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Time for a change

Posted: Sat Feb 03, 2007 7:54 am
by J.S.
Ok well I'm in work and bored as usual :D but anyway..

SGW NEEDS a complete overhaul.. The way things are running at the moment, I can't see myself playing for very much longer... And thats the honest truth.. I know recently I have threathened to quit a few times due to sheer boredom and lack of ability to actually do anthing because of certain groups of players..

and especially when yous ee crap games with 300K players playing online that uses crappy flash through out their entire useless game...

Anyway.. I think SGW could use some of the following

1. Ascension/Advancement

Ascension should NOT be the ultimate goal, as there are many who do not seek "enlightenment"

Those who choose not to ascend should be given options for ascension.. Where the ascension button is you should have advancements..

Any Stargate fan saw daniels prior abilities, mckays unascended abilitys.. Such as mind reading, telepathy, ability to "jam" weapons..
Instead of ascension you should be able to choose advancement..

Remember the ancients became highly advanced before they ascended and even then not all of them ascended

New options like halving the opponents strike on you when it comes would be a nice feature AScended's get ascended blessing but if an unascended realm has the abiltiy to damper some weapons then hurrah..

2. New Unit Types/planets

Ok some new unit types might be a nice idea then the 4 basic ones...

Attack
Defence
Covert/Anti Covert
Miners

For example, I feel that there should be other resources other then naq to mine.. There should be materials.. which are then used for trading.. etc.

Example..

We put on every single planet resources..

Say

- Deuturium - Needed to power Motherships
- Precious Stones - Needed to boost income
- Metals - Needed to build weapons
- Wood/Stone - Needed to build housing for units.. (will explain further)
- Nuclear Materials - Used to power some weapons
- Food/animals - Needed for population

Not only that we put these materials on planets.. so as well as the planet doing something it also has another function.. (this would increase the planets out there)

You can mine resources on a planet, however mining metheods make the planet unstable.. Unless you leave it restore naturally.. Say 3 months to fully restore a planet.. The more you mine from a planet the less it gives you..

3. Food..

Ok well this one is a no brainer.. You have 10 million people they dont just exist out of thin air they need to be fed.. So we need farmers.. The more farmers we have the easier it is to feed our populations.. Thus easier to sustain the population..

The less food the less healthy your populationw ill be and they will start dying off..

So if I have 10 million units and i can only feel 9 million of them that means 1 million HAVE to die

This would make the more "powerful" players of SGW less powerful as they would not be able to farm that much out of their realm.. And it means they will have to untrain miners to become farmers, meaning less naq income etc..

4. Trading

Trading is simple.. I am going to use jasons accoutn and my own for this one..

Yous et up a trade in which both players agree on a price so for example

Jason's jtest (1) and myself (30820) have 40 million units each. Jason has enough food to feed 50 million units, I only have enough to feed 35 Million..

However jason doesn't have enough materials to house 40 million units. I have enough to house 41 million units..

So Jason and I would set up a constant trade of materials and food.. Each turn the goods would be traded through the "stargate" and everyone is happy..

Now NOT to abuse this only 1 person trading per turn you set up how many turns from the 48 you get a day can be used for trading...

Also a trade works for 10 minutes and you can only have one trade per turn.. You can not open the stargate to attack anyone while it is trading..

So if i set up a trade for 6 turns at the start of the 6 turns my stargate is in use...

5. Cloaked planets

It costs 95% of your income to pull off a cloaked planet as your resources are being dedicated to powering the cloaking field.. The enemy can NOT see your planets at all.. No matter what they try.. The drawback is you have no income..

OK WRITING DOWN IDEAS WHILE WORKING IS HARD SO I WILL EDIT THIS LATER

Posted: Sat Feb 03, 2007 8:00 am
by Hells__Angel
I like the general idea.

Something new is definately needed.

Posted: Sat Feb 03, 2007 8:18 am
by TheSoulHarvester
but if we bring in movies so strictly as to the abilities, ascended can simply wipe out a realm with a move of a "hand". such is the power of the ascended... 8) 8)

Posted: Sat Feb 03, 2007 9:01 am
by Zeratul
some good ideas here... the unasended abilities thing seems good... though the abilities could be different...

maybe have things like:
- ability to divert power from one thing to another? (where that power is permanently diverted for, say 24 hrs)
- like through being more advanced, one can make some things more effective... like:
- -- use covert power to enhance MS (cloaking)
- -- use covert power to improve attack (sneak attack)
- -- use covert power to defense (cloaked defenses)
- -- use defense power to improve attackers (self defense lessons = less deaths)
- -- use defense power to enhance MS (reorganize control crystals for shield)
- -- use defense power to improve covert (tactical spying + tactics against anti's)
- -- use attack power to enhance MS (use turrets on MS to aid its attack)
- -- use attack power to improve defense (tactics on common attack paths)
- -- use attack power to improve covert (lessons on killing enemies)
- -- use MS power to improve defense (shielding defense positions)
- -- use MS power to improve covert (sensor arrays to help identify things)
- -- use MS power to improve attack (personal shields for soldiers)

the ones we described above could be used like: 20% loss to used power, 15% improvement to other thing... and only 1 per day, lasting about 1 day... is that balanced enough?

