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The Return of the Wraith Proposal

Posted: Tue Jan 03, 2006 10:19 am
by The Dalek Empire
This is an updated and enhanced version of something I churned out a month or so ago. Based on the feedback I got last time, I think I've culled most of the problems with the proposal. A few costs have been tweaked, and Training Costs re-done to reflect the unique value of Wraith units. It's a lot more concise and less rambly. Soooo...



The Wraith


Inherent Racial Bonuses

Powerful Warriors - Wraith Warriors, Nobles, Guardians and Custodians have 1.25 times the power of their equivalents used by other races. Thus, if we assume an Offensive Away Team has a power of 1, and an Offensive NID Agent a power of 2, a Wraith Warrior will have a power of 1.25 and a Wraith Noble will have a power of 2.5.

The Culling – In successful attack actions, the Wraith cause 15% more casualties than normal (against both Defence Units and enemy Covert Units if Anti-Covert units are involved in the attack).

Hibernation - When not engaged in a Culling or searching for a new feeding ground, many of the Wraith hibernate, reducing the overall output of the Hive. Therefore, Wraith Income has a negative modifier of 25%.


Units of the Wraith

Attack Units – Wraith Warrior – Cost: 3,000 Naquadah
Attack Super Units – Wraith Noble – Cost: 120,000 Naquadah
Attack Mercenaries – Captive Collaborator – Cost: 2,000 Naquadah, Untraining Cost: 1,000 Naquadah
Defence Units – Wraith Guardian – Cost: 3,000 Naquadah, Untraining
Defence Super Units – Wraith Custodian – Cost: 120,000 Naquadah
Defence Mercenaries – Captive Vassal – Cost: 2,000 Naquadah, Untraining Cost: 1,000 Naquadah
Infiltration Units – Wraith Forerunner – Cost: 4,000 Naquadah
Anti-Covert Units - Wraith Hunter Slayer – Cost: 5,500 Naquadah
Untrained Units – Wraith Hibernator – Cost: N/A, Untraining Cost: N/A
Untrained Mercenaries – Captive – Cost: 1,000 Naquadah, Untraining Cost: 500 Naquadah

Non-Wraith units, i.e. Mercenaries of all sorts, do not benefit from the Racial Bonuses of the Wraith, and additionally Wraith armies are limited to half the number of Mercenaries a player could normally field. No-one lasts long when they collaborate with the Wraith…


Weaponry of the Wraith

Attack Weapons

Name: Combat Blade, Strength: 10, Price: 1,000 Naquadah
Name: Stunner Rifle, Strength: 20, Price: 1,800 Naquadah
Name: Motor Function Incapacitator, Strength: 30, Price: 3,200 Naquadah
Name: Assault Cadre, Strength: 60, Price: 5,100 Naquadah
Name: Field Commander, Strength: 160, Price: 16,400 Naquadah
Name: Matter Storage Beam, Strength: 640, Price: 52,400 Naquadah
Name: Wraith Dart, Strength: 2,560, Price: 167,800 Naquadah

Defence Weapons

Name: Combat Blade, Strength: 10, Price: 1,000 Naquadah
Name: Stunner Rifle, Strength: 20, Price: 1,800 Naquadah
Name: Immobile Culling Beam, Strength: 30, Price: 3,200 Naquadah
Name: Advanced Targeting System, Strength: 60, Price: 5,100 Naquadah
Name: Paralysis Field Generator, Strength: 160, Price: 16,400 Naquadah
Name: Orbital Stargate, Strength: 640, Price: 52,400 Naquadah
Name: Hull Cracker Energy Cannon, Strength: 2,560, Price: 167,800 Naquadah


Technology of the Wraith

Siege Technology

Level: 1
Name: Dart Swarms
Effect: +55% Attack Bonus
Cost: 60,000 Naquadah

Level: 2
Name: Wraith Cruiser Assault
Effect: +70% Attack Bonus
Cost: 180,000 Naquadah

Defence Fortifications

Level: 1
Name: Dormant Hive
Effect: +50% Defence Bonus
Cost: 60,000 Naquadah

Level: 2
Name: Fully Active Hive
Effect: +60% Defence Bonus
Cost: 180,000 Naquadah

Covert Technology

Level: 1
Name: Prey-seeker Probes
Effect: +20% Covert Bonus
Cost: 60,000 Naquadah

Level: 2
Name: Wraith Computer Virus
Effect: +30% Covert Bonus
Cost: 180,000 Naquadah

AntiCovert Enhancements

Level: 1
Name: Advanced Tracking Equipment
Effect: +10% Anti-Covert Bonus
Cost: 295,000

Level: 2
Name: Active Camoflage
Effect: +20% Anti-Covert Bonus
Cost: 350,000

Mercenary Recruitment Technology

Costs are as game standard, but the percentage increases are half normal.

Unique Racial Technology

Level: 1
Name: Strengthened Transporter Beams
Effect: “The Culling” bonus is increased by +5% (20% total)
Cost: 150,000 Naquadah

Level: 2
Name: Advanced Matter Re-integration Systems
Effect: “The Culling” bonus is increased by +10% (25% total)
Cost: 300,000 Naquadah


Wraith Motherships

Cost: 450,000,000 Naquadah (as Game Standard)

Capactiy Maximum Upgrade Costs : As Game Standard

MotherShip Production

Item: Plasma Energy Caster
Cost: 2,100,800 Naquadah

Item: Plasmatic Hive Shields
Cost: 2,250,000 Naquadah







So there we go. As was pointed out to me last time around, there are five main areas of the game. Attack, Defense, Covert, Income and Units. The firstfour have an associated race, but the fifth does not. As such, the Wraith focus is on the quality of their units (this inspired me to reduce Mercenary involvement too). Any comments?

