Max's suggestion thread...

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MaxSterling
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Max's suggestion thread...

Most of us dislike the ascended server, but there are a couple of good things about it.
1.) Nothing trained is safe.
2.) Assassins

My proposal for change is quite simple. Incorporate some of the attack types available on Ascended into Main. AC units become assassins.

Introduce the Destroy Military and Destroy Intelligence attack type from Ascended onto Main. This allows your assassins to be able to destroy attack supers and spies if your assassin power is greater than their assassin power... just like on Ascended. Tie the cost of these attacks to your Covert Capacity. That way, there is a limit to the amount of damage one account can do to another in one day and would require teamwork to destroy their account... hence a little strategy.

Introduce the Hunt Assassins attack type from Ascended into Main. This will replace the fairly useless/unused Lifer Suicide attack on Main. Your attackers can now mass assassins. The cost of this attack will be tied to the normal Attack Turns.

Lifer Suicide attack is removed and replaced with the ability to become an untrained unit again... at a cost. 3 lifers = 1 UU. You sacrifice your significant other and child to leave the mines. This allows people to still be able to reduce their number of lifers to make room under the trading/raiding/plague caps.

What about sniper accounts?
Main has one significant difference from Ascended... lifers. Everytime you untrain and retrain miners, you lose your precious UU to lifers. If they keep doing this, they eventually lose all their UU to lifers and eventually reduce their ability to "snipe" effectively.

But you introduced the ability to convert lifers to UU again...
Yes, but are you gonna want to keep converting your lifers to UU and losing 66% of your army? Players that do that will essentially be massing their account away.

What about miners? Why can't we attack them?
Are you people that vindictive that you really want to destroy someone that bad? There has to be some kind of safety net for players. If everything can be destroyed then what's the point of trying to keep playing this game? Players want to be able to progress. If you take that away, then you take away their reason to play. People already complain about people not fighting back and I just introduced a way to kill attackers. How many more people do you want to drop from playing this game? You've already turned them literally into a farm and nobody likes being farmed, hence all the one-hit attack policies.

Not completely thought out, but an idea nonetheless...


Posts in this thread listing more suggestions
viewtopic.php?f=13&t=164489#p2072849
viewtopic.php?f=13&t=164489&p=2085638#p2085638
Last edited by MaxSterling on Sun May 02, 2010 6:17 am, edited 3 times in total.
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Sarevok
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Re: Max's suggestion thread...

I agree with most of this stuff. Though quite a few heavy restructures maybe needed
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
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angel wrote:Except the payday [-X
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Re: Max's suggestion thread...

Sarevok wrote:I agree with most of this stuff. Though quite a few heavy restructures maybe needed

The beauty of most of this is... it's already working on the ascended server.
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Re: Max's suggestion thread...

Tis true. And it seems to work, all be it some functions are a bit powerful imo.

Thing is, main is built differently. So there would probably need to be some big changes to make sure it works right.
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Max's suggestion thread...

MaxSterling wrote:Most of us dislike the ascended server, but there are a couple of good things about it.
1.) Nothing trained is safe.
2.) Assassins


My proposal for change is quite simple. Incorporate some of the attack types available on Ascended into Main. AC units become assassins.

Introduce the Destroy Military and Destroy Intelligence attack type from Ascended onto Main. This allows your assassins to be able to destroy attack supers and spies if your assassin power is greater than their assassin power... just like on Ascended. Tie the cost of these attacks to your Covert Capacity. That way, there is a limit to the amount of damage one account can do to another in one day and would require teamwork to destroy their account... hence a little strategy.

Introduce the Hunt Assassins attack type from Ascended into Main. This will replace the fairly useless/unused Lifer Suicide attack on Main. Your attackers can now mass assassins. The cost of this attack will be tied to the normal Attack Turns.

Lifer Suicide attack is removed and replaced with the ability to become an untrained unit again... at a cost. 3 lifers = 1 UU. You sacrifice your significant other and child to leave the mines. This allows people to still be able to reduce their number of lifers to make room under the trading/raiding/plague caps.

What about sniper accounts?
Main has one significant difference from Ascended... lifers. Everytime you untrain and retrain miners, you lose your precious UU to lifers. If they keep doing this, they eventually lose all their UU to lifers and eventually reduce their ability to "snipe" effectively.

