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New technoligy, Barracks

Posted: Fri Feb 03, 2012 9:46 am
by 00RA00
so this is to store UU and for them to be protected from raiding and caps aswell. basically like your bank but for UU and to increase the size you just buy the next tech level like any other tech. tech would be like below

tech amount cost

tech 1 - up to 5mil uu 100 bil
tech 2 - 5 - 20 200bil
tech 3 - 20 - 50 400bil
4 - 50 - 100 800bil
5 - 100 - 200 1.6 tril
6 - 200 - 500 3.2 tril
7 - 500 - 1 bil 6.4 tril
8 - 1bil + 12.8 tril

Re: New technoligy, Barracks

Posted: Fri Feb 03, 2012 9:55 am
by Guild
no.... this restricts the growth of smaller players who cant afford the technology costs and rely on raiding to grow

Re: New technoligy, Barracks

Posted: Fri Feb 03, 2012 10:18 am
by Clarkey
00RA00 wrote:so this is to store UU and for them to be protected from raiding and caps aswell. basically like your bank but for UU and to increase the size you just buy the next tech level like any other tech. tech would be like below

tech amount cost

tech 1 - up to 5mil uu 100 bil
tech 2 - 5 - 20 200bil
tech 3 - 20 - 50 400bil
4 - 50 - 100 800bil
5 - 100 - 200 1.6 tril
6 - 200 - 500 3.2 tril
7 - 500 - 1 bil 6.4 tril
8 - 1bil + 12.8 tril

Army caps are all about the population getting too big and disease striking the land. Barracks would make no difference to that and therefore would not be unaffected by the plague cap. Also why would barracks not be attackable? You strike a planet with enough fire you're going to hit barracks. Seems to me if this was implemented that it's just another attempt to protect an account. maybe if the barracks were used to upskill fighters or something that might be better, but just to store and protect them I think not.

Re: New technoligy, Barracks

Posted: Mon Feb 06, 2012 5:01 am
by MEZZANINE
I think a version of Barracks was suggested before, but with a different twist.

What was previously suggested was that Supers should not be able to be training instantly and that you should set off training before they are needed, something like

Turn 1 - Set off training and supers still fight as regular soldiers if in combat

Turn 2 or 3 or 4, depending on how long you think training should take, supers fight as supers


The tech option could also be used to increase the speed of training, or amount of separate training camps in operation at any one time, and possibly a final tech for advanced training giving an extra bonus.



The problems come in on ingame formula's, they become very complicated and need extra fields of data for every training camp influencing attack and def formula

I think last time this suggestion came up a few people supported it for the extra strategy, pre-planning and the fact more people would maintain stats not just build them when needed, and a lot of people were against it due to it slowing down how fast they could build up and fight.