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Alliance Abilities
Posted: Tue Dec 23, 2008 2:44 pm
by sythens
You know how Each race has a Unique ability,
Tauri have the Rapid Evac tech.
Asgard have the Hologram tech.
goa'uld have convert enemy tech.
and repli's have the regenerate lost tech.
Why not have alliance techs.
The alliance in question would need to meet certain requirements. IE: 10members?
And the alliance leader would be able to select 1 from a list of different techs available, The tech upgrades would be paid for from the alliance bank. Some upgrades would only be available during wars? Others "Less powerful abilities" would be constant.
Examples:
(Ambush tech.) During an alliance war, when an alliance member is attacked there is a 10% chance another alliance member(RANDOM) will come to your aid, and his/her atk would be added to the attacked members def.
If the Idea takes off, I might add to the list of abilities, But I don't want to add to a dying idea. But I think It would be fun.
Any further suggestions for alliance wide abilities?
Re: Alliance Abilities
Posted: Tue Dec 23, 2008 2:49 pm
by Sammael
nice idea but that abilities you surjusted i think the percentage should be lower like lower then 5%.
Re: Alliance Abilities
Posted: Tue Dec 23, 2008 8:17 pm
by Lore
Good suggestion, could evolve well with good discussion.
Re: Alliance Abilities
Posted: Tue Dec 23, 2008 8:39 pm
by sythens
sammael wrote:nice idea but that abilities you surjusted i think the percentage should be lower like lower then 5%.
True, But Like an ability it would be upgradeable. so yes, it would probably start out at 5, and maybe be upgradeable to like 15-25%?
Like any of the other ideas suggested in the past involving a minimum alliance member count, if the alliance member count drops below 10 members, the ability vanishes until the alliance grows back to 10 members.
Also, To upgrade the ability further (say stage 2) the alliance would need 15 members and so on.
another ability to consider:
Agent lounge: During an alliance War, When attacked the defenders covert agents effectiveness level is increased by
1.(Help defend against counter-intelligence agents)
Re: Alliance Abilities
Posted: Wed Dec 24, 2008 12:05 am
by Rn5ho
i like the idea

post up some more suggestions for techs

Re: Alliance Abilities
Posted: Wed Dec 24, 2008 8:38 am
by Lore
I have to agree that 25% boost to anything is just way to much
I'd be more inclined to start at 1 to 5% and each upgrade = 1 or 2% increase.
I'm not real sure on the membership count either. I dont really like forcing large alliances, nor losing abilities that have been paid for. Maybe what you do is base the amount of over all techs on member count. for every 2 members you have 1 more tech you could buy. So if a small alliance of 10 wanted to stay small they can pick the five most valuable to them and maximise them. A larger alliance may get the use of 10 different techs but because there are more they maximise each less. IDK, just an idea.
Alliance upgrades can cover such a wide range as well. We could tie them back to race bonuses. Giving everyone in the alliance a race bonus once again, just weaker. Can give bonuses to stats, or even to UP. Could lower the cost of techs, even help with planets. This could go so far.
To stop over poweredness and abuse I would definitely say cost should be high and effects low. Since its alliance wide, and it will add up. It needs to be so.
Re: Alliance Abilities
Posted: Wed Dec 24, 2008 9:34 am
by bigcakes
if this were to happen, I would want, as Lore said, for the bonuses to start at like 1% and only add 1% per upgrade until 5% bonus because anymore than that and its just way too big of an advantage.
kbye
john
Re: Alliance Abilities
Posted: Wed Dec 24, 2008 9:49 am
by Lore
bigcakes wrote:if this were to happen, I would want, as Lore said, for the bonuses to start at like 1% and only add 1% per upgrade until 5% bonus because anymore than that and its just way too big of an advantage.
kbye
john
Anything stat based, yeah I agree.
Anything non stat based could be more IDK.
Re: Alliance Abilities
Posted: Wed Dec 24, 2008 4:37 pm
by sythens
what i was thinking was that most of the techs should be reliant on alliance members, as to keep people from creating 1-man alliances specifically for the tech boost.
Plus alot of the tech should be specific for alliance wars. and should not be constant abilities. This would keep the tech from being abused overly, and would make for some really interesting alliance wars.
After reviewing I agree my first suggestion was a bit... "Powerful" but it's just a suggestion. And I welcome you all to build on it.
Re: Alliance Abilities
Posted: Wed Dec 24, 2008 4:52 pm
by Lore
sythens wrote:what i was thinking was that most of the techs should be reliant on alliance members, as to keep people from creating 1-man alliances specifically for the tech boost.
Plus alot of the tech should be specific for alliance wars. and should not be constant abilities. This would keep the tech from being abused overly, and would make for some really interesting alliance wars.
After reviewing I agree my first suggestion was a bit... "Powerful" but it's just a suggestion. And I welcome you all to build on it.
Jason released an update that states
Alliance minimum requirments
Alliance - those over 60 days old - MUST maintain 5 active members. Under this is not considered an alliance, and the union of true alliances (the UTA) will disband your alliance, and confiscate your alliance bank, if your alliance is under 5 active memebers, and over 60 days old.
Your alliance management page will show you the member count, and age of alliance.