despite the intension, nox and defcon level is not protecting anything but leeching your resources.
you need 42 attacks against you till you phase out being protected from further attacks till next turn.
now, common knowledge is, that EVERY def (no matter how big it is) can be massed down to nothing in 20-35 attacks easily (if the attackers strike is higher) and even that can be done within a few mins -if not secs.
so the only real use of nox is lowering the income, and maybe prevents you from getting comletely ac-ed after your def has been destroyed.
in my opinion the nox/defcon setting needs a change that takes the defence stats into account -instead of being based on AT used against someone.
therfor we would need to change a few more settings a bit.
ive started this after doing some research of stuff that is imo not the best solution atm.
what will be changed:
phasing
repair costs for def weapons
costs for having them activated
your weapons can not be destroyed when being on nox
AC loss ratio will be adjusted to reflect the def
strike/defence efficency is being adjusted
Proposal:
Nox will still phase you out, but it will be based on percentage of destroyed def weapons not on used AT.
when you are activating nox the system will save your current def weapon armory status as 100%
the nox wont engage (phase you) as long the % of your def weapons isnt reaching a set percentage
the armory % of your def weapons would be related to your nox/defcon setting :
for example:
only nox ( + none defcon) means: 100% - 1 %=> your armory can be damaged up to 99%, this means you wont loose your weapons totally but can repair them (see repair point) when getting online again
nox +low means : 100%-10% => 90% damage can be done
nox + medium : 100 - 25% => 75% damage at max
nox + high : 100 - 50% => 50% damage at max
nox + critical : 100 - 75% => 25% damage at max
no nox + defcon => time delay (10-60 secs between attack) + cover bonus
=> this will effectively make the def weapons undestroyable, makign nox worth to activate
price changes:
nox and defcon levels are getting very expensive in return
changing the nox/defcon elvel should cost
- nox will no longer cost income but UP. 10% of your total UP will be lost per turn while nox is on & 1 G/R point
(reasoning, you not only have to mantain your soldiers and miners but also the NOX personal you hired -> less resources to feed new recruits
-defcon will decrease your income by the percentage they add to protection so,
low - 10% of your income per turn
medium - 25% of your income per turn
high - 50% of your income per turn
critical - 75% of your income per turn
Additional facts related to nox & defcon setting:
- while having hired the nox you CANNOT attack/spy or sab anyone
- your defcon also boosts the power of your defence. atm your defence can vary from 75-100% of its total action
having decon level "none" wills till do that, BUT low defcon level will lower the % range from
80-100%
medium to 85% - 100%
high to 90% - 100%
critical to 95% - 100%
(this will make the defcon level even more important since its indicates your defence prepardness)
-at the same time, while your def is increased exactly the opposite effect will be apply for your attack strike
so being at none defcon gives ya strike a 95- 100% to have full power, critical only 75-100%
- when def weapons are being sabbed their total hitpoints are gone => lowering the percentage of the total def armory % by that amount (so sabbing a def weapons raises the percentage count and phases the sabbed player eventually)
- in return there will be NO limit of cover activities against a player, when the player is phased out, he can still be sabbed, but only his attack weapons (nox arent protecting these).
- reparing your def or unchecking and rechecking nox policy of coruse resets the %-meter.
- new bought def weapons raise raise the current % health
- important; every 24 hours the nox will automatically check your armory and reset stats!
Repair costs:
due to the fact that defences could become invulnarable we will need to change the prices for repairing the weapons to amke it expensive for the defender as well
atm the cost to repair a hitpoint att and def weapon are the same, this eneds to be changed.
def weapoons should be way more expensive to repair.
atm for 1 hp you are paying 6 naq to repair (at least for best asc def weapons),
i propose to raise that cost to 40 naq/hitpoint!!
of course the def repair rates could also be set related to the defcon level but ill keep it easy
lil calculation:
10 def weapons & 25% damaged repair cost now: 14,375*6 = 86,250 naq to repair
10 def weapons & 25% damaged repair cost doubled: 14,375 *36 = 575,000 naq to repair it (while buying 2,5 new weapons would cost you 1,5mil)
to see the bigger picture:
someone having 1mil weapons & 25 % damage would be: 1,437,500,000* 40=> 57,5 bil to repair (1mil new guns would cost him ~59.9bil)
so having 99% def weapons damage means 227bil repair costs instead of buying new ones for 600bil.
Anti cover action:
having standing defs needs a change in the anti cover actiona s well!
cover/ac actions are not liked by the nox either so they wont interfer, even worser they will not even protect cover units!
the remaining def wont add up to the defenders covert action, but the % that is lowering the defenders attack strike/def also affects the cover power.
- its simply (attackers AC power *[1+-%]) vs (defenders cover power* [1+-%])
- both, AC and cover units will die in this battle! there will no longer be no casualties on either side. having no def or having way more ac units doesnt mean the cover units cant fight back, neither the other way round.
- the exact percentage of casualties should be similar to the current loss rate, while and way higher cover or ac action lowers the losses of course (but they will never be 0!).
- since no def weapons are affected (and no attack weapons either), noone will ahve repair costs and therfor also no %-loss in armory.
the MS
the motherships arent affected either by the nox. their usuage will be as usually -but defcon might change their attack/def stats as well
a little summary:
Now, taken that a lot of player will use this feature to protect their defs and a lot who managed to follow my thoughts are now preparing to flame me for giving the defenders a huge advantage but think about it!
taken, defs will survive, but noxed players cant do any offensive actions, the upkeep costs are huge -not only income but also UP! (while attack is cheaper to repair and also benefits from ahving none defcon/nox)
repairing the damaged def is expensive, with nox resetting itself every 24h it is possible to destroy a hostile def almost completely even him being on nox+critical every day.
ac action will now be more troop expensive but ppl will also no longger be able to build up some fake defenses to prevent you from doing it.
cover activities will not be limited anymore (only by attacks cover turns), on the other hand, def weapons will be protected whe being phased and the defcon/nox raise your coverty against sabbings anyway.
In the end these is only one concept to make the game more balanced and to even out some disadvantages(might even say loopholes) that currently existing in the game. and i know, im touching some old features
if you find any big mistakes or glitches in my logic, got a helpful comment or question feel free to post. if you vote no, please state why, maybe we can think of some ways to fix it.
thanks
~ston


, most of the ideas are well thought out.. there are a couple of problems though.
