different way of making naq

scben
Fledgling Forumer
Posts: 163
Joined: Mon Apr 04, 2005 6:10 pm

different way of making naq

i really didn't know where to post this idea weather or not it would go with another post so i just made a new thread.

i don't like the idea of how your men make your naq since once u get so big attacking becomes trivial and thus the game becomes economics my idea on how to change this would be to implement a new way to make naq.
you would have to buy naquadah mines.u would start with one that would produce 10,000 naquadah a turn. then you would buy more naquadah mines with men. maybe each naquadah mine would cost 1000 men and add an extra 20,000 naquadah a turn. this way you would have to lose your men to get extra naquadah per turn. also the men would still be used to determine how much naquadah u can hold. so when u buy an new mine you would lose 1000 men and however much bank that is.
since theere would be naq mines there would need to be a way to destroy them like there is now with men. my suggestion would be a pinpoint strike that would damage naquadah mines and cost to repair. also a sab that would stop the flow of naq from so many mines and for so many turns depending on you spy level and how many spies u send to sab the mine.

i think that this would help the game out by allowing u to not have to worry about losing a ton of men when u attack. also people could attack your naquadah sites which could be hidden from sight with your covert levels. so when people attack they wouldn't know how many mines u have.
Jaffa15
Forum Grunt
Posts: 86
Joined: Fri Feb 18, 2005 8:24 am
ID: 0
Location: USA GA
Contact:

I like this idea kinda
Shoot for the moons even if u miss ull land among the stars
rdb
Forum Grunt
Posts: 62
Joined: Tue Feb 22, 2005 10:59 pm
ID: 0
Location: Melbourne, Australia

Could be good
Sleipnir
Merriest Mod in the West
Posts: 2340
Joined: Tue Feb 15, 2005 11:16 pm
ID: 0
Location: Off-world

Honours and Awards

/me likes this concept
Image

As soon as you build an idiot proof system, somebody else builds a better idiot.

If it moves, kill it. If it doesn't move, kick it until it does move, and then kill it.
Spykie
Fledgling Forumer
Posts: 139
Joined: Wed Mar 02, 2005 5:53 pm

I really don't see the point of changing the way we make naq.?
Like do we really care how we get the money?

On the other side... to make it more realistic I say yes... :roll:
Sleipnir
Merriest Mod in the West
Posts: 2340
Joined: Tue Feb 15, 2005 11:16 pm
ID: 0
Location: Off-world

Honours and Awards

Well, this concept allows a limit to the amount of naq you make, and allows naq production to be destroyed. Suits more with the WAR part of stargatewars.
Image

As soon as you build an idiot proof system, somebody else builds a better idiot.

If it moves, kill it. If it doesn't move, kick it until it does move, and then kill it.
NoDot
Forum Irregular
Posts: 342
Joined: Wed Feb 09, 2005 4:37 pm
ID: 0
Location: Preparing for my big move...
Contact:

Well, too much Naquada in the example, for one thing. However, instead of buying mines, how about you search for them (using attack/action turns), and could steal them from other players. I'd also recommend that the number of "Mining Units" (trained for 10000 Naquada each-too much?) you have and the number of mines you control determines how much Naquada you get per turn.

"Talk amonst yourselves."
Trade Feedback Thread for NoDot
You recieved 980 Naquadriah in exchange for 490,000 Units!
Don't! Just...don't!
[SGC_ReplicÅtors]
Forum Addict
Posts: 3949
Joined: Sun Mar 13, 2005 4:57 pm
ID: 0

mining units now thats something but there should be a way to kill them too
Replisean
Fledgling Forumer
Posts: 245
Joined: Tue Mar 08, 2005 7:58 am
ID: 0

10,000 naq so to train lets say 5000, it would cost me 50mil. thats a but much i think, maybe it should be set at either 2000 like a troop or 3500 like a spy.
Image
scben
Fledgling Forumer
Posts: 163
Joined: Mon Apr 04, 2005 6:10 pm

i think that if u have mines and mining units then u should have an option to attack the mines
Tyonaik

Mining units and u get a mine then the mining units can explore and get new mines like every 48 hrs or w/e and then the mining units are defenseless and u can purchase like to say gaurds to fend off enemies i think this is the best way and the admin can adjust the times and amount per unit u get like id say 50 per unit and they cost 5000 each and u start with like 1-5 this to me is perfect:!:
Robosheep

When you raid an enimys mine, you have a chance of killing some of the miners working their, in addition to killing defensive troops
~Phoenix~
Forum Addict
Posts: 2710
Joined: Sat Apr 02, 2005 3:29 am
Alliance: Unaligned
Race: Immortal

this goes with my thought of winning planets on the other thread, when u get one u get 10´000naq/turn more, so if u have 40planets u get 400´000naq/turn, although u probably woudn´t get 40 as there is 1 per player
Replisean
Fledgling Forumer
Posts: 245
Joined: Tue Mar 08, 2005 7:58 am
ID: 0

why not? some of the big guys would just pwn the noobies for their mines and make alot of naq
Image
Saturnine
Forum Regular
Posts: 592
Joined: Wed Mar 09, 2005 6:12 pm
Race: Goauld
ID: 9570
Location: Stamping on a human face... Forever
Contact:

Could the naquada directly flow into your bank? This would be excellent. If the bank overflowed, your on hand amount would just catch the overflow.
Locked

Return to “Suggestions Archive”