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									 « Reply #2 on: July 14, 2011, 04:57:10 AM »  | 
								
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							When Chrys and I were still playing Wars, Emi asked us to write a proposal on how to improve the game. Sadly I do not have my part of the proposal anymore and sadly nothing ever got implented. But this was Chrys her proposal... enjoy
  Notes for revamped SO.WARS by Chrys
  Here are some ideas.
  1) Role of mothership    - Proposal      Use mothership workers to be more integral and more options by having a worker slider with options to      Create Credits      Create CPs *optional*      Create Segments (with this ability, need to grind is negated)      Create Special items *elaboration of special items below*    - Benefits.      This will give more options to playing style, how each will prioritize themselves provided that the      scaling of the production rates are logical where one doesnt overwhelm the other. Also, this will make      players more independent from the need to grind missions, and players being away for awhile will still      grow.    - Flaws.      permanant inactive players will become cash cows if they have high workers and continue growing though      they arent playing. However this could be considered a good thing because then new players will have      someone to raid, though this will open a window for abuse but not such a critical flaw.
  2) huge universe is cool, but it makes hunting pple tedious.    - Proposal    - pinpointers as u have for incursions... pinpointers to target the players using their i.d.      10 pinpointers will give 100% chance to locate the person. Can pinpoint an i.d once every 24hrs only      so if chance fails, thats it, u cant use pinpointers on that person again. Also, if the person is in      neb, you wont be able to detect the player location but will state player in neb and duration left in           neb.    - Solution benefits    - You can make universe bigger and thus have more systems with minerals etc, promote pvp.      Kill the need to use intels.    - Elaboration of pvp pinpointers      PVP pinpointers are a special item that can be constructed by motherships provided research is done      for it first, each lvl of research tech will reduce base production costs by 2%
  3) Worker/Seg credits limit    - Proposal      Title says it all    - This has to be inplace at the get go lest there is to be an economy runaway again
  4) Warp tech    - Problem      Warp techs killing PVP.    - Solution      Kill warp techs completely, basing solely on FP of player without adjustments. Pegging 90% chance      to hit for players 75%-150% of attacking player...50-74%, 151-200% u get 45% chance...beyond those      u get 5% chance to hit. Then you can use the FP of the attacking player at result the attack (to account      for drop of FP due lose of ships) as the counter marker, Thus preventing powering down to evade      techniques. You give a hit...you take a hit...then skill will be key here.
  5) Ship specials    - No problem...just flavour for game    - Reminiscient of Master of Orion, how abt adding ship specials which u need to research so that it      can be added to a ship. These special components have fixed size, energy requirements and costs      with a 5% reduction to those costs per tech lvl. E.G of such techs are.      Specials are added at the view unit page, and the cost multiplier works off the base cost of the unit      with all components add the cost of the special then multiplies of that by the multiplier.
        e.g cost of ship is 10,000,000           cost of archilles comp is 5,000,000 with multiplier of x2           actual cost of ship is now (10,000,000 + 5,000,000) x 2 = 30,000,000      why use such multipliers?....better attack/ defence for for same fp values.
     - Black Hole Generator      Ship equiped with special can destroy 50% of the ships in the stack its facing but has 50% chance to      self destruct themselves.    - Archilles Computer      ATK is raised by 50% but ship cost is multiplied x1.25    - Energy Dampener      ATK is further reduced by 50% after shields/def. Ship cost x2, very high energy consumption.    - Stealth      Name of ship, stats of ship do not appear.... ship costs x1.4, high energy consumption    - Stellar Converter      Attack of stack is spread to all enemy fleets at [(total dmg)/2] / (number of fleets facing)      Penalty is the drop in attack power, high energy costs and maybe a cost multiplier of 1.25    - Negator      Negates the special on the ship it faces. High energy costs, x1.25 cost multiplier to ship    - System defense      If equiped on a ship in system fleets, It will fire a salvo at enemies attacking your planet, your      alliance member, or your at 1/2 effectiveness before encountering ur units.       e.g 10system fleets equiped with system defense with total attack of 50,000 each stack           enemy attacks ur char with 10 fleets.           TOTAL attack from the system fleets = 50,000 x 10 = 500,000 ATK           enemy attacking u will take = 500,000 x 1/2 = 250,000 on the LEAD fleet only.
     - Marine kamikaze      Your fleet will kill (current marines in your stack x5) enemy marines. End result is you will always      lose ALL your marines event if enemy has less marines than what your marines can kill. Also, if enemy      Still has marines left after fight, you lose your ships.
        e.g your ship has 8bill marines boards a ship with 40bill....u lose all marines, kills all                enemy marines..enemy loses ships           your ship has 8bill marines boards a ship with 4bill marines...u still lose all your marines           while killing all enemy marines..enemy loses ships           your ship has 8bill marines boards a ship with 50bill marines, u lose all marines, kills           40bill marines, but ur ships will explode.    - Salvage party      Each Stack of ships equiped with this special will yield 20% more salvage after combat.      so 10 fleets will yield 200% more salvage. Component will have low size, energy costs but will infer      -25% penalty to ATK and HP to the ship stack. This will make it harder to win fights but the trade off      is fair I feel. You want more rewards, you take more risks.
 
