Alliance Revramp
Posted: Fri Feb 24, 2006 10:12 pm
Ok allaince need to do more than allaince are doing now. Heres the idea....
1. Alliance Wars(similar to chaos and more...)
The leaders of their alliance can set relationships with other alliance; this forces all members within the alliance to be at war/peace/Neutral/Ceasefire with them to make battles more interesting. Another option would be that you will have a Galactic newspaper side bar appear, this only becomes important if you are in an alliance, right in this newspaper it will only specify attacks/relations done to your alliance members with the opposing alliances. Also have another option for the leaders a Notice text box where he can right anything in their and it gets automatically submitted to every member within the alliance but this doesn’t end up in the message box it appears at your Command Center, a small text box area under your stats. This Newspaper does not record outside interference.
Example
GameTime: 10:14:27
Alliance XX has declared all out WAR with Alliance YY, prepare your forces….
GameTime: 10:14:27
Player XX has attacked Player YY and has taken ZZ Naqada
GameTime: 10:14:27
Player XX has attacked Player YY and has defend the assault
GameTime: 10:14:27
Alliance AA has requested Alliance BB to help them destroy Alliance XX
GameTime: 10:14:27
Allaince BB has refused the request of Alliance AA to join in the fight.
GameTime: 10:14:27
Player AA has sent a shipment of UU/Naqada/Turns to Player CC
GameTime: 10:14:27
Unknown Player AA has Sabotaged XX weapons Player CC
2. Beneficial Relation
Alliance Relations/Relations
Numbers can be reevaluated later to further balance game. This is how it works everybody in the game can pick however they want in there personal Alliance, all they have to do is Go to the Alliance bar and they select who they want in there alliance, but the person you are inviting must say accept of decline the offer. If the invited person accepts his slot well be filled with the players name and vice versa. So let say A wants B to be in his defensive alliance A invites B to his defensive alliance B accepts in A defensive alliance slot the name B well be on it and B defensive slot well say A.
Defensive-A defensive alliance builds a solid foundation to protect each of the partners. Any time you are attacked, XX% of your allies forces (if they have any defense) will come to assist in your defense. You and your allies well lose men and weapons well be damaged. But the Main person who is getting attacked well suffer the blunt of the attack, so they may suffer a lot more damage in repair bill and men loss than there allies.
Max: 3 Allies
Offensive-The opposite of the defensive alliance, an Offensive Alliance will auto bring in XX% of your allies army during your attacks (if they have any offense). So the main attacking person well suffers most of the damage in repair bill and men lost than his/her allies. But since this is a group effort the allies get a share of you naqada spoils.
Max: 2 Allies
Intelligence-An intelligence alliance brings together the strength of each member’s intelligence agents in both engaging in and protecting from spy operations. This well bring XX% of you allies spy power in protecting and defending (if they have any). Like all other alliance the main person doing the spying well suffer most of the damage in spy loses. This does not eat up the allies Covert capacity it only eats up the Main person who is doing the spying.
Max: 3 Allies
Technology- This type of Alliance can work if they add more technology into the game. This alliance is beneficial to technology players. Each time one person engages in technological research, His allies well receive XX% of the knowledge, a lack of technology on your part will limit your gains from an alliance.
Max: 3 Allies
EXAMPLE
[SGC_ReplicÅtors] Alliances
3. Alliance State (NUMBERS CAN BE CHANGED)
Stances only appear in Alliance wars, stances can only be adjusted every 96 turns. They have there draw backs and bonuses.
None
This is the default status for a alliance and has no bonuses or drawbacks.
Peaceful
The Peaceful stance provides the following bonuses and drawbacks:
This stance is only for alliance that does not wish to pursue to fight a war with this in effect it is harder for the opposing alliance to mount a offensive onto the peaceful alliance but the peaceful alliance also suffers
+25% Defense against spy and operations
-15% Ability to perform spy operations against enemies
-10% Offense
-10% Repair bill Defensive weapons
+10% Repair bill Offensive Weapons
Fortified
The Fortified stance provides the following bonuses and drawbacks:
This stance is for Alliance who wants to get info on the opposing alliance before mounting any sort of attacked.
