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Changes in Planetary Defence

Posted: Thu Nov 09, 2006 12:40 am
by Kronos the Mighty
Were all pretty much agreed that the ability to steal planets from one another is easy enough, you either do the dirty yourself or employ a raider to do it for you. End result you end up with a new planet and the person who lost it ends up wasting billions defending it. Now having lost planets and been mass raided for them myself I had a few thoughts on changes that could be made to make it harder and costlier to acquire planets,

Planets should have three lines of defence
1. Your Mothership
2. Improved Planetary Defences (or Orbital Planetary Defences)
3. Land Based Defences

1. Allow your Mothership to defend your planets so that to get to your planets they have to go through your mothership, it could work something like this –
1. long-range sensors have detected a mothership heading towards planet xxxx your mothership moves to intercept and a battle ensues, after a vicious battle your mothership is successful in protecting planet xxxx. The enemy mothership limps away, or
2 long-range sensors have detected a mothership heading towards planet xxxx your mothership moves to intercept and a battle ensues, after a vicious battle your mothership is overpowered and the enemy mothership continues on towards planet xxxx .your mothership limps away to be repaired.

(Of course if you send your mothership away to explore then you have removed this line of defence.)

2. the most obvious and most often suggested, planetary defences are too easily massable, changes need to be made to make it harder/more expensive to mass someone’s planetary defence, enemy raiding fleets need to incure damage/losses following a unsuccessful/successful raid attempt. And every time they try to mass you planet defence they have to get past your mothership again.

3. Introduction of Land Based Defences, the third line of defence, having defeated your mothership and orbital defences the attacking mothership enters orbit and launches drop-ships (your fleets of gliders are spent taking out the orbital defences), which have to get past your land based defences, could work something like this-
1.xxxx enters orbit in his mothership xxxx, and deployes his invasion fleet, hordes of dropships decend upon the defenders below and the fighting begins in earnest, after a battle lasting many hours the planetary defenders repel the attacking forces.
2. xxxx enters orbit in his mothership xxxx, and deployes his invasion fleet, hordes of dropships decend upon the defenders below and the fighting begins in earnest, after a battle lasting many hours the planetary defenders are overcome and the occupying force take control of the planet.

(having lost the planetary invasion (and to stop dropships from becoming another commodity for the planet stealer to exploit) a failed attack should have a significant % of the invading dropships destroyed in proportion to the ground based defences, that way it would be a lot harder to mass ground based defences)

Once you have it you can’t get rid of it
1. Protection after you have acquired it.
2. Can’t ditch the planet so soon
3. Planet Movers Inc.

1. Following the successful acquisition of a planet there should be a set period of time (whilst the planet settles into its new orbit) that it is protected from being stolen again (again this has been suggested many time in a lot of other threads), could be a 24 hour cooling off period before or something like that, and 2.

Zeratul wrote:and one other thing that could be better, would be to have planets take time to move to your star system, so that it takes about 12 hours for it to arrive, and that the MS has to remain with it all that time...

it can only be retaken by the former owner in that time, since only he/she knows the trajectory of the planet, and limited defenses (ground based) can be built...

once it has arrived, the orbital defenses can be built... perhaps the same type as in SGA, with the Lagrangian Point defense satellites, where one can build up to 5 such satellites per planet, and that they are stationary... but they should be very expensive, and maybe improvable...

these could be used to defend systems completely, and if one has 10 planets, the max number one could build would be 55, since each planet (including home planet) can have no more than 5...

this idea is based on that planet stealing is greatly changed, so that takes perhaps 24 hours to steal a planet, a little under 12 hours to get to planet, a short while to fight, and, if succesful stealing, about 12 hours to return... but if not successful, the time taken is only 12 hours, and the MS can be used again immedeatly after battle...


2. The ditch option for getting rid of planets should only be active 1 week after you have acquired it.
3. Planet Movers Inc. from time to time we may decided that we want to get rid of a planet that we have in our possession, in the market section there could be an option so that you can place your planet on a market so it can be sold on, to prevent multies from abusing it it could be limited to ppl who have already gained access to the private trader market. There’s already been a few examples of this idea in other posts so Il leave it there.

