still there.
-Any bonus they would provide is also out of phase
--explains why you don't get the bonus for 24 hours. Its still there, just not in a way you can use it.

More considerations later

TC

Re: SUPERGATES

Posted: Mon Feb 04, 2008 10:48 pm
by avdk6
If it was moved out of phase, would that mean that the planet can't be captured anymore? Just another thing to consider.

Re: SUPERGATES

Posted: Tue Feb 05, 2008 5:36 am
by Hermes
I like this idea.