Discussion
+7
JPB18
Earthdeath
Karlo
Darkwing
FlashFreak22
Galaxy-Scarface
Insane Crayon
11 posters
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Re: Discussion
hmm, i will evaluate it when i have the time. have you noticed ive been more inactive lately? stupid finals. and do you want a free-for-all version like v3 that will be non-canon?
Galaxy-Scarface- Lt. Commander
- Number of posts : 3090
Age : 28
Location : Detroit
Registration date : 2008-07-06
Re: Discussion
Karlo wrote:Why the 5 turn rule? i don't think its a good idea at all
i suggest the following:
Vacation Mode - The empire is frozen, skips all turns while in VM but continues trading, however does not benefit the owner of the empire under VM, he can however leave VM at any moment, battles are not allowed and on going battles are frozen.
Instead of that, we could allow that to happen, but without recieving resourses, your partners would continue to receive it's trade gain, and you must be at full peace with no active battles?!
Re: Discussion
for the second one, hey! that what i was gonna say!!! lol X_X
this was what i was gonna say:
"To activate VM, you must not be under attack"
and for the first one, that is what i MEANT! the trading income goes on as normal, but only benefits the person NOT in Vacation mode.
this was what i was gonna say:
"To activate VM, you must not be under attack"
and for the first one, that is what i MEANT! the trading income goes on as normal, but only benefits the person NOT in Vacation mode.
Re: Discussion
Galaxy-Scarface wrote:hmm, i will evaluate it when i have the time. have you noticed ive been more inactive lately? stupid finals. and do you want a free-for-all version like v3 that will be non-canon?
free-for-all sounds good. I like
Insane Crayon- Lt. Commander
- Number of posts : 4354
Age : 34
Location : PUT THIS IN YOUR BONG AND SMOKE IT. I AM A FREAKING SUPER NOVA
Registration date : 2008-07-28
Re: Discussion
meh, nothing i'd like. But i guess some people would. just dont make everyone join and i'm ok with it
Thingy- Moderator
- Number of posts : 4452
Age : 30
Location : Battleship Duckington
Registration date : 2009-01-01
Re: Discussion
ok, making it now. im also gonna make a free-for-all version in RP where you can control anything you want. not part of the galaxy.
Galaxy-Scarface- Lt. Commander
- Number of posts : 3090
Age : 28
Location : Detroit
Registration date : 2008-07-06
Re: Discussion
some suggestions:
structures(i have had enough with the problems with structures!!!)
shipyard - allows production of certain ships and can be leveled up to allow the production of more units (i suggest that the first shipyard takes a certian amount of turns to build, just look at the bottom)
example:
level 1 - 1 turn - fighters and bombers
level 2 - 1 turn - corvettes
level 3 - 2 turns - Frigates and colony ship
fighters - take 1 turn to build
bombers - take 2 turns to build
corvettes - take 3 turns to build
etc.
Crystal Mines - each level increases reources gained by 20
level 1 - 50 resources
level 2 - 100 resources
level 3 - 150 resources
etc.
Space Stations and ships (stats depends on the player)
since this part is customizable, this is how it works:
(just an example)
each 5 points(damage) to weapons will increase the costs by 50 reources per station with the same stats
each 10 points to armor will increase costs by 50 resources per station with same stats
this depends if a battle is won by numbers, or by strength.
Now for technology...
Since ships and stations are customizable, then here is how it goes:
Laser
Missiles
Plasma
Ion
Photon
Disruptor
(top is the weakest, bottom is the strongest)
you may equip any of your ships with these weapons, however, the more stronger the weapons you equip, the more it will cost and you cannot equip weapons you do not have avaiable.
now in order to get these technologies, you need to research certain techs to get to them:
Laser - Energy Level 2
Plasma - Energy level 4
Missiles - Armour level 3
Ion - Energy level 8
Photon - energy level 12
Disruptor - energy level 16
note: once you have filled the requirements, you can then equip the weapon that you have filled requirements
now, the costs?