Posted: Tue Jan 03, 2006 11:50 am
by Respenus
It's nice and detailed and it might be incorporated into chaos. Why, what would an ascended wraith be???

Posted: Tue Jan 03, 2006 12:09 pm
by schuesseled
yeah what you need to think of is a leeser or more evolved race for the shell account for before ascension or after. i.e. the wraith could be an ascended race if so what is the unascended race, vicer versa.

I think that either the areatus bug race for unascended with wraith as ascended, or wraith as normal and the 100% areatus bug dna wraith as ascended. Watever works, i prefer the first one

Posted: Tue Jan 03, 2006 12:28 pm
by -M-
i like the idea i think it could work.

Posted: Tue Jan 03, 2006 12:30 pm
by Napoleon
I don't quite understand but is it saying that Wraiths will be stronger in BOTH attack AND defense than either Tauri or Asgard?

Posted: Tue Jan 03, 2006 2:17 pm
by Lord Sokar
fix the prices for stuff, make it equal the other races....


e.g: only have two 5% increases for the special tech, and fix the prices to match i guess goa'uld stuff



pretty much, have everything like goa'uld is, take away no banking fees and extra income and put in the culling thing.......but maybe wraith could be overlooked, if ya want wraith(another bad guy race) you'll need to add a good guy race(nox perhaps...sumtin like that but cant be ancients beause they is already a race=D)

Posted: Tue Jan 03, 2006 2:27 pm
by raistlin majere
but if either of those happen you will still need an ascended form of each...

Posted: Tue Jan 03, 2006 2:47 pm
by Lord Sokar
yeah:(

Posted: Tue Jan 03, 2006 3:12 pm
by Zatnikitelman
NOTHING FROM ATLANTIS PLEASE!!!!!

<atlantian wars is stealing the glory of sgw's. and is dispised by me personally.>

Posted: Tue Jan 03, 2006 4:02 pm
by The Dalek Empire
Thanks for the feedback guys.

Updates

- Weapons have been standardised to the costs and powers of the Goa'uld/Replicators for balance. Seems fairly obvious in hindsight - I guess I got carried away with the idea of an offensive focus.

- Siege, Defense and Covert Technologies have been standardised to the Goa'uld levels (Goa'uld lean slightly more to offense than the Replicators with Technologies, so made more sense as a model). Removed the third level of Unique Technology, since Goa'uld only have two Technologies for each variable (the other races have three on one of them).



Open Issues

- The Ascended Name. I am open to suggestions here. Once a Wraith player Ascends he will of course simply take on the generic "Prior Account" stats that everyone shares. The only differences are in the names (unless I am horribly mistaken). Purestrain Irates Wraith sounds cool, and they certainly are different enough to normal Wraith to merrit the change in stats. That said, their isn't much continuity between Prior races and Standard is there? Asgards becoming Ancients for instance...

- The need for a "good guy" race? I don't really see why. Besides, adding the Wraith would really make the scene look like this - two "good" races, two "evil races" and a "neutral/elemental" race (the Replicators).

- "Nothing from Atlantis". This doesn't make much sense to me either. Currently the game spans two galaxies (the Milky Way and the Ida galaxies) - so why not a third? The world of The Gate Wars doesn't match the show perfectly, as you know. It's much more... intermingled (where as the show clearly places the Wraith in Pegasus, the Asgard/ Replicators in Ida and the Tau'ri/Goa'uld un the Milky Way). A lot could be gained from adding a fifth, totally unique race that has its strengths in new and relatively unexplored areas.



Keep the critique going guys, you are doing great.

Posted: Tue Jan 03, 2006 7:42 pm
by SGC_Sam Fisher
Might be a good idea for chaos.

Posted: Tue Jan 10, 2006 8:54 am
by neo
mmmm but u would have to have free change overs, no?

Posted: Tue Jan 10, 2006 2:18 pm
by Grand Admiral Martin
Adjudicator wrote:I don't quite understand but is it saying that Wraiths will be stronger in BOTH attack AND defense than either Tauri or Asgard?


thats what i thought straight away , they seem to have no weaknesses. but i agree more races would make the game more interesting.

Posted: Tue Jan 10, 2006 4:49 pm
by The Dalek Empire
You're right. The Powerful Warriors ability has been reduced to 1.25 (aka a 25% bonus, in line with the other races). They pay for it on their units, it does not apply to their Mercs and their weapons are not quite as powerful as the Tau'ri/Asgard specialities - so they are not quite as good at attacking as the Tau'ri, and not quite as good at defence as the Asgard. Better at both than the Goa'uld or Replicators, but then they have their own specialities to balance this out.

Any better?

Posted: Tue Jan 10, 2006 4:55 pm
by Osi
there super stat should be anti covert since they have the mental link and are aware of anyone going after them, or a mothership bonus since there ships are huge so a rule by fear sort of thing