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Spies = Less Income
Posted: Sat Apr 02, 2005 9:11 am
by Commander Heimdall
Why have this?
They are troops but a different kind of troops so why do they lower your income. I think the person who developed the game should get rid of it cause it is annoying. i dont mean get rid of spies i mean get rid of the thing where u buy spies it lowers ur income.
What do other people think?
Posted: Sat Apr 02, 2005 9:46 am
by I Replicate
While I wouldnt mind if they removed that, it would completly unbalance the game. Spies are very powerful, able to completly destroy all your weapons easily. If spies were allowed to make income, there would be no reason to have any other units.
Being a replicator, i have many, many spies. If it is removed, my income would be.... much higher... and with our current bonuses, replis would become the most powerful race in the game by far (why am I against this

)
Posted: Sat Apr 02, 2005 9:58 am
by Commander Heimdall
k well make spies more expensive i just see no point lowing ur income and if u want to be high in the game all three of ur stats must be high and some people may not like spying but they have to buy spies to put their rank up.
They could make it 4,000 nad each or 4,500 or 5000
the person who does the game updates could u please tell me ur answer?
what do other people think?
Posted: Sat Apr 02, 2005 10:04 am
by I Replicate
Here is a summary of what people will think:
Allow income for spies
Any Replicator: maybe for it, only because it would make them godly
Other Race: against it
Forum: Won't do it
Raise cost of spies
Any Repli: Against it
Other Race: for it
Forum: doubtful he would do this, but not as certain as previous suggestion
Possible end results:
1) Nothing happens
2) Cost of spies increases, angering many people
Posted: Sat Apr 02, 2005 12:36 pm
by Forum
other possible outcome:
spies stay as they are. do not make income.
offensive/defensive units do not create income either.
leaving only untrained military creating income...
<mercs would still not create income>
the only ones who submit themselves to digging/processing for Naq are those loley untrained realm military units..... everyone else has something else to do
hmmm.....
Posted: Sat Apr 02, 2005 12:41 pm
by forgive_me
good thinking Forum
traind units are for fighting....thay have a to biger ego to work and extract naq...

Posted: Sat Apr 02, 2005 3:30 pm
by Cole
Not agree: that favour to don't train troops, and get less naq, bad idea.
It's good like it's now

Posted: Sat Apr 02, 2005 3:59 pm
by Savings Account
Perhaps you should consider upping your unit production to compensate for the 'loss' of naquadah per turn. There are very clever tactical means to be learnt in order to combat this 'problem', the previous sentence is just one

...
Posted: Sat Apr 02, 2005 4:23 pm
by I Replicate
Unit production should be upped regardless of why you do it... having 100 per turn or more is awesome
I like Forum's 'Outcome'
Its interesting and makes sense...
Posted: Sat Apr 02, 2005 5:24 pm
by GhostyGoo
Most Chucklesome, i have no real opinion on whether or not your untrained troops should be the only one's generating Naquada but what i do know is this...
Scene: Forum's offworld server housing facility
What can i do this morning? ah yes, that regarding the generation of Naquada.. i have decided that only untrained militia will generate Naquada...
-implements-
Outcome: a certain Commander whos name seems to be associated with much *coughing* and *sniggering* would find himself earning quite alot less than he previously was -cackles-

BRING IT ON
Goo
Posted: Sat Apr 02, 2005 6:02 pm
by [SGC_ReplicĂ…tors]
there is nothing wrong with the unit...they are fine the way they are
a suggestion might be is change the Off/Def units to not produce any money i really like that idea becasue it provides challenge and since that 50% increase in naqada generation a little balancing like changing off/def unit to not produce anymoney is good
Posted: Fri Apr 15, 2005 2:58 pm
by Sleipnir
Yes I know this topic has been dead for a few weeks. Out of utter boredom I went on an ancient topic revival spree. I still like this idea. However, currently people need such a small percentage of their troops to man the weapons it wouldn't make a very big dent. I was wondering, wouldn't it be logical to man the biggest weapons with more than 1 unit? That might even provide incentive to buy the cheaper weapons instead. And making trained units provide no naq makes buying mercenaries a lot more attractive.
Posted: Fri Apr 15, 2005 5:01 pm
by [SGC_ReplicĂ…tors]
woulndt that require more programming and that would mean calulations for the user to make. and how would it make the most effiecnt way to man which weopon if units gets killed and give u the bang for ur buck