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Author Topic: Training Wars, Battle Formations, Weapons, Alliance stance and Galaxy Wars  (Read 3098 times)
Scion of Fangor
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« on: December 05, 2008, 06:20:57 AM »

TRAINING WARS

It would be very cool if you could train your alliance members to fight without them actually losing their ships, it would be even better to test out wars against whole alliances. So you have a button, by alliance truce that says TRAINING WAR. You can propose to have a training war with a person or an alliance. When you sign up, your mothership is moved out of galaxy and cannot be attacked. What you see as the galaxy is a hologram and your not actually attacking someone. Each ship you have is represented and every time you lose one it costs 1% of it's total cost to get it back. You can't resupply fleets. The objective is to get your target below 30% of their original strength in a certain amount of time. When you are finished battling you hyper to a marked place on the map and appear at a random point in the galaxy. That way you can train properly.

Their could also be AI enemies that can attack anyone and will try and kill you (even when you are not  online), the Alliance leader/the person that set the war up would control their fleet power. Your ships could also get 1.5 times as much experience every war. You would only be able to have a war once every month and a war could only last three game days, that way people couldn't be in a war forever and not get hit. You wouldn't get secret asteroid base income but you would get double experience for your commander. Your Bio-farms wouldn't generate income and you couldn't use any credit or segment items. You would not be able to capture segments.

BATTLE FORMATIONS

Right now every ship must use the same tactics, fly up, say hello and blast away. No formations just blasting. So before a battle you could drag the pictures of your ship into certain slots, big ones for ships over 606060 pace, smaller ones for ships below 606060 space and groups of 10,000 for ships below. Where your ships were deployed would decide which enemy ships are shot, what bonuses you get. Bear in mind that theses are not exact figures just guesses please remark on the idea not the number. For example:

Frontal Assault+10% damage and 5% chance one of your enemy's weapons won't work
Rear Assault+15% damage and +10% turn cost until repaired
Side Assault+25% that boarding parties will get there

And also bonuses for ship size vs ship size

Corvette: 606060 and below
-0% to dodging Capital Ships
+10% to hitting fighters (10000 space and below)

Capital Ship 606060
+5% damage bonus to Capital Ships
-5% to hit corvettes
-10% to hit fighters

Fighters: 10000 and below with2 or more weapons
+25% to hit Capital ships after all they are very big
+15% to hit corvettes
-15% damage to capital ships (after all there not that powerful)
-5% damage to corvettes
+5% damage to bombers and fighters

Bombers: 10000 space or below with  one weapon
+10% damage to Capital ships and corvettes
+20% damage to Dreadnoughts
+30% damage to Planet Killers
-10% hit points versus fighters,Corvettes
-10% to hit by Capital Ships


Dreadnought 100bil or above
60606060 or above
+10% damage to Capital Ships
-20% to hit Fighters/Bombers
-15% to hit corvettes
+20% hit points versus Capital Ship



Planet killer
+20% damage to Capital Ships
-30% to hit Corvettes Fighters
-20% to hit Corvettes
+10% hitpoints versus Capital Ships/Dreadnoughts

And Weaponry:
1 weapon: -10% to hit corvettes/bombers/fighters
2-5 weapons: +5% per weapon to hit fighters and +5% damage to fighters
5-10 weapons: +7% per weapon against fighters bombers
10+ +10% to hit/damage per weapon

GALAXY WARS

Two sides, one victorious, two objectives, everyone on WARS!!!!, resource is growing scarce. One side want to hoard all resources and build a few planets to strive and live on. One side to share and research into the making of more resources. Two Sides, one Battle and an awful lot of Titanic bangs later one side is victorious.


Once resources in  the galaxy fall below a certain limit a galaxy war starts. Each Alliance has to declare allegiance to one side or the other, and if someone is not on for 3 weeks before the war without notifying emi then they are moved to the side with the least collective power. The objective is to hold systems. To win you have to control more than 60% of the galaxy. The creative, sharing side can do this by having more than 110% of the enemy fleet power in that system. The Hoarding side by building an outpost( Downgraded space stations) that cost 500 segments.