15% lower defensive Losses
10% Higher Defense
15% Lower Offensive weapons Strength
Enemy’s war meter has slower increase rate.
Aggressive
The Aggressive stance provides the following bonuses and drawbacks:
This is for alliance that blindly rushes into battle not analyzing the enemies’ strength.
-15% Lower Naqada production
15% Lower offensive Losses
5% Lower defensive weapons strength
The war Meter rises at Faster
4)
Alliance wars in depth
As in Chaos you can declare war on an entire alliance and this will set your entire alliance members at war with the other alliance. Now there is another thing to be taken care of abuse of this new system… some alliance can get there entire alliance online one day and declare war on a alliance and start attacking them without any warning, and they could can a huge jump start, the counter measure is the alliance that is declared war on gets a message to every single member that some alliance declared war on you and War will officially begin in 96 Turns (2 days).
EXAMPLE
This war meter will determine who wins the war or not first the light blue color will determine the right side alliance and vise versa. To actually win a war you must keep the meter more than 80%-85% for more than 48 Turns and the enemy will be forced to surrender. What determines the war meter going left or right are the basics attacking, sabotages, Naqada/UU Gains, Failed attacks.
5)
Allies, Allies, Allies….
Well since there are alliances that help other alliance out, the war meter can also fit extra new comers to the side of the war so one side of the bar might have 3 Alliance and the other side might have 3 too. And it works the same way as a 1 vs. 1 war. But before the assisting Alliance can come in and help they will also get a message saying this alliance requests for your help against the other alliance. The leader of the Requesting alliance has 2 choices Accept or not to accept and the message is only there for 96 Turns. Also they will also have to wait to get into the war a time of 24 turns before they can start helping. The enemy alliance will have no warning about a request…but since each alliance has there on off site forums there are always spies and people talking that they could find out that the other alliance requested help.
6)
Winners/Losers/CeaseFires rewards
Ok this is the reward system....you can chose to have a reward or not that is up to the warring parties leaders if u just want a clean fight with no rewards for either losers or winners. you can go smahs each other to bits
If u want a reward this is how its going to be set up. It all depends on the how long you fight the war if u fight a very short war u will get very little rewards in the end if u fight a long war then the rewards will be bigger. More Alliance into a fight the bigger the rewards i mean exponentially. The rewards gets automatically divide among everybody.
During a fight there will be a Reward Cache under the war meters, this will tell you the size of the reward you get and it grows everyturn whether you are doing nothing or something. How the rewards gets caclualted is...indirect growth what i mean by this is Everytime you repair your weaps that money goes directly to the Reward Cache. SO if you want a bigger reward SMASH your enemy.
Also All resouces you buy from the market gets taxed and goes to the Reward cache if you buy turns or UU some of those will be converted to naq and sent to the reward cache.
Also in war Glory and repurtation is EARNED the hard way. If you win a alliance war 1% of every enemies reputation gets shipped into the reward cache and divide evenly amoung the members this only works if they have GR points to lose.
7)
Temporary War Forums
Ok this is a forum inside the game its only temporarly for war purposes
this will be under the relations tab on the left side of the screen where the warring parties can discuss between allainces. Just remember not ot post any stargetic information this Forum can be seen by all warring parties why we need this is becuase so allaince leaders can discuss any treaties/surrenders/ceasefires any sort of commication between the warring parties.
The forums dissapears with everything in it after the warring parties surrenders or loses.
8.
ANTI-ABUSING
1. During a war you cant attack anyone else but the other alliance you are warring with. No out side of war attacks.
2. Other poeple outside the war can attack you, sab you, do whatever but they will get heavily reduced gains because they are interfereing. PLus they get increase weps cost and combat losses.
3. No PPT in war, but what happens if u PPT and u jump into war....I SAY U LOSE IT....we dont need sissies hidiing in war....everybody fights no one quits...But what if u paid real money...u keep ur 2 days becuase you paid real money for it. if u buy it in the market will too bad.