But you introduced the ability to convert lifers to UU again...
Yes, but are you gonna want to keep converting your lifers to UU and losing 66% of your army? Players that do that will essentially be massing their account away.

What about miners? Why can't we attack them?
Are you people that vindictive that you really want to destroy someone that bad? There has to be some kind of safety net for players. If everything can be destroyed then what's the point of trying to keep playing this game? Players want to be able to progress. If you take that away, then you take away their reason to play. People already complain about people not fighting back and I just introduced a way to kill attackers. How many more people do you want to drop from playing this game? You've already turned them literally into a farm and nobody likes being farmed, hence all the one-hit attack policies.

Not completely thought out, but an idea nonetheless...


i liek that idea man :)

the assasins and stuff :)
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Re: Max's suggestion thread...

Sarevok wrote:Tis true. And it seems to work, all be it some functions are a bit powerful imo.

Right now, AC is more or less used primarily for statbuilding and pretty much unused other than after a defense has been zeroed. An update of this type
would make training Assassins a necessity if you have a huge number of trained units. Also the fact that most of these attack types, albeit powerful, have costs tied to covert capacity, which is extremely limited and would most likely cost in the 5-10 CC point range. If people actually train assassins to defend their armies, it could cost a lot of your own assassins to destroy their military.
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Re: Max's suggestion thread...

Or lifer the assassins :-D
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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<+CABAL> :o
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<~adminHere> another :) i am a multi ;)
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Re: Max's suggestion thread...

I like all the ideas there max i say admin implement them :smt047
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Re: Max's suggestion thread...

max tis is not genuine, and its easy for admin to implement it since it was like this when game started , u were able to kill everything on an account.

those times during wars ppl built 1 account and fund it so it could kill everything, some olf players remember it pretty well.

if ppl likes tis idea then why not playing ascended aswell but want to bring ascended into main.
what about those lil accounts not able to buy lvl's while some can use their ability already built to wipe the rest.
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The orgin of Guild
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Lithium wrote:he was talkin bout me and remembering the days i was massing him wit one finger ;)
Guild wrote:is that the same finger you stick up your bum ? :smt060
Lithium wrote:no its the one who gave u life ;)
Field Marshall wrote:Lith put his finger up his bum and Guild arrived? :smt017
I wish that was genuinely true :)
Lithium wrote:oooo why there isnt any emo for this one , id have dropped of chair dead :smt042
MajorLeeHurts wrote:
Lithium wrote:oooo why there isnt any emo for this one , id have dropped of chair dead :smt042
Agreed that was the funnies **Filtered** ive read here!
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Re: Max's suggestion thread...

Lithium wrote:max tis is not genuine, and its easy for admin to implement it since it was like this when game started , u were able to kill everything on an account.

those times during wars ppl built 1 account and fund it so it could kill everything, some olf players remember it pretty well.

if ppl likes tis idea then why not playing ascended aswell but want to bring ascended into main.
what about those lil accounts not able to buy lvl's while some can use their ability already built to wipe the rest.

Few people play ascended because a good number of accounts are now undescendable... which was the whole point of the server. Most people I know stop playing as soon as their account gets their levels to a certain point. I still play because I always set myself up with short and long-term goals for my account... plus I hate seeing turns go to waste.

There are some significant differences between ascended and main as well.
1.) Lifers/miners which will allow players to still have decent income to use to develop their accounts. Ascended has miners and untrained, which are pretty much untouchable... but you can touch their mining planets and effect their income.
2.) PPT. Small accounts can still gain all their G&R while on PPT and therefore ascend to get the better bonuses. You don't need to have many stats in order to grow. How many people do we all know have a small attack force and few weapons and raid and farm their back ends off?

Also, if anything trained is touchable... costs to get into G&R will be greatly reduced. Thus helping the "lil accounts". Remember, Covert Capacity is currently capped at 100 points. If the Destroy Military and Destroy Intelligence costs are set at 9 or even 10 points each, that severely limits the amount of damage 1 player can do to another. It really makes no sense to build 1 super account with the limitations on Covert Capacity within a day. To completely eliminate the threat, you'd need a few great accounts to accomplish that feat.

