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commander/ officer (protection stuff)
Posted: Mon May 08, 2006 3:17 pm
by sphere-owen9292
ya well the commander is supposed to offer the officer protection, this isn't all that possibly unless the commander threatens the person to give back the naq and the person who stole it isn't very tough. anyway, i was thinkin sumthin maybe could be done so that some of the commanders power could be used to help the officer against attacks?
i dunno, this is just my place where i come to post my random thoughts that hit me when i'm staring at a wall that has to do with changing stuff in sgw... so post whatever
Posted: Mon May 08, 2006 6:24 pm
by Saber
Posted: Mon May 08, 2006 9:24 pm
by Freestyle304
I read the previous thread. It's an interesting idea that I don't think was really talked through completely.
The best arguments that I saw were 1) it would encourage leeches and reduce cooperation; 2) It would create unbeatable groups of people; 3) It's not realistic.
If a good method for extending real protection to officers was implemented, I think it could avoid these effects.
The method that I would suggest is having the ability to deploy a certain amount of your defensive forces in defense of your officers' realms. The amount could be limited by % of COs forces like income is and by % of officers' forces like mercs are.
That is entirely realistic - consider how many US forces are deployed around the world.
It encourages building ones own account because it would increase the amount of protection available.
It doesn't make unbeatable groups because it doesn't increase the overall forces available - it simply moves them! The forces deployed by the CO to the officer's defense would be unavailable for the CO's defense.
A tech category can ba added to increase the percentage deployable and something added to the intel provided when spying to reveal CO forces deployed in the realm.
So what do you think? Seems workable to me - at least with a little tweaking it is.
Posted: Tue May 09, 2006 3:36 am
by sphere-owen9292
yeah

, never said my idea was perfect, i don't even have officers myself but it just seemed like a possible idea
those arguments look pretty reasonable
Posted: Tue May 09, 2006 5:46 am
by thunder
i dont like it, the co troops cant be in two places at once so either they def the officer or the comander. not both
Posted: Tue May 09, 2006 6:52 am
by Freestyle304
If you read carefully Thunder (unless I was too sleepy to say it right hehe) - that is what I meant too.
The CO could deploy a % of hid def units for officer protection. This % would NOT then be available for the defense of that CO because they are deployed elsewhere.
Posted: Tue May 09, 2006 5:12 pm
by thunder
who says we cant agree?
also i kinda skiped yours and just replied to the original sorry
Posted: Wed May 10, 2006 7:07 am
by Teal'auc of the Void
Freestyle304 wrote:The method that I would suggest is having the ability to deploy a certain amount of your defensive forces in defense of your officers' realms. The amount could be limited by % of COs forces like income is and by % of officers' forces like mercs are.
That is entirely realistic - consider how many US forces are deployed around the world.
It encourages building ones own account because it would increase the amount of protection available.
It doesn't make unbeatable groups because it doesn't increase the overall forces available - it simply moves them! The forces deployed by the CO to the officer's defense would be unavailable for the CO's defense.
A tech category can ba added to increase the percentage deployable and something added to the intel provided when spying to reveal CO forces deployed in the realm.
I like that idea...
Posted: Fri May 12, 2006 4:25 pm
by The Foo
I think that the amount of troops that u send for protection/attacking. should be directly proportional to % u give, of ur money to ur officer. This will be great and it cant really be abused cus u can always kick the lechers LOL (dam noobs leching)
the foo
Posted: Fri May 12, 2006 10:03 pm
by thunder
problem is that it takes away from the game bounus to being lone wolfs, if this is implement i think a better bounus to going it alone needs to be implemented
Posted: Sat May 13, 2006 3:21 pm
by The Foo
i think it would help the power cap a little cus all the noobs will get together and set there % to 90% and wham u hav an elite noob if that is possible LOL i stick with me saaying it is good idea maybe it should be Trialed on the game for a while?
the foo
Posted: Sat May 13, 2006 3:30 pm
by Freestyle304
I like the idea that a bunch of newbs can band together, select a leader and make him kinda strong - at lease in defense.
It suggest whole new strategies. Plus a quick place to look to for multis hehe.
Posted: Sat May 13, 2006 5:09 pm
by J.S.
Well a commander can give a certain amount of mercs,
i like it... Esp since my commander has a couple of billion for his defence haha