4. No activity during a fight, the war meter will slide to the smallest allaince(member wise maybe power wise)
5. Members that are in a war and run away cant get back in until the war is over further more there will be a defect cost for doing this(Thinking of losing a % out of everything...(weps,turns,UU,UP,spy levels,money,personal)
6.
Market prices...this is only for the warring parties,the poeple outside the war is not effected. As was i saying the prices in the market in wartime is increased to the specific player depending on the player power.
7. All Rewards get auto divided to every member so if u have a lazy ass in ur alliance u better whip him back to shape and fight the war. Or he can sit there and recieve the beatings he gets from the alliance further increaseing the warmeter for the other allaince.
8. What about poeple outside the war sending you aid, this is allowed, but you as a warring member can not send outside of war only to your alliance members.
9. There are some alliance thay have so much power that they could smash any small alliance. Going to war with another alliance should have some certain limit like a 10x rank raiding limit for raiding. (There should be some sort of ratio limit so warring parties are evenly macthed)
10.
Once you are in war u cant recruit any new members into your alliance until the war is over.
11.
Vacation Mode...there is no Vacation mode inside of war...but what happens if u are in vactaion mods and your alliance goes to war...u stay in vacation mode until you drop out...once u drop out your fair game and you CANT go back.
12.
Maixium members that can go into war is 5/5 on the other side of the war meter and 5 on the other side. More members Even more rewards.
13. For a multi Alliance Battle...what happens if one of your alliance teams quits on you.....too bad they stay in until a winner or a loser is decide.As i said earlier we dont need lazy asses, also this makes sure u beter pick a allaince that will actaully do something!
14. Once there is a winner there will be a caeasefire between the 2 groups for 5-7 days. That means that these 2+ alliance cant hit each other for becuase kicking a enmey while hes down is not a game anymore. Also The loser alliance gets a week War protection this means they can jump into war with any other alliance for a week becuase they will be easy pickings.
15. The reward system is absed on weapons repair but what happens is u mass the player until he has no weps left will soince he has no weps to repair no money goes to the reward cache. This is your choice mass him or not.
Thats All the anit Abuse i can think of if u have more feel free to psot it
1. Alliance Wars(similar to chaos and more...)
The leaders of their alliance can set relationships with other alliance; this forces all members within the alliance to be at war/peace/Neutral/Ceasefire with them to make battles more interesting. Another option would be that you will have a Galactic newspaper side bar appear, this only becomes important if you are in an alliance, right in this newspaper it will only specify attacks/relations done to your alliance members with the opposing alliances. Also have another option for the leaders a Notice text box where he can right anything in their and it gets automatically submitted to every member within the alliance but this doesn’t end up in the message box it appears at your Command Center, a small text box area under your stats. This Newspaper does not record outside interference.
Example
GameTime: 10:14:27
Alliance XX has declared all out WAR with Alliance YY, prepare your forces….
GameTime: 10:14:27
Player XX has attacked Player YY and has taken ZZ Naqada
GameTime: 10:14:27
Player XX has attacked Player YY and has defend the assault
GameTime: 10:14:27
Alliance AA has requested Alliance BB to help them destroy Alliance XX
GameTime: 10:14:27
Allaince BB has refused the request of Alliance AA to join in the fight.
GameTime: 10:14:27
Player AA has sent a shipment of UU/Naqada/Turns to Player CC
GameTime: 10:14:27
Unknown Player AA has Sabotaged XX weapons Player CC
2. Beneficial Relation
Alliance Relations/Relations
Numbers can be reevaluated later to further balance game. This is how it works everybody in the game can pick however they want in there personal Alliance, all they have to do is Go to the Alliance bar and they select who they want in there alliance, but the person you are inviting must say accept of decline the offer. If the invited person accepts his slot well be filled with the players name and vice versa. So let say A wants B to be in his defensive alliance A invites B to his defensive alliance B accepts in A defensive alliance slot the name B well be on it and B defensive slot well say A.
