Page 1 of 1

Enhancing the commanding experience.

Posted: Sun Nov 22, 2009 12:36 pm
by Hitchkok
\I was sitting, reflecting yoyo_sgw's A challange for the Whole server, and started thinking, what if you can combine attackes with another user? so your attacks would be combined and could overcome larger defences. i then began reflecting how will this be done, interface-wise. and then it dawned on me:


commander assigned mission


rational
the way i see it, now we have a "chain of command" system, which is basicly a clever way of converting NAQ into UU. there has to be more to it than just that.
the main function of a commander, by definition, is to assign those under his command with missions. having the option to do so using an in-game system will:
strengthen the connection between officers and CO's,
contribute to role-playing,
allow for a new, more tactical way to wage wars.

types of missions
at first there would be 5 types of mission:
a) "attack user X": a mission to attack a certain user once, at a specific time, specified in game-time.
b) "defend user X": a mission that will use all of the officer's defenders to defend a certain user, for a certain PERIOD of time, defined by a beggining time and an and time, botg in game-time (alternatively, for a set amount of turns, defined by a beggining time in game-time and an amount of turns). obviously, while executing a defence mission, the defending officer is defenceless (his defence stat, though, is unchanged). also, an officer can't execute more than one defence mission at any given time (although he may jump instantly from one defence mission to another, without a cooldown period)
c) "spy user X": a mission to spy on a certain user once, at a specific time, specified in game-time.
d) "sab user X": a mission to sab a certain user once, at a specific time, specified in game-time.
e) "raid user X": a mission to raid a certain user once, at a specific time, specified in game-time.

interface
there would be a new tab on the left control panel, labeled "war-room". in this panel there will be be two parts:
missions assigned to you,
missions assigned by you.

on the missions assigned to you part there will be a table displaying:
mission type
user to be executed on (linking to that user's profile),
time to exacute,
two buttons: accept, reject.
below the table: 3 check boxes: accept all, reject all, manually accept/reject, and an UPDATE! button.

on the mission assigned by you there will be a table displaying:
mission type,
user to be executed on (linking to that user's profile),
time to exacute,
officer assigned,
status (accepted, rejected, waiting).
below the table, an "assign mission" button, leading to a new page:
a droplist of officers,
a droplist of mission types,
a field to enter user ID (alternatively, a link to the rankings, and an option to choose the specific user),
a field to enter time of execution (beginning time for defence mission),
a field to enter time of completion (or amount of turns) (for defence missions only),
an "ASSIGN!" button.

if an officer chooses to accept a mission, it will be executed automaticly at the specified time (although, he may regret and reject the mission prior to that).
at any case, the CO will receive either the log of the mission, or a "your officer has rejected this mission" message.
there will not be any auto in-game reward/penalty for executing missions (well, not a real reward/penalty. might be nice to have some sort of points awarded for completing missions and deducted for rejecting them (perhaps part of the ME)), as the treatment of insubordinate officers will be left to the CO.

additional features
if this system will catch up, the next step will be to have commander assigned roles.
each commander could assign his officer with different roles, giving them different bonuses.
for example:
a 2ic will be able to assign missions to the CO's officers
a personelle officer will receive a UP bonus,
a logistics officer will receive an income bonus,
a chief of intelligence will receive covert bonus,
and so on.

other ideas
* assigning two officers an attack mission on the same user, at the exact same moments, resulting in having there combined force attack as one army.
* assigning a mission to use only part of the officers army. i.e. assigning an officer with 25 mill defenders a "defend user X" with 5 mil mission, and a "defend user Y" with 10 mill mission, leaving him with a 10 mill defenders on his realm.


thats it for now.
discuss.

Re: Enhancing the commanding experience.

Posted: Sun Nov 22, 2009 12:45 pm
by Sarevok
hitchkok wrote:other ideas
* assigning two officers an attack mission on the same user, at the exact same moments, resulting in having there combined force attack as one army.

And with that i dislike your suggestion. You want to make the weakest part of the game, weaker then it already is :?

Re: Enhancing the commanding experience.

Posted: Sun Nov 22, 2009 1:25 pm
by Hitchkok
Sarevok wrote:
hitchkok wrote:other ideas
* assigning two officers an attack mission on the same user, at the exact same moments, resulting in having there combined force attack as one army.

And with that i dislike your suggestion. You want to make the weakest part of the game, weaker then it already is :?

i would like to reprhase your comment to " i dislike that part of your suggestion". sounds fair?
actually i wasn't sure about that part aswell, so it's not in the main part of the text. although, i think it is worth a discussion, albeit in a different thread.
i'll be happy to hear your thoughts about the rest of the suggestion.

Re: Enhancing the commanding experience.

Posted: Sun Nov 22, 2009 5:13 pm
by Sarevok
Your correct. Leaving this part out of the suggestion is in it's best interest. Maintaining a defense is already laughable atm, and adding MORE functionality to make it LESS effective, is just in no way constructive. Only reason YoYo's defense stands, is because the people whom do most of the massing are apart of the FUALL alliance. If they weren't, it wouldn't be up there any longer then about an hour after they logged in again.

My only question with the suggestion is, is it more or less not like sending a message to your officers? Just more of a formalization of it? Or have i misread/misunderstood what it is your suggesting

Re: Enhancing the commanding experience.

Posted: Sun Nov 22, 2009 10:00 pm
by CABAL
Seems way too much like ACS (Alliance Combat System).

And, it is something which isn't suited for SGW.

Re: Enhancing the commanding experience.

Posted: Mon Nov 23, 2009 7:07 am
by Hitchkok
Sarevok wrote:My only question with the suggestion is, is it more or less not like sending a message to your officers? Just more of a formalization of it? Or have i misread/misunderstood what it is your suggesting


A) yes, more of a formalization.
b) would enable people to log less frequently when in war, since they can choose to accept all new missions, or can log in, accept the missions and log out.
c) would make managing an alliance in war more effective.

CABAL wrote:Seems way too much like ACS (Alliance Combat System).

And, it is something which isn't suited for SGW.


i'm not familiar with ACS.
why isn't is suited?

Re: Enhancing the commanding experience.

Posted: Mon Nov 23, 2009 9:10 pm
by Sarevok
Except alliance management is probably done on MSN for live battles (or some other instant messaging service)

Re: Enhancing the commanding experience.

Posted: Mon Nov 23, 2009 10:54 pm
by CABAL
hitchkok wrote:
CABAL wrote:Seems way too much like ACS (Alliance Combat System).

And, it is something which isn't suited for SGW.


i'm not familiar with ACS.
why isn't is suited?


Because attacks in SGW are instant. Attacks on that game take atleast several minutes to several hours - allowing the defender to gather allies/etc.

An ACS - type battle system for SGW would make bigger players invincible.