New big overall changes
Posted: Sun Jun 19, 2005 3:20 am
Had some new ideas....
Have all ppl in alliance automatically set to total peace, and whatever alliance a commander is in a officer is automatically in.
A new class of both attack and defense weapons, i.e. offense: Tauri - Prometheus; Asgard - The Daniel Jackson; Goa'uld - Motherships; Replicators - see defense as it's both defensive and offensive... defense: Tauri - Ancient outposts; Asgard - Anti-Replicator cannon (the one designed by O'Neill in SG1-801-802...); Goa'uld - a new class of defense-only ship...; Replicators - Mind manipulation devices (a gadget I just made up that allows the Human-form replicators to get into someone's mind - defensive as it can only be used on attacking forces and covert operatives and allows the user to find out the details of another player, and hence is offensive).
Untrained mercenaries assigned to naquadah production but only make 1/2 as much as an untrained peon.... (a temporary idea to implement until a better idea is made for these).
Mercenary spies/covert operatives.
Losing mercenaries who defect to an attacing army prior to your own army receiving casualties (i.e. If normally you lose 5 Offensive teams to an enemy as casualties, the 5 teams stay alive but you lose 5 mercenaries as they defect to the enemy). The same applies to defensive and covert mercenaries.
Ability for a commander to be able to bank an officer's naquadah (without requiring a password) and to repair defensive weapons only. NO other new abilities for a commander, such as being able to spend an officer's naquadah or play for them.
New covert weaponry, i.e. Tauri Silenced Pistols, Asgard Advanced scanners, Goa'uld "Informants" - units of the enemy who tell the operatives information about the player being spied upon.
That's about it... tell me what you think and anything else you'd like to see in SgW!
Have all ppl in alliance automatically set to total peace, and whatever alliance a commander is in a officer is automatically in.
A new class of both attack and defense weapons, i.e. offense: Tauri - Prometheus; Asgard - The Daniel Jackson; Goa'uld - Motherships; Replicators - see defense as it's both defensive and offensive... defense: Tauri - Ancient outposts; Asgard - Anti-Replicator cannon (the one designed by O'Neill in SG1-801-802...); Goa'uld - a new class of defense-only ship...; Replicators - Mind manipulation devices (a gadget I just made up that allows the Human-form replicators to get into someone's mind - defensive as it can only be used on attacking forces and covert operatives and allows the user to find out the details of another player, and hence is offensive).
Untrained mercenaries assigned to naquadah production but only make 1/2 as much as an untrained peon.... (a temporary idea to implement until a better idea is made for these).
Mercenary spies/covert operatives.
Losing mercenaries who defect to an attacing army prior to your own army receiving casualties (i.e. If normally you lose 5 Offensive teams to an enemy as casualties, the 5 teams stay alive but you lose 5 mercenaries as they defect to the enemy). The same applies to defensive and covert mercenaries.
Ability for a commander to be able to bank an officer's naquadah (without requiring a password) and to repair defensive weapons only. NO other new abilities for a commander, such as being able to spend an officer's naquadah or play for them.
New covert weaponry, i.e. Tauri Silenced Pistols, Asgard Advanced scanners, Goa'uld "Informants" - units of the enemy who tell the operatives information about the player being spied upon.
That's about it... tell me what you think and anything else you'd like to see in SgW!