Many time having lost a planet to a planet stealer you send you m/s off in hot pursuit to mass the M/S of the person responsible, sometimes you are lucky and can wreck you revenge on the m/s of the attacker, other times your m/s shows up to find that they are facing a shell with nothing to attack. Or even better they have set nox and critical are are sitting there laughing at you.

Planet stealers having nothing to loose in other words.

But what if there was an option to pit m/s vs m/s, many people have been massed before in a effort to destroy there motherships but once you loosed your weapons/defences/fleets that’s it weapons are easy enough to buy, it’s the weapon and hanger slots that are more expensive, so maybe when the enemy m/s is loosing its weapons/defences/fleets then the hangers and weapon/shield slots should be open for attack so that they can be massed too, or failing that, having lost its shields/weapons could motherships not be so bady damaged that they can be destroyed or crippled in a fashion that will prevent them from being used again for a short while (like a few days)

Posted: Thu Nov 09, 2006 3:01 am
by Zeratul
we likes this idea...

and one other thing that could be better, would be to have planets take time to move to your star system, so that it takes about 12 hours for it to arrive, and that the MS has to remain with it all that time...

it can only be retaken by the former owner in that time, since only he/she knows the trajectory of the planet, and limited defenses (ground based) can be built...

once it has arrived, the orbital defenses can be built... perhaps the same type as in SGA, with the Lagrangian Point defense satellites, where one can build up to 5 such satellites per planet, and that they are stationary... but they should be very expensive, and maybe improvable...

these could be used to defend systems completely, and if one has 10 planets, the max number one could build would be 55, since each planet (including home planet) can have no more than 5...


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this idea is based on that planet stealing is greatly changed, so that takes perhaps 24 hours to steal a planet, a little under 12 hours to get to planet, a short while to fight, and, if succesful stealing, about 12 hours to return... but if not successful, the time taken is only 12 hours, and the MS can be used again immedeatly after battle...

sorry if this is too different from your idea Kronos the mighty...

Posted: Thu Nov 09, 2006 4:10 am
by Neimenljivi
Nice ideas Kronos and Zeratul, I agree with all of them - they're very good. It would also prevent having an account only to steal planets and those who hired you that wouldn't any more send reasources to your best account because you'd need a lot of reasources to get planet. Those Point Defense Satelites should cost arround 5 bil, this is still very much if you have 10 planets and want to build 5 Point Defence Satelites on them (ok I know that such as Cork and S T I and for those who have many miners it shouldn't be a problem, but there are few of those ppl that could afford to buy so much). After the battle for planet your MS would pull planet behind itself and it would need 12h before you'd get any attributes from planet (like Zeratul mentioned) and before this time is over your MS could track opponent MS and could mass it and maybe retake the planet if opponents MS would be damaged enough. After you have planet at home you couldn't turn your Nox Insurance for 24hours because you stollen a planet and it's a hostile activity which they do not like. Therefor you couldn't turn a Nox on and guy that planet was stolen from could get his revenge (you could turn on critical). Though you could turn on Nox if you attacked somebody and Nox wouldn't work only if you took a planet in last 24 hours.

Regards Neimenljivi

Posted: Thu Nov 09, 2006 4:42 am
by Kronos the Mighty
Zeratul wrote:we likes this idea...

and one other thing that could be better, would be to have planets take time to move to your star system, so that it takes about 12 hours for it to arrive, and that the MS has to remain with it all that time...

it can only be retaken by the former owner in that time, since only he/she knows the trajectory of the planet, and limited defenses (ground based) can be built...

once it has arrived, the orbital defenses can be built... perhaps the same type as in SGA, with the Lagrangian Point defense satellites, where one can build up to 5 such satellites per planet, and that they are stationary... but they should be very expensive, and maybe improvable...