The Sharing side  operates like one massive alliance with a council ruling it, the hoarding side by the most powerful person. If the hoarding side wins all the resources in the galaxy are given to the most powerful players on their sides, if the sharing side wins, 5 random active players/ Alliance/Side leaders are awarded a planet and each system is replenished with bountiful resources.

ALLIANCE STANCE

An alliance should be able to have three stances towards every other alliance, to choose a stance you search their name then choose stance, otherwise you are considered neutral. On neutral stance you operate normally. In allied stance whenever you warp into a system with an ally in that has been attacked you can counter (if within 20-150% fleet power range) and fi they are enemy there name appears red and the game reports who and there location to the alliance leader.

And if that's not a long post I don't know what is  16




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Jan`go Vhett
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« Reply #1 on: December 05, 2008, 02:39:27 PM »

These are some interesting ideas. I especially like Training Wars and Alliances stances. Battle formations looks like it could add some interesting stuff to combat but if Emi gets the pvp salvage up soon you may want to change some stuff to include it.
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Scion of Fangor
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« Reply #2 on: December 05, 2008, 02:50:56 PM »

Thank you, for once someone who doesn't dispute the numbers laugh
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Sostesteg
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« Reply #3 on: December 05, 2008, 05:31:04 PM »

I think you should have to designate size for set Corvette and Capital Ships etc. in some sort of table on a fleets page because as the round goes on 606060 space is only 10mil and that isn't much for Capital Class.  Or a program could be made to base the Ship Classes off your total power... either way fixes it but 10mil isnt going to stay capital forever.

I like these ideas you've been having.  They're very unique and ambitious, especially that alliance base one.
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Synchronized Empire(#102386)
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« Reply #4 on: December 06, 2008, 05:35:05 AM »

Thanks, I could start work on a  table if you wanted, but It might not be very good, I play WARS not Main 1
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Sostesteg
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« Reply #5 on: December 06, 2008, 11:52:58 AM »

All you really need to do is come up with a ratio such as  "if your total power is this than 2/3 your total power= capital class ship" or something like that
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Synchronized Empire(#102386)
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« Reply #6 on: December 06, 2008, 12:06:05 PM »

Here is an expansion on fighter classes, having many ship lasses would certainly make designing a lot harder and specialized. Fighters wouldn't change size during rounds as a fighter ship wouldn't get bigger.:

Ship Class:Light Fighter(anti-fighter)
Ship Size:2500 or below
Weapons: Two Maximum of equal power
Bonus:
+40% to hit Planet Killers
+30% to hit Capital Ships
+25% to hit Corvettes
+25% to hit bombers
+20% to hit fighters/fighter-bombers
-65% damage to Planet Killers
-50% damage to Capital Ships
-40% damage to Corvettes
-5% hit points versus corvette

Ship Class:Fighter (anti-fighter)
Ship Size:5000 or below
Weapons: Two or more of equal size
Bonus:
+35% to hit Planet Killers
+25% to hit Capital ships after all they are very big
+15% to hit corvettes
+5% damage to Bombers and fighter Bombers
-25%  to damage Planet Killers
-15% damage to capital ships (after all there not that powerful)
-5% damage to corvettes

Ship Class:Fighter-Bomber
Ship Size: 6000 or below
Weapons: Two or more with up to two making 70% of the attack power
Bonus:
+35% to hit Planet Killers
+25% to hit Capital ships after all they are very big
+15% to hit corvettes
+5% damage to Bombers
+35% damage to Planet Killers
+20% damage to Capital Ships
+5% damage to Corvettes
-5% hit points against Light Fighters/Fighters
-5% hit points versus corvette

Ship Class: Bomber
Ship Size: 10000 or below
Weapons: One Weapon
Bonus:
+35% to hit Planet Killers
+25% to hit Capital ships after all they are very big
+15% to hit corvettes
+35% damage to Planet Killers
+25% damage to Capital Ships
+10% damage to Corvettes
-20% hit points versus light Fighter
-15% hit points versus Fighter
-5% hit points versus corvette
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