Defensive-A defensive alliance builds a solid foundation to protect each of the partners. Any time you are attacked, XX% of your allies forces (if they have any defense) will come to assist in your defense. You and your allies well lose men and weapons well be damaged. But the Main person who is getting attacked well suffer the blunt of the attack, so they may suffer a lot more damage in repair bill and men loss than there allies.
Max: 3 Allies
Offensive-The opposite of the defensive alliance, an Offensive Alliance will auto bring in XX% of your allies army during your attacks (if they have any offense). So the main attacking person well suffers most of the damage in repair bill and men lost than his/her allies. But since this is a group effort the allies get a share of you naqada spoils.
Max: 2 Allies
Intelligence-An intelligence alliance brings together the strength of each member’s intelligence agents in both engaging in and protecting from spy operations. This well bring XX% of you allies spy power in protecting and defending (if they have any). Like all other alliance the main person doing the spying well suffer most of the damage in spy loses. This does not eat up the allies Covert capacity it only eats up the Main person who is doing the spying.
Max: 3 Allies
Technology- This type of Alliance can work if they add more technology into the game. This alliance is beneficial to technology players. Each time one person engages in technological research, His allies well receive XX% of the knowledge, a lack of technology on your part will limit your gains from an alliance.
Max: 3 Allies
EXAMPLE
[SGC_ReplicÅtors] Alliances
3. Alliance State (NUMBERS CAN BE CHANGED)
Stances only appear in Alliance wars, stances can only be adjusted every 96 turns. They have there draw backs and bonuses.
None
This is the default status for a alliance and has no bonuses or drawbacks.
Peaceful
The Peaceful stance provides the following bonuses and drawbacks:
This stance is only for alliance that does not wish to pursue to fight a war with this in effect it is harder for the opposing alliance to mount a offensive onto the peaceful alliance but the peaceful alliance also suffers
+25% Defense against spy and operations
-15% Ability to perform spy operations against enemies
-10% Offense
-10% Repair bill Defensive weapons
+10% Repair bill Offensive Weapons
Fortified
The Fortified stance provides the following bonuses and drawbacks:
This stance is for Alliance who wants to get info on the opposing alliance before mounting any sort of attacked.
15% lower defensive Losses
10% Higher Defense
15% Lower Offensive weapons Strength
Enemy’s war meter has slower increase rate.
Aggressive
The Aggressive stance provides the following bonuses and drawbacks:
This is for alliance that blindly rushes into battle not analyzing the enemies’ strength.
-15% Lower Naqada production
15% Lower offensive Losses
5% Lower defensive weapons strength
The war Meter rises at Faster
4)
Alliance wars in depth
As in Chaos you can declare war on an entire alliance and this will set your entire alliance members at war with the other alliance. Now there is another thing to be taken care of abuse of this new system… some alliance can get there entire alliance online one day and declare war on a alliance and start attacking them without any warning, and they could can a huge jump start, the counter measure is the alliance that is declared war on gets a message to every single member that some alliance declared war on you and War will officially begin in 96 Turns (2 days).
EXAMPLE
This war meter will determine who wins the war or not first the light blue color will determine the right side alliance and vise versa. To actually win a war you must keep the meter more than 80%-85% for more than 48 Turns and the enemy will be forced to surrender. What determines the war meter going left or right are the basics attacking, sabotages, Naqada/UU Gains, Failed attacks.
5)
Allies, Allies, Allies….
Well since there are alliances that help other alliance out, the war meter can also fit extra new comers to the side of the war so one side of the bar might have 3 Alliance and the other side might have 3 too. And it works the same way as a 1 vs. 1 war. But before the assisting Alliance can come in and help they will also get a message saying this alliance requests for your help against the other alliance. The leader of the Requesting alliance has 2 choices Accept or not to accept and the message is only there for 96 Turns. Also they will also have to wait to get into the war a time of 24 turns before they can start helping. The enemy alliance will have no warning about a request…but since each alliance has there on off site forums there are always spies and people talking that they could find out that the other alliance requested help.