these could be used to defend systems completely, and if one has 10 planets, the max number one could build would be 55, since each planet (including home planet) can have no more than 5...
------------------------
this idea is based on that planet stealing is greatly changed, so that takes perhaps 24 hours to steal a planet, a little under 12 hours to get to planet, a short while to fight, and, if succesful stealing, about 12 hours to return... but if not successful, the time taken is only 12 hours, and the MS can be used again immedeatly after battle...

sorry if this is too different from your idea Kronos the mighty...


i like this addition [post updated]

Neimenljivi wrote:Those Point Defense Satelites should cost arround 5 bil, this is still very much if you have 10 planets and want to build 5 Point Defence Satelites on them (ok I know that such as Cork and S T I and for those who have many miners it shouldn't be a problem, but there are few of those ppl that could afford to buy so much). After the battle for planet your MS would pull planet behind itself and it would need 12h before you'd get any attributes from planet (like Zeratul mentioned) and before this time is over your MS could track opponent MS and could mass it and maybe retake the planet if opponents MS would be damaged enough. After you have planet at home you couldn't turn your Nox Insurance for 24hours because you stollen a planet and it's a hostile activity which they do not like. Therefor you couldn't turn a Nox on and guy that planet was stolen from could get his revenge (you could turn on critical). Though you could turn on Nox if you attacked somebody and Nox wouldn't work only if you took a planet in last 24 hours.


and this as well

Posted: Thu Nov 09, 2006 4:54 am
by Zeratul
we like your idea neimenjivi, and if people need yet more naq wasting, perhaps there could be several levels of Lagrangian Point Satallites (LPS), so that each new one costs a lot more... like perhaps double, and each has to be upgraded separately...

so if each level costs 150% of previous, and one buys 5 for one planet, the cost for first level on all is 25 billion, second is 37.5 billion extra, third 56.25 billion extra etc...

if there are 4 levels, and 11 planets total, the cost is 928.125 billion...

Posted: Thu Nov 09, 2006 5:33 am
by Neimenljivi
Yes good point...It would be like increasing activity and adding more guns and sheilds on Point Defense Satelites....And Point Defense Satelites should be destroyed if enemy mothership + enemy gliders would beat satelite and would be 100% more powerfull than PDS would be. Then PDS would explode and cause of explosion they'd make some more damage on enemy mothership. You would also have to repair your PDS after every battle. When you are repairing your PDS they should not work for 1h cause of the repairs on PDS. If you would click to repair all PDS your second line of defence would be offline so enemy must only beat your MS and your ground troops to take planet. You could also sell your PDS if you think that you do not need it anymore. After the planet is stollen and if you still have any PDS left you have 12hours from the time you lost planet to sell your PDS (or more if they aren't destroyed). For each PDS upgrade your PDS repairs would cost more and you would also get more if you sell them. You should after every battle send a 'science team' to check every PDS (well not every attack but I hope you know what I mean) if there is any kind of malfunction and to repair it. If you wouldn't send a 'science team' (science team should be made and it should be very very expensive to train and get scientists (you could buy them on ingame market with naq or turns) cause unfortunally there isn't such kind of units yet) and if your planet would be under an attack of enemy it would be like this:
'While enemy xxxxx (name of mothership) was fighting against Point Defence Satelites * satelites couldn't fight because of a maulfunction. * Point Defence Satelites fight with all they could and inflict ******* amount of damage on opponent mothership and destroyed * sheilds, * volleys, * fleets, * Volley Capacity and * Shield Capacity. Point Defence Satelites also destroyed * Fleet Hangars.

Enemy Mothership xxxxxxxxx fought back and inflict ********** damage on ****** (name of player)'s Point Defence Satelites. * Point Defence Satelites were downed in battle. * Point Defence Satelites were destroyed because of maulfunction.

This time you won the battle. You started repairing Point Defence Satelites. Your people are asking you if you will visit enemy realm. Answers to these questions are hiden to everybody except you.
OR
This time enemy won the battle. Enemy started repairing Mothership. Enemy people are asking enemy if he will visit your realm again. Answers to these questions are hiden to everybody except him.' This is the message you'd see in detailes of attack.