Posted: Sat Feb 03, 2007 9:33 am
by god of darkness
i like it alot. :-D

Posted: Sat Feb 03, 2007 9:55 am
by jar0dinges
sounds good lets the weaker players stronger

Posted: Sat Feb 03, 2007 9:56 am
by Dagr
I like the over all idea but the unascended part needs a lot of work. Right now I'm not liking it. Maybe give bonuses for all the G&R points, but make them available to both ascended and ones who aren't. To make it a little more fair maybe have each upgrade 2000 points for ascended and only 1000 for the unascended. That way those who aren't ascended could od a little catch up.

Posted: Sat Feb 03, 2007 10:30 am
by Zeratul
our ideas for the second point:

perhaps have 1 more unit type that UU can be trained to, colonists...

these are sent to planets, and can gate away when planets are attacked...
they can be trained into other types, but once that is done they are not possible to untrain... the types that they can be trained to are:
- celestial scientist (researcher needed to improve MS, the more one has outside those used for current power, the cheaper the upgrades for the difference are)
- weapons technician (needed to increase attacks, extras improve attack by some %...)
- defense contractor (needed to facilitate larger defenses, extras enhance defenses)
- analyst (coordinates agents and analyzes what they come up with, extras makes (anti)covert agents more effective)
- farmer (needed for having certain UP levels and army sizes, extras can be untrained)

_______________________


this idea was meant for those not willing to ascend, not for both... having all this available to the ascended too would, even while more costly, make ascended players too powerful...

one extra thing that could be done to make it more balanced would be to add extra techs...
maybe 4 techs for each and 2 more for the race specialty, where for each ascension, one less tech is available, so at 6 ascensions, none of the extra techs are available...

Posted: Sat Feb 03, 2007 11:41 am
by The Oncoming Storm
I don't agree for one second that players who don't want to ascend should have any sort of special power not available (or more costly) for ascended players for the simple reason that it is too late for half the players of this game to choose (having already ascended).

If someone doesn't want to ascend then that is his choice, but he can't ask for any form of compensation to help rebalance the power between ascended and those not ascended.

Extra powers for all or for none.

Posted: Sat Feb 03, 2007 12:08 pm
by Hells__Angel
Well in general.

The weaker players in the game are not ascended and therefore this would help them

Posted: Sat Feb 03, 2007 12:08 pm
by J.S.
Well with descension coming in thats the whole point.. You can choose whether or not you want to reascend orrr become highly advanced..

You would get a 5% bonus on your weakest attribute.. And instead of doubling your attack 1 in 5 you half the opponents attacks/defences 1 in 5 :-D

Its not a perfect idea..

As for the food part you need 1 farmer to feed 10 people. (could even make it 5) that means that for 1000 uu you need 100 farmers. For 100.000 UU you need 10,000 farmers to feed everyone

Posted: Sat Feb 03, 2007 12:14 pm
by Bazsy
What you imagined is a completely new game im afraid... too much modifications...

Posted: Sat Feb 03, 2007 12:22 pm
by Dagr
Bazsy wrote:What you imagined is a completely new game im afraid... too much modifications...
This would be a lot to do at one time. Maybe some of the things could be gradually added.

Posted: Sat Feb 03, 2007 12:28 pm
by Bazsy
Actualy i dont like it this way.... But its just me...

But as i know, Forum is preparing something for us...

Posted: Sat Feb 03, 2007 12:40 pm
by Legoless
If Jason was more open source kind of guy, he'd bring up a developer server and give access to few developers with temporary database and SGW source to write various modifications for SGW, which could be put into main/ascended server later on, if he likes them. This could also help to improve SGW security systems, some scripts could also be tested. Of course the server wouldnt be availible to everyone (source should not get public either way), but it would bring alot of new things and more dynamic things. I would very much like to write all kinds of modifications and participate in development. Of course coders would have to agree for the work to be copyrighted under Jason's company and therefor cannot ask for legal rights. I've been trying to get in touch with Jason about stuff like that for a while, but its too hard to get to talk to him. But he would not trust me with such thing eitherway.

Otherwise, game needs more SGW elements imo. Most of the non-ascended races still use mainly Stargate wormhole to transfer between planets. Even Ha'tak and Asgard fleet needs correct coordinates to strike a planet. So what I would add, is a new Stargate system, that you would have to know the correct coordinates of the planet you're striking. And those would be found via recons or other similar actions. In reality, Tau'ri wouldnt have the technology to counter Ancient, Tollan or even Goa'uld strongholds. It's hard to make races that are very different from each other even.

Imo, ascended races and weapons are still overpowered. And replicators are possible of taking over and modifying whole Asgard or Goa'uld mothership and making it even better. They can also multiply easier which could give replicators an UP bonus. Some things that could be considered, to bring more Stargate-like life into SGW.

And there were many more suggestions which I cannot remember right now, I could've added all of them myself if given chance. I know 99% of the KOC code and can write pretty much just any addon. Also, more of the user suggestions could be implemented on development server and ran for a while, to see how it turns out.

Legoless