Don't forget that a realm can only have so much covert activity within a set amount of time.
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Re: Max's suggestion thread...

big empires can afford to build them , tax system , etc.

also that way small/medium player cant retaliate their loses will be fair greater
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Previously on GateWars Forum
The orgin of Guild
Spoiler
Lithium wrote:he was talkin bout me and remembering the days i was massing him wit one finger ;)
Guild wrote:is that the same finger you stick up your bum ? :smt060
Lithium wrote:no its the one who gave u life ;)
Field Marshall wrote:Lith put his finger up his bum and Guild arrived? :smt017
I wish that was genuinely true :)
Lithium wrote:oooo why there isnt any emo for this one , id have dropped of chair dead :smt042
MajorLeeHurts wrote:
Lithium wrote:oooo why there isnt any emo for this one , id have dropped of chair dead :smt042
Agreed that was the funnies **Filtered** ive read here!
Im sure JT is enjoying this thread , if he isnt hes in a coma !
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Re: Max's suggestion thread...

Lithium wrote:big empires can afford to build them , tax system , etc.

also that way small/medium player cant retaliate their loses will be fair greater
I don't know about that. The damage is based on ratio. If they have 20m units trained, then lets say 1 of these new attacks takes of 10%. Then the big account would loose 2m units/hit. A smaller account, with only 2m of those units, can only loose 200k/hit. Especially since they are smaller, they can raid much easier and recover the losses.
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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<+CABAL> :o
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Re: Max's suggestion thread...

Also, 1 good account will only be able to destroy maybe 1 good strike... not an entire alliance worth of strikes.
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Re: Max's suggestion thread...

MaxSterling wrote:Also, 1 good account will only be able to destroy maybe 1 good strike... not an entire alliance worth of strikes.
Defiantly true if it was to take 10 covert turns/attack. They could only attack 10times with full turns. Then need to wait like 4 turns to have enough for another assault.
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
Ban Admin
<+CABAL> so adminHere, ever thought about playing SGW? :b
<~adminHere> cabal - i do :)
<+CABAL> :o
<+Sarevok> Cabal, look up Jtest ;)
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<~adminHere> another :) i am a multi ;)
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Re: Max's suggestion thread...

Some other suggestions posted in other threads...

Alliance Bank uses
[spoiler]A couple possibilities for uses for the Alliance Bank...
1.) Addition of military ranks. Have a selection of ranks from each of the armed forces or allow the leader to customize one. This will show a player's status in the heirarchy of the alliance. This will also make it easier to see who's in an alliance's Command Staff so you can specifically target them. Ranks will appear before the Player's Name.

For example :

Commander DarThudd
[ Skull Squadron - Cherry]
Immortal Ancient God of the TOLAH

--------------------------------------------------------------------------------

Admiral MaxSterling
[ Skull Squadron - MaxSlacker]
The UnNamed of the ORI

--------------------------------------------------------------------------------

Potato Peeler Shichibukai
Seeker of Wisdom [ Skull Squadron - NewSlacker]
Ancient God of the INDU


2.) Addition of 3IC and/or Alliance Diplomat position. Similar as current 2IC function in game. Would be nice if this were clearly indicated in the ranks as well.

For example :
DarThudd
[ Skull Squadron - Cherry] - 2IC
Immortal Ancient God of the TOLAH

--------------------------------------------------------------------------------

MaxSterling
[ Skull Squadron - MaxSlacker] - Leader
The UnNamed of the ORI

--------------------------------------------------------------------------------

Shichibukai
Seeker of Wisdom [ Skull Squadron - NewSlacker] - Diplomat
Ancient God of the INDU


3.) Creation of branches within an alliance. Some alliances may wish to create a branch within an alliance. An example of this would be somthing like having a Strike Team, Command Staff, or Trainees. The only purpose this would serve is to send messages to a smaller group within the alliance and not need to send alliance-wide messages which often only pertain to fewer members. May also be used to create "teams" within an alliance for 5-on-5 wars.

None of these suggestions would add bonuses of any kind.[/spoiler]

Beta update suggestions on Houses and Military Experience
[spoiler]Ok... sorry if I'm behind the times here, but I just read some of the posts in regards to Houses on the first couple of pages in this thread. Here are my thoughts.