6)
Winners/Losers/CeaseFires rewards
Ok this is the reward system....you can chose to have a reward or not that is up to the warring parties leaders if u just want a clean fight with no rewards for either losers or winners. you can go smahs each other to bits
If u want a reward this is how its going to be set up. It all depends on the how long you fight the war if u fight a very short war u will get very little rewards in the end if u fight a long war then the rewards will be bigger. More Alliance into a fight the bigger the rewards i mean exponentially. The rewards gets automatically divide among everybody.
During a fight there will be a Reward Cache under the war meters, this will tell you the size of the reward you get and it grows everyturn whether you are doing nothing or something. How the rewards gets caclualted is...indirect growth what i mean by this is Everytime you repair your weaps that money goes directly to the Reward Cache. SO if you want a bigger reward SMASH your enemy.
Also All resouces you buy from the market gets taxed and goes to the Reward cache if you buy turns or UU some of those will be converted to naq and sent to the reward cache.
Also in war Glory and repurtation is EARNED the hard way. If you win a alliance war 1% of every enemies reputation gets shipped into the reward cache and divide evenly amoung the members this only works if they have GR points to lose.
7)
Temporary War Forums
Ok this is a forum inside the game its only temporarly for war purposes
this will be under the relations tab on the left side of the screen where the warring parties can discuss between allainces. Just remember not ot post any stargetic information this Forum can be seen by all warring parties why we need this is becuase so allaince leaders can discuss any treaties/surrenders/ceasefires any sort of commication between the warring parties.
The forums dissapears with everything in it after the warring parties surrenders or loses.
8.
ANTI-ABUSING
1. During a war you cant attack anyone else but the other alliance you are warring with. No out side of war attacks.
2. Other poeple outside the war can attack you, sab you, do whatever but they will get heavily reduced gains because they are interfereing. PLus they get increase weps cost and combat losses.
3. No PPT in war, but what happens if u PPT and u jump into war....I SAY U LOSE IT....we dont need sissies hidiing in war....everybody fights no one quits...But what if u paid real money...u keep ur 2 days becuase you paid real money for it. if u buy it in the market will too bad.
4. No activity during a fight, the war meter will slide to the smallest allaince(member wise maybe power wise)
5. Members that are in a war and run away cant get back in until the war is over further more there will be a defect cost for doing this(Thinking of losing a % out of everything...(weps,turns,UU,UP,spy levels,money,personal)
6.
Market prices...this is only for the warring parties,the poeple outside the war is not effected. As was i saying the prices in the market in wartime is increased to the specific player depending on the player power.
7. All Rewards get auto divided to every member so if u have a lazy ass in ur alliance u better whip him back to shape and fight the war. Or he can sit there and recieve the beatings he gets from the alliance further increaseing the warmeter for the other allaince.
8. What about poeple outside the war sending you aid, this is allowed, but you as a warring member can not send outside of war only to your alliance members.
9. There are some alliance thay have so much power that they could smash any small alliance. Going to war with another alliance should have some certain limit like a 10x rank raiding limit for raiding. (There should be some sort of ratio limit so warring parties are evenly macthed)
10.
Once you are in war u cant recruit any new members into your alliance until the war is over.
11.
Vacation Mode...there is no Vacation mode inside of war...but what happens if u are in vactaion mods and your alliance goes to war...u stay in vacation mode until you drop out...once u drop out your fair game and you CANT go back.
12.
Maixium members that can go into war is 5/5 on the other side of the war meter and 5 on the other side. More members Even more rewards.
13. For a multi Alliance Battle...what happens if one of your alliance teams quits on you.....too bad they stay in until a winner or a loser is decide.As i said earlier we dont need lazy asses, also this makes sure u beter pick a allaince that will actaully do something!
14. Once there is a winner there will be a caeasefire between the 2 groups for 5-7 days. That means that these 2+ alliance cant hit each other for becuase kicking a enmey while hes down is not a game anymore. Also The loser alliance gets a week War protection this means they can jump into war with any other alliance for a week becuase they will be easy pickings.
15. The reward system is absed on weapons repair but what happens is u mass the player until he has no weps left will soince he has no weps to repair no money goes to the reward cache. This is your choice mass him or not.
Thats All the anit Abuse i can think of if u have more feel free to psot it