Next Wave: Evolution
Posted: Tue Oct 02, 2007 8:27 am
Since this wave mimics strongly wave 1-2, I thought of a great idea to bring it back into the present and push into some new ideas.
We go through each of the waves, adding the key features each of them had slowly.
-Starts off wave 1-2, same as this pretty much exactly. Differences I can think of is it's 3 months til the end, not 2. Also, no SS bonuses are active yet. No buying of SS or USS's at the start. OFFICERS AND ALLIANCES ARE ALLOWED. And lastly, UP only increases by 3 each click. (Intense isn't it?)
-After a week period of boredom, Motherships, and the original techs. Asgard and Tauri need their 3rd techs like the old waves had. Unique techs are added in, along with merc techs. Mercs are no longer unlimited and obey the rules of the last couple waves (no overmercing.) I think this is a necessary balance, historical accuracy just isn't as important =D
-After another week, ingame market is active. Also SS bonuses are now activated. In addition, at this point people can start to buy SS or USS bonuses for the wave. Supersoldiers are added in now, too. Reason for motherships ahead of supersoldiers... it sounds interesting!
-After another week, we add in ingame trading for SS holders, as well as anticovert.
-After another week (this into the 2nd month), we throw in a UP increase (each upgrade gives 6!).
-This next week gives MINERS!
-After another week, we add in minitechs! (this is the halfway point in the wave.)
-Another week gives another UP increase, 10 a click!
-Next week, a growth rate is now added, (think wave 7!)
-As we near the end, all units are now PERMANENTLY TRAINED. Oh noz.
-Week before last would be uberman, but Scar convinced me that'd be stupid.
-Then, the last week has perhaps one last new feature thrown in at the end. Market is shut down along with all SS bonus options 5 days from the end.
My idea for the ending week is throw in a turn drain, you lose 50% of your remaining AT per day. So by the end, if you started with 100000 turns at the start of that week, you'd have, with no farming, about 780 turns left.
That's my idea. I may have left off some important features, I may have gotten some of the timetable wrong (I didn't join until wave 4 and I barely remember that wave.) In addition, I haven't touched on what's available on the market or how it'd work, but I suggest the standard old-school market of 3 trades, 2 being a ppt, and only naq or AT available on it, but trading UU in is an option, you just can't get UU out of it. (UU for SS early may be a good option, so this is why I include it.)
One more note, no defcon levels, they're stupid.
I made some quick changes, those are underlined.
We go through each of the waves, adding the key features each of them had slowly.
-Starts off wave 1-2, same as this pretty much exactly. Differences I can think of is it's 3 months til the end, not 2. Also, no SS bonuses are active yet. No buying of SS or USS's at the start. OFFICERS AND ALLIANCES ARE ALLOWED. And lastly, UP only increases by 3 each click. (Intense isn't it?)
-After a week period of boredom, Motherships, and the original techs. Asgard and Tauri need their 3rd techs like the old waves had. Unique techs are added in, along with merc techs. Mercs are no longer unlimited and obey the rules of the last couple waves (no overmercing.) I think this is a necessary balance, historical accuracy just isn't as important =D
-After another week, ingame market is active. Also SS bonuses are now activated. In addition, at this point people can start to buy SS or USS bonuses for the wave. Supersoldiers are added in now, too. Reason for motherships ahead of supersoldiers... it sounds interesting!
-After another week, we add in ingame trading for SS holders, as well as anticovert.
-After another week (this into the 2nd month), we throw in a UP increase (each upgrade gives 6!).
-This next week gives MINERS!
-After another week, we add in minitechs! (this is the halfway point in the wave.)
-Another week gives another UP increase, 10 a click!
-Next week, a growth rate is now added, (think wave 7!)
-As we near the end, all units are now PERMANENTLY TRAINED. Oh noz.
-Week before last would be uberman, but Scar convinced me that'd be stupid.
-Then, the last week has perhaps one last new feature thrown in at the end. Market is shut down along with all SS bonus options 5 days from the end.
My idea for the ending week is throw in a turn drain, you lose 50% of your remaining AT per day. So by the end, if you started with 100000 turns at the start of that week, you'd have, with no farming, about 780 turns left.
That's my idea. I may have left off some important features, I may have gotten some of the timetable wrong (I didn't join until wave 4 and I barely remember that wave.) In addition, I haven't touched on what's available on the market or how it'd work, but I suggest the standard old-school market of 3 trades, 2 being a ppt, and only naq or AT available on it, but trading UU in is an option, you just can't get UU out of it. (UU for SS early may be a good option, so this is why I include it.)
One more note, no defcon levels, they're stupid.
I made some quick changes, those are underlined.