Houses
1.) Perhaps change Houses to Empires
2.) Houses or Empires serve no purpose other than improving communication between the alliances.
3.) No bonuses. More bonuses only hurt smaller players even more. Nothing you do will correct this... and to be frank, new accounts should have a difficult time just like everyone else that has played this game had to go through. Those that go through the gauntlet will be better players for it.
4.) Empire Attack logs. Similar to alliance logs, but contain activity from all alliances within the empire. To reduce the lag, reduce the time frame to only include the last 4 or 6 hours.
5.) Increase the number available.
6.) Permit a voting sytem within the House/Empire.
7.) Allow communication throughout the empire.

other thoughts...

Military Experience
1.) Swap the values for killing attack and defense soldiers. This gives you more experience for building a defense and killing attack supers... possibly encouraging people to actually build a defense and discouraging people from using the ME hunting excuse to mass people.
2.) Lifer Suicide attacks are not included and in my opinion, should be worth more than most ME values.
3.) Fix the all time records so the values are not doubled.
4.) ACers killed by lifer suicide attacks are not included in ME.[/spoiler]

Beta suggestion to increase defense efficiency
[spoiler]I'm trying to come up with a way to increase a defense's efficiency. Perhaps reduce their weapon decay by half since their on their own planet and can better care for their weapons thus making a defense last twice as long or have the weapon decay % effected by the realm alert level (x% X RAL)?

Realm Alert Levels drain your income already. At least this method would provide a reason for the income drain. By reducing the weapon decay, the weapons will last longer, thus making it take longer to completely zero a defense and thus increasing the number of attack soldiers lost during a massing. Plus if a massing takes longer, there's a better chance the nox will kick in and give a player an opportunity to login and repair.

People already complain about how few attack soldiers are lost during a massing. This would at least increase the number of attack soldiers lost.

There is no repair bank. There should never be an automatic repair bank. The naq taken from RALs is just used to reduce the decay amount. For example :

Realm Alert Level
None = 100% weapon decay
Low = 87.5% weapon decay
Medium = 75% weapon decay
High = 62.5% weapon decay
Critical = 50% weapon decay

The higher the RAL, the longer you weapons should last. This pertains to defensive weapons only. Realm Alert Levels have no effect on attack weapons.

From my attack logs...

Putting down the chronicled battle report, you cross reference and call for the corrosponding military armory reports to see the state of your weapons after such a battle...

Your Targeted Spacial Distortions went from strength 5,750 to 5,711 (now 5711/5750 and 1 percent damaged)

That would be my weapons on RAL = None
if my RAL = Critical, weapon decay would be 50%, so they would be 5731/5750
if my RAL = High, weapons would be 5726/5750
if my RAL = Medium, weapons would be 5721/5750
if my RAL = Low, weapons would be 5716/5750[/spoiler]

Beta suggestion on removing MS techs and changing them to size upgrades
[spoiler]Another thing I'd like to see is a cap on total MS power with a removal of the MS tech % bonus... how many guns can you fit on a MS? I think Motherships should be treated like planets. Each planet size can hold X number of defenses. Each MS tech could hold X number of slots. A MS should increase size in order to fit more weapons. If techs were used to increase size, then they should not be reset after each ascension, either. Once too many MS's reach the cap, introduce a new technology that will be extremely costly and will halve the number of slots used, but double their power. Each slot will also have an increase in price.

For those arguing about fleets, fleets were already given a boost in power with the last update. I think that is sufficient. As it is, there are many players out there that can take a planet with 500k planet defenses with their raw fleets. Platforms were added to bring in an element of surprise. I think fleets are fine the way they are. Granted the update will increase that number, but the number of fleets needed for the update won't be much more than those people currently have.[/spoiler]

Alternate House bonuses suggestion

Suggestion to keep 1AT hits, but make them do no weapon decay on defenders.

Suggestion to assist new players and introduce them to the forum.
[spoiler]
MaxSterling wrote:Actually, if a new tutorial guide were written for the game, then the "register for this game" link should take them to the guide which should be placed in the newbie/faq section on the forum. That way the new player knows the forum exists. At the bottom of the guide, place another link to take them back to the game registration page at the bottom of the tutorial. Doing this introduces the potential player to the forum and lets them know there's a place to get more information and ask questions about the game.
[/spoiler]
Last edited by MaxSterling on Mon Jul 05, 2010 6:25 am, edited 4 times in total.
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