New race, new rules
Posted: Sun Oct 18, 2009 12:12 pm
Hey... I've had the following thought...
New race: Renegade
Since warmongerers/ME-hunters are being treated the same by the system as the rest of the players (where a big part is more peace-minded)... why not create a new race?
That race will be called 'Renegade'... and will be reserved for those intentions only. So when you custom try to name your race, it gets blocked.
Why Renegade? Because renegades ignore the set rules that the majority of the universe follows... the galactic councils hold almost no power over renegades, because renegades view galactic councils as blight on the universe - and the universe shares this feeling about the renegades.
What is a Renegade? A Renegade is a player who is minimum 2x ascended and at least 50 mil army... this to protect a completely new player at account setup against a completely wrong account set-up, which they won't understand yet. A Renegade refuses to follow the rules set by the Galactic Council. This means the usual 'gentlemans agreements' are null and void when it comes to battles between a Renegade and a 'regular' player. This also means, that while the Nox protect the 'regular' players by phasing their planets from sight when attacked too much and that the Asgard offer the PPT, the Renegades - with their low opinion about any official institution - won't be phased at any time and won't be able to go on PPT. They WILL be in a permanent warstate if they make enough fuss - which they are meant to do if they choose to go Renegade.
Also, because the Renegades - just like the Ori - tend to ignore accepted rules, their ascended spirit automatically becomes Ori - no matter their original ascended race.
This doesn't tell enough? No worries, I'll tell more. First, for a better understanding of the next part about Renegades, a new set of rules that will be enforced by the Nox and the Asgard.
New rules
(The standards for new rules should be indicated by the ENTIRE TGW. So a link ingame by Jason to a poll. Jason should decide in the end however about it)
New rules for the 'regular' players should be introduced with this, to enable a real difference between the Renegades and the law-obeying realms.
This will feature the folllowing things...
- A set amount of attacks per week/day that a player/alliance can do. If they exceed this, they'll automatically set war. Planet disbanding is forbidden except in situations where both alliances have set war with each other.
- Planet stealing is forbidden, unless in war - or (NEW!) if the player invited you ingame to do it - new system where you can invite players to take your planets (so in case they sold their planets on the market - that way they can sell it).
- Raiding is allowed - if the defense of the other is 0 and the player hasn't logged in for 4 days or more.
- Provoking by multiple 1-AT hits on 1 day is forbidden - the Nox prevent this.
- The Nox ensure you cannot flee that easily - your MS is limited within certain galactic path a certain amount of hours after your last attack, so you cannot attack and then sent your mothership out.
- The Asgard Council decides PPT should be costlier for realms that it need less - the cost of your PPT is higher the bigger you are compared to the average army size of the active players.
- The Nox have had enough - the Nox have decided that realms whoms stats meet the rank for 5 G&R and better, but are in Purgatory, should be able to handle their own or be less worthy of G&R - the Nox spread the news among the galaxy, that decideds and forces the realms in Purgatory who normally in the 'main realm' would get 5 G&R are forced into the ranks of 1 G&R - their stats remain, but they don't occupy the costly and honourfull ranks anymore.
(Note of BenjaminMS: yes, I realize this needs some programming)
Renegades (part 2)
Concluding this: a new set of rules. But as said - Renegades ignore this, but are getting ignored too. Renegades can attack anyone they want, as much as they want - with the exception of the Main realm-Purgatory realm threshold.
As a cost to this, Renegades have got the following things:
- Renegades can attack as much as they want - although even they cannot stop the Nox when the Nox decide to phase the world or if it is being protected by the Asgard Treaty. However, 'regulars' - because Renegades are out of the jurisdiction of the Council - are free to Renegades as often as they want. 'Regulars' should be warned though - Renegades are often experienced warriors, who don't mind to make a little mess of their opponent.
- Renegades have an boost of 5-10% to their attack - in return, double of that is an decrease to their defence. Because Renegades are war-minded, often busy with attacking, they pay less attention and troops to their defense.
- Instead of the realm alert boosting their defensive covert power, it boosts the defense of the Renegade - still at the cost of naq. This is because a Renegade is that chaotic in nature, that their troops they chose are the same - chaotic. Hence why a realm alert won't affect the covert power of the Renegade - their troops are just wandering around, making further recognition of enemy spies even more troublesome.
Instead of the 'even' boost of 'naq decrease - power increase' however, the Renegade gets an percentage of 10-25% of their realm alert to their defense.
- Due to the fact that even the attacking troops of an Renegade are off-duty sometimes, but aren't secure in a barracks or similar site (hey, I never said the planning officers of a Renegade were the brightest kids around!), when the defense of a Renegade is taking down, the troops of attacking armies have the possibility to slowly slaughter the normally attacking troops of a Renegade.
- Because the Renegades are considered 'lawless', the 'regular' alliances can't accept them. Renegades already present in 'regular' alliances won't be automatically kicked, although they can quit the alliance or be kicked from it.
Renegades will be able however to create alliances for their own. No 'regular' in return will be able to even request ingame an invite for it or receive an invite for it.
Also, if Renegades make up more then 50% of an 'regular' alliance, the Renegades can attempt an coup - that means that the alliance is asked to vote if they want to become an Renegade alliance. If this happens however (enough members agree), the 'regulars' will automatically leave the alliance - their diplomats are quicker with saying the 'regular' realms are leaving the now-Renegade alliance then their bosses (the players) can make a point about it.
Please, let me know what you think of it - and give suggestions for improvement if you don't agree with parts please.
