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From Jason to Jason

Posted: Sat May 29, 2010 11:13 am
by [BoT] Jason
This is a role playing game so why does my MS have to commander or Crew

seriously

make normal and super units for your mother ship :smt115

so as we mass your MS we wont just kill your weps but we'll kill the units running it as well

render the MS useless after ascending as it shall have no people running it. but this wont bother people since nearly everyone has finished ascending!!

which brings me to my next point

make ascended harder. and 3 more powerup sections for attack and make the punishments of being descended harsher

make it that you have a choice to descend or remove an ascended level

where removing the ascended level has twice the defense of normal descension on the ascended server

please discuss

Re: From Jason to Jason

Posted: Sat May 29, 2010 5:47 pm
by stuff of legends
I do like the choice of removing one ascension level or removing all stats when someone descends. But admin will have to fix ascended and peoples ascended beings firstly.

Re: From Jason to Jason

Posted: Sat May 29, 2010 8:24 pm
by Sarevok
Its an interesting idea. If we have 1 unit per slot, as SS was saying. I mean, what is like 600k UU for a MS with 300k shields and weapons at it's disposal.

Would also mean that MS massing isn't just a Naq lost, but also a military loss

Re: From Jason to Jason

Posted: Mon May 31, 2010 12:16 am
by Kjarkur
I like this idea, I second Sarevok's post.

It would make MS massings a little more expensive - and it makes sense. When a mothership takes damage why shouldn't the crew get hurt aswell.

Regards,
KJ

Re: From Jason to Jason

Posted: Mon May 31, 2010 5:31 am
by MaxSterling
Sarevok wrote:Its an interesting idea. If we have 1 unit per slot, as SS was saying. I mean, what is like 600k UU for a MS with 300k shields and weapons at it's disposal.

Would also mean that MS massing isn't just a Naq lost, but also a military loss

If there was a crew, I'd say just make it easy and have an even 1m crew members. As long as the volleys don't go over the shields, the crew are safe. Have it so that if half the crew is left, the MS will only do 50% of it's strike potential. 25% of the crew left, the volleys will only do 25% of it's actual power.

It can also be used to help handicap a MS in an online battle to even them up. Say you want a 1v1, but one player has a full 1T MS and another only has 500b. The 500b needs the full crew to keep his 500b, the 1T MS owner can just have half of his crew aboard and do 50% of his potential. Thus evening the damage up a bit.

Re: From Jason to Jason

Posted: Mon May 31, 2010 6:43 am
by Sarevok
I like it. Would the crew be killed simply by taking down shields? Or inflicting damage to the MS?

Or, we could have it such that, when a MS is attacked, whatever percentage of weapons is lost in the battle, that percentage of 1m units also dies? Such that, you have 1m guys, and you have 100k weapons. You loose 10k weapons, so you loose 100k guys. You can re-buy the weapons, but the total offensive power is still only 90%, until the crew is re-manned.

Re: From Jason to Jason

Posted: Mon May 31, 2010 6:57 am
by MaxSterling
Sarevok wrote:I like it. Would the crew be killed simply by taking down shields? Or inflicting damage to the MS?

As you hit volleys/fleets, you start killing crew off. It only makes sense that way since the only time the MS actually takes damage is when you face someone with more volley power than your shields.
Sarevok wrote:Or, we could have it such that, when a MS is attacked, whatever percentage of weapons is lost in the battle, that percentage of 1m units also dies?
The percentage is something that can always be worked on, but that's a good baseline to start from.

Sarevok wrote:Such that, you have 1m guys, and you have 100k weapons. You loose 10k weapons, so you loose 100k guys. You can re-buy the weapons, but the total offensive power is still only 90%, until the crew is re-manned.
That was the intention of my suggestion...

Re: From Jason to Jason

Posted: Mon May 31, 2010 6:58 am
by Iƒrit
meh i would rather see it as per 10k strike slot you must maintain 100k units, bigger ships take bigger crews. As units reduce so does the strike, maintain the number keep the strike. (number is just an example, any amount in ratio would work, for the most part)

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:01 am
by MaxSterling
Crying NOOOOO wrote:meh i would rather see it as per 10k slot you must maintain 100k units, bigger ships take bigger crews.

The number of crew can always be determined by Tech levels... ;)
Tech 0 = 10k crew
Tech 1 = 100k crew
Tech 2 = 200k crew
Tech 3 = 300k crew

Keep increasing each tech level with 100k crew until 1m crew needed for Tech 10.

Personally, I prefer even numbers like that so it's easier to do quick calculations on the fly.

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:05 am
by Sarevok
Just clarifying Max.

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:07 am
by [BoT] Jason
lets mix ifrits and max's idea

People say the ms tech is unfair
well make it

Tech 1 =10 units a wep/shield
Tech 2=50 units a wep/shield
Tech 3=250 units a wep/shield

or similair

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:07 am
by Sarevok
MaxSterling wrote:
Crying NOOOOO wrote:meh i would rather see it as per 10k slot you must maintain 100k units, bigger ships take bigger crews.

The number of crew can always be determined by Tech levels... ;)
Tech 0 = 10k crew
Tech 1 = 100k crew
Tech 2 = 200k crew
Tech 3 = 300k crew

Keep increasing each tech level with 100k crew until 1m crew needed for Tech 10.

Personally, I prefer even numbers like that so it's easier to do quick calculations on the fly.
Isn't that sorta punishing small guys? They use the techs to get more slots, and then get hit with needing large crews, equal to those with 200k+ slots?

Jason... wrote:lets mix ifrits and max's idea

People say the ms tech is unfair
well make it

Tech 1 =10 units a wep/shield
Tech 2=50 units a wep/shield
Tech 3=250 units a wep/shield

or similair
i like this method. Allows for a more even distribution over smaller vs larger MS

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:10 am
by MaxSterling
Jason... wrote:lets mix ifrits and max's idea

Let's not...
MaxSterling wrote:Personally, I prefer even numbers like that so it's easier to do quick calculations on the fly.

If I'm in a live battle, the last thing I wanna do is calculate how many crew I need to get me back to 100%.

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:11 am
by [BoT] Jason
MaxSterling wrote:
Jason... wrote:lets mix ifrits and max's idea

Let's not...
MaxSterling wrote:Personally, I prefer even numbers like that so it's easier to do quick calculations on the fly.

If I'm in a live battle, the last thing I wanna do is calculate how many crew I need to get me back to 100%.
then make it round up to the nearest thousand...

Re: From Jason to Jason

Posted: Mon May 31, 2010 7:16 am
by Iƒrit
MaxSterling wrote:
Crying NOOOOO wrote:meh i would rather see it as per 10k slot you must maintain 100k units, bigger ships take bigger crews.

The number of crew can always be determined by Tech levels... ;)
Tech 0 = 10k crew
Tech 1 = 100k crew
Tech 2 = 200k crew
Tech 3 = 300k crew

Keep increasing each tech level with 100k crew until 1m crew needed for Tech 10.

Personally, I prefer even numbers like that so it's easier to do quick calculations on the fly.

yea that works, just was looking at bigger MSes should need more then a 1m crew, and tie it to techs to the crew makes a bit of since and though I like the idea of rounded numbers for onthefly I dont see it being a substantal loss durig war, most people just send MS away. Units should not be untrainable, and scale of units needed should be based on raw slots, maybe techs could reduce the amount of crew needed to suffice the MS, 2% per tech level.

so if 100k slots needs say 1m (thats 10 UU per slot) to have full strike. A tech 10 with reduction of 20% would be 800,000. Not really alot if you ask me.