' This time you won the battle. You started repairing your Mothership. You have break their second line of defence. Your people are asking you if your opponent will visit your realm. Answers to these questions are hiden to everybody except opponent. Make sure you will be ready for opponent's visit!

OR

This time opponent succesfuly protected the planet and won the battle. Opponent started repairing Point Defence Satelites. Your people are asking themselfs if opponent will visit your realm. Answers to these questions are hiden to everybody except him.' This is the message your enemy'd see in detailes of attack.

Mothership Sheild/Volley Capacity and Fleet Hangars could only be destroyed in a battle against PDS. You would also have to break all 3 lines of defence to take a planet for yourself. You could build ground forces like those defences that you already have or to have army on planet...

Regards Neimenljivi

Posted: Thu Nov 09, 2006 7:07 am
by Zeratul
perhaps instead of being able to sell LPDS, how about being able to deactivate them? like removing all crew, powersource, etc...

this would give you an amount of naq, but much less than satallite cost, and the satallite could be reactivated later on, but at a cost much greater than from naq gained from sale, but still a lot less than buying a new one...

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the satallites wont be destroyed in a battle, they will just be greatly damaged, so the cost for rebuilding a satallite after a battle it has lost, is quite high, but also less than purchasing it... so if to buy it costs 5 bill, the cost for rebuilding it could be something like 3-4 bill...

--------------

upgrading 1 satallite to next level requires to have at least 3 total, and to get the 3rd or fourth level satallite, one must have all 5 of them...

these are possible stats for each satallite level:
- level 1 has basic weapons/shields, warning 2 hours before arrival

- level 2 has better weapons/shields, warning 5 hours before arrival, able to destroy weapon slots

- level 3 has strong weapons/shields, warning 8 hours before arrival, can destroy both weapon and shield slots, weak form for cloak (which makes it impossible to spy it out, but attacker will know a few hours after sending attack)

- level 4 has extra strong weapons/shields, warns 11 hours before arrival, able to destroy all capacity types, invisible until battle

Posted: Fri Nov 10, 2006 8:56 am
by Neimenljivi
You never cease to amase me with your ideas Zeratul ;) They're very good...I hope they'll seem good to admin too...Just it will be needed some serious coding to make them work :)

Posted: Fri Nov 10, 2006 9:03 am
by Zeratul
your ideas are also great, neimenjivi...

we also hope admin sees this... the coding part is most likely the hardest part, but we hope it is not too hard...

Posted: Sat Nov 11, 2006 4:08 am
by Asclepius
Nice :p i'm liking the sound of all of your ideas particularly the defence satellites they would be great, hope lots more people see your ideas and agree with them :D

Posted: Sun Nov 12, 2006 3:37 am
by Zeratul
does anyone have an idea if this is possible to code easily?

and do others also like this idea?

Posted: Sun Nov 12, 2006 4:34 am
by Neimenljivi
Well it probably isn't easy to code but it's possible...unfortunally not many ppl saw these ideas, I'm sure they'd like our ideas if they'd saw them...

Regards Neimenljivi

Posted: Sun Nov 12, 2006 4:37 am
by Zeratul
more like if they took the time to read them... they are kind of long...

Posted: Sun Nov 12, 2006 5:22 am
by Wolf359
Neimenljivi wrote:Well it probably isn't easy to code but it's possible...unfortunally not many ppl saw these ideas, I'm sure they'd like our ideas if they'd saw them...

Regards Neimenljivi


TOP TIP: As stated in the 'Name your posts correctly' announcement, at the top of the Game Suggestions forum, people are more likely to read/respond to your ideas if they have an appropriate title.

I would suggest that 'Idle thoughts' is not the kind of title that would inspire people to read the thread - and even if they opened it (like me) - they would then be put off by the mass of text within the post, probably assuming that it was a multitude of ideas rather than just one.


Nice Avatar!

Posted: Tue Nov 14, 2006 2:06 am
by Kronos the Mighty
name changed