Maybe or maybe not I'll add new things in later on - so please stay tuned!
-Ben
New race: Renegade
Since warmongerers/ME-hunters are being treated the same by the system as the rest of the players (where a big part is more peace-minded)... why not create a new race?
That race will be called 'Renegade'... and will be reserved for those intentions only. So when you custom try to name your race, it gets blocked.
Why Renegade? Because renegades ignore the set rules that the majority of the universe follows... the galactic councils hold almost no power over renegades, because renegades view galactic councils as blight on the universe - and the universe shares this feeling about the renegades.
What is a Renegade? A Renegade is a player who is minimum 2x ascended and at least 50 mil army... this to protect a completely new player at account setup against a completely wrong account set-up, which they won't understand yet. A Renegade refuses to follow the rules set by the Galactic Council. This means the usual 'gentlemans agreements' are null and void when it comes to battles between a Renegade and a 'regular' player. This also means, that while the Nox protect the 'regular' players by phasing their planets from sight when attacked too much and that the Asgard offer the PPT, the Renegades - with their low opinion about any official institution - won't be phased at any time and won't be able to go on PPT. They WILL be in a permanent warstate if they make enough fuss - which they are meant to do if they choose to go Renegade.
Also, because the Renegades - just like the Ori - tend to ignore accepted rules, their ascended spirit automatically becomes Ori - no matter their original ascended race.
This doesn't tell enough? No worries, I'll tell more. First, for a better understanding of the next part about Renegades, a new set of rules that will be enforced by the Nox and the Asgard.
New rules
(The standards for new rules should be indicated by the ENTIRE TGW. So a link ingame by Jason to a poll. Jason should decide in the end however about it)
New rules for the 'regular' players should be introduced with this, to enable a real difference between the Renegades and the law-obeying realms.
This will feature the folllowing things...
- A set amount of attacks per week/day that a player/alliance can do. If they exceed this, they'll automatically set war. Planet disbanding is forbidden except in situations where both alliances have set war with each other.
- Planet stealing is forbidden, unless in war - or (NEW!) if the player invited you ingame to do it - new system where you can invite players to take your planets (so in case they sold their planets on the market - that way they can sell it).
- Raiding is allowed - if the defense of the other is 0 and the player hasn't logged in for 4 days or more.
- Provoking by multiple 1-AT hits on 1 day is forbidden - the Nox prevent this.
- The Nox ensure you cannot flee that easily - your MS is limited within certain galactic path a certain amount of hours after your last attack, so you cannot attack and then sent your mothership out.
- The Asgard Council decides PPT should be costlier for realms that it need less - the cost of your PPT is higher the bigger you are compared to the average army size of the active players.
- The Nox have had enough - the Nox have decided that realms whoms stats meet the rank for 5 G&R and better, but are in Purgatory, should be able to handle their own or be less worthy of G&R - the Nox spread the news among the galaxy, that decideds and forces the realms in Purgatory who normally in the 'main realm' would get 5 G&R are forced into the ranks of 1 G&R - their stats remain, but they don't occupy the costly and honourfull ranks anymore.
(Note of BenjaminMS: yes, I realize this needs some programming)
Renegades (part 2)
Concluding this: a new set of rules. But as said - Renegades ignore this, but are getting ignored too. Renegades can attack anyone they want, as much as they want - with the exception of the Main realm-Purgatory realm threshold.
As a cost to this, Renegades have got the following things:
- Renegades can attack as much as they want - although even they cannot stop the Nox when the Nox decide to phase the world or if it is being protected by the Asgard Treaty. However, 'regulars' - because Renegades are out of the jurisdiction of the Council - are free to Renegades as often as they want. 'Regulars' should be warned though - Renegades are often experienced warriors, who don't mind to make a little mess of their opponent.
- Renegades have an boost of 5-10% to their attack - in return, double of that is an decrease to their defence. Because Renegades are war-minded, often busy with attacking, they pay less attention and troops to their defense.
- Instead of the realm alert boosting their defensive covert power, it boosts the defense of the Renegade - still at the cost of naq. This is because a Renegade is that chaotic in nature, that their troops they chose are the same - chaotic. Hence why a realm alert won't affect the covert power of the Renegade - their troops are just wandering around, making further recognition of enemy spies even more troublesome.
Instead of the 'even' boost of 'naq decrease - power increase' however, the Renegade gets an percentage of 10-25% of their realm alert to their defense.
- Due to the fact that even the attacking troops of an Renegade are off-duty sometimes, but aren't secure in a barracks or similar site (hey, I never said the planning officers of a Renegade were the brightest kids around!), when the defense of a Renegade is taking down, the troops of attacking armies have the possibility to slowly slaughter the normally attacking troops of a Renegade.
- Because the Renegades are considered 'lawless', the 'regular' alliances can't accept them. Renegades already present in 'regular' alliances won't be automatically kicked, although they can quit the alliance or be kicked from it.
Renegades will be able however to create alliances for their own. No 'regular' in return will be able to even request ingame an invite for it or receive an invite for it.
Also, if Renegades make up more then 50% of an 'regular' alliance, the Renegades can attempt an coup - that means that the alliance is asked to vote if they want to become an Renegade alliance. If this happens however (enough members agree), the 'regulars' will automatically leave the alliance - their diplomats are quicker with saying the 'regular' realms are leaving the now-Renegade alliance then their bosses (the players) can make a point about it.
Please, let me know what you think of it - and give suggestions for improvement if you don't agree with parts please.
Maybe or maybe not I'll add new things in later on - so please stay tuned!
-Ben