     Each ship can be equiped with only 1 special. These components are most beneficial to supers and the    ability to change specials will make the fleets more fun.    It will really give more tools to deal with tinymen, thus making others think twice in using tinymen.
  6) Planets    - No reason to get GAIA class planet    - baring the fact that I am not sure of the inherent base population difference between each planet      class, and that the only diff comes from the bonus multipliers shown on the tech screen, It is      illogical im my opinion to progress beyond protoplanet.      Protoplanet   - 50% bonus in comb         = 50% bonus      Rocky    - 1% cap 5% mine 30% comb      = 36% bonus      Desert   - 2% cap 10% mine 25% comb      = 37% bonus      Ice      - 3% cap 5% mine 5% cred 20% comb   = 33% bonus      Ocean      - 5% cap 10% cred 15% comb      = 28% bonus      Terra      - 10% cap 25% mine -15% comb      = 20% bonus      GAIA      - 20% cap 20% mine 20% cred -30% comb   = 30% bonus
       To effectively reach gaia from protoplanet, i will need abt 19k turns/cps, of which if i spent those      19k turns/cps on planet economy tech while on a lvl2 protoplanet, I can get similiar bonus to a GAIA      without the combat penalty. Actually, I will have a way stronger planet defensively than i can ever      get with a GAIA planet.           There is little sense to boost the planet tech beyond protoplanet, and even less sense to use mining,      simply because the credit production rate is too good, and that the pollution penalty when u mine.    - Solution      Revamp the modifiers for planets or at least change the base population for each diff type of planet      e.g 1seg = 2 population for protoplanet          1seg = 2.5 pop for rocky          1seg = 3 pop for desert etc...      and the modifiers for cap is placed on top of that. Of course the planets have to have a segment      equilvalent to monitor the planets size..    - To limit the planets from becoming a super planet producing super economies, planets should be pegged      to max size meaning a max segment allowable to a planet.      e.g       Type A protoplanet = max segs of 1mill pop equivalent       Type B protoplanet = max segs of 5mill pop equivalent       Type C protoplanet = max segs of 10mill pop equivalent       Type D protoplanet = max segs of 20mill pop equivalent
     - In effect you have a planet construction tech, planet size tech, planet combat tech, planet econ tech      With so many diff fields for having a planet, you could reduce the tech/cp costs slightly    - this will also effective mean that players have more reason to build more planets and prevent players      from dumping all their segs into a single planet to keep their FP down, and segments that is open for      loss due hits.
  7) Mothership Specials    - An elaboration to what was mentioned briefly in point 1.      Mothership being a base to produce important usable items which would aid in hunting what you want.      Types of pinpoint probes       PvE = hunt special encounters       PvP = hunt players      Each probe has a base cost in terms production points. Each prob costs perhaps 10bill worker      production points, but also takes up 200 warehouse space. This will prevent players from building      too much to the production of the pinpointers unless they have invested in huge warehouses.
  8) Planet Structure    - Addding a Stargate structure tat can be built at any of your own space stations.      Stargates will drop travel costs between 2 gates belonging to same alliance member to 0.      Clicking on the gate will open a galaxy map with icons indicating locations u can jump to.      Stargates will drop the cloak of the system by 1/2 though so making it open for attacks.      This will allow easier movement at same time not give the alliance too much of advantage because      dropping the cloak lvl will mean the players have to divert alot of cash to build up system fleets      therefore limiting the amount of such gates by itself.
  9) Base Techs    - Bases get obsolete too fast... Techs which improves base HP/ATK values should give more.       e.g 1trill atk, hp or def...    - no point for research in AA fighters and missiles.     10) EXP, CPs    - Commander Experience should be given for attacks and ships destroyed compared to per day basis.    - current CPS should be used only for research.    - Each Commander promotions should give 1-2 skill point that can be placed in the commander skills    - commander skill will max at lvl 10 for each skill.    - Commander skill will have a beginner/intermediate/advanced lvl    - skill point to skill progression will be as follows       lvl1 - 1 point   lvl2 - 1 point   lvl3 - 1 point   lvl4 - 2 point   lvl5 - 2 point       lvl6 - 2 point   lvl7 - 3 point   lvl8 - 3 point   lvl9 - 3 point   lvl10- 4 point      so total points required to max lvl will be 22points.    - Commander skills have beginner/ intermediate/ advanced lvls      Each commander skill lvl provides 1% bonus for beginner, 2% for intermediate, 3% for advanced    - To increase beginner to intermediate for a skill, u need 15 total points.      to increase intermed to adv, u need 30 total points    - therefore to maximize a skill to lvl 10, and from beginner to adv, u will need 22+15+30 = 67points      per skill.    - commander points can be converted to CPs/turns/cash at a fixed rate instead of putting to above skills      to fix for the possibility that a player already maximizes all commander skills and still gaining lvls
 
  11) Mothership Mod bonus    - Problem      Mothership mod bonus are permanent and gives too big an advantage to those who have loads of it      the mods promotes that those with lots of bases and cloaks will forever have an advantage over those      who just started and cannot have the bases/cloaks to mine for the minerals
     - Proposed solution    - Attacking and destroying ships nets u exp, segs, and minerals...e.g 20% credits worth of segs, 10%      credits worth of minerals.    - Mothership raids destroy 1~5 mothership mods this would slow down the mothership mod bonus growth and      prevent permenant mod growth, giving more incentive to attack.    - With the ability to gain minerals in combat, eases the need to mine to replace the mothership mods lost      in attacks. Also, with the ability to lose mods in combat, the need for minerals will always be there      as well as giving pple a more or less fair playing field.    - Destroy mothership mod mission. This will destroy 11-15 mods but ur ships attack/hp at penalty and u do      not get any segs/credits/workers on a successful hit. This is simply to weaken enemy mods.    - If this is implimented, the mineral costs for the mods should be lowered so tat it can be easily      replaced due to fact that an enemy can zero your mods.    - Benefits      The only perm bonus will be the commander skills which i proposed, and even then it be hard to get      good bonuses simply because of the large amounts of points needed. The mothership mods will never be      permanant therefore, new or old, each player will have a more or less an even playing field. Therefore,      ship design be key again because with insane mothership mod bonus, ur ships are invincible when cost      for cost, u fight others without the mods.
      Chrys  
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