Energy Level 1 - 2 turns
Energy Level 2 - 4 turns
Energy Level 3 - 8 turns
Energy Level 4 - 12 turns
Energy Level 5 - 14 turns
Energy Level 6 - 16 turns
Energy Level 7 - 16 turns
Energy Level 8 - 18 turns
Energy Level 9 - 22 turns
Energy level 10 - 24 turns
Energy level 11 - 28 turns
Energy level 12 - 32 turns
Energy level 13 - 36 turns
Energy level 14 - 40 turns
Energy Level 15 - 45 turns
Energy level 16 - 55 turns
yes i know they are crazy but here is something to save your time
note: this is not cumulitive, meaning it does not stack above each other, or here is an example:
Energy Level 1 takes 2 turns, when you are done, energy level 2 takes 4 turns to research, it does not cost 2 turns just because you were able to research energy level 1, you can only reduce the turns required by building research labs
Research Labs - also another structure, it deducts the turns needed to research technology by 50% per level, turns required in research cannot be reduced below 2 turns
example:
10 turns - 50% (level 1 research lab) = 5 turns - 50% (level 2 research lab) = 2.5 round it off and it becomes 3 turns needed and so on...
Armour has the same costs for energy, except it's max is at level 3 and not at level 16...
note: energy and armour levels do not effect the ship's firepower or shields, or armors.
note: i don't know about the cost for researching, you guys figure that out
structures(i have had enough with the problems with structures!!!)
shipyard - allows production of certain ships and can be leveled up to allow the production of more units (i suggest that the first shipyard takes a certian amount of turns to build, just look at the bottom)
example:
level 1 - 1 turn - fighters and bombers
level 2 - 1 turn - corvettes
level 3 - 2 turns - Frigates and colony ship
fighters - take 1 turn to build
bombers - take 2 turns to build
corvettes - take 3 turns to build
etc.
Crystal Mines - each level increases reources gained by 20
level 1 - 50 resources
level 2 - 100 resources
level 3 - 150 resources
etc.
Space Stations and ships (stats depends on the player)
since this part is customizable, this is how it works:
(just an example)
each 5 points(damage) to weapons will increase the costs by 50 reources per station with the same stats
each 10 points to armor will increase costs by 50 resources per station with same stats
this depends if a battle is won by numbers, or by strength.
Now for technology...
Since ships and stations are customizable, then here is how it goes:
Laser
Missiles
Plasma
Ion
Photon
Disruptor
(top is the weakest, bottom is the strongest)
you may equip any of your ships with these weapons, however, the more stronger the weapons you equip, the more it will cost and you cannot equip weapons you do not have avaiable.
now in order to get these technologies, you need to research certain techs to get to them:
Laser - Energy Level 2
Plasma - Energy level 4
Missiles - Armour level 3
Ion - Energy level 8
Photon - energy level 12
Disruptor - energy level 16
note: once you have filled the requirements, you can then equip the weapon that you have filled requirements
now, the costs?
Energy Level 1 - 2 turns
Energy Level 2 - 4 turns
Energy Level 3 - 8 turns
Energy Level 4 - 12 turns
Energy Level 5 - 14 turns
Energy Level 6 - 16 turns
Energy Level 7 - 16 turns
Energy Level 8 - 18 turns
Energy Level 9 - 22 turns
Energy level 10 - 24 turns
Energy level 11 - 28 turns
Energy level 12 - 32 turns
Energy level 13 - 36 turns
Energy level 14 - 40 turns
Energy Level 15 - 45 turns
Energy level 16 - 55 turns
yes i know they are crazy but here is something to save your time
note: this is not cumulitive, meaning it does not stack above each other, or here is an example:
Energy Level 1 takes 2 turns, when you are done, energy level 2 takes 4 turns to research, it does not cost 2 turns just because you were able to research energy level 1, you can only reduce the turns required by building research labs
Research Labs - also another structure, it deducts the turns needed to research technology by 50% per level, turns required in research cannot be reduced below 2 turns
example:
10 turns - 50% (level 1 research lab) = 5 turns - 50% (level 2 research lab) = 2.5 round it off and it becomes 3 turns needed and so on...
Armour has the same costs for energy, except it's max is at level 3 and not at level 16...
note: energy and armour levels do not effect the ship's firepower or shields, or armors.
note: i don't know about the cost for researching, you guys figure that out
Re: Discussion
I think i remember all these rules on Astro empires.
The technology idea takes too DARN long, this thing would die long before anyone got to the max, resource structures are a good idea, as are shipyards.
The ship times are a bit much, seeing how long turns actually are.
And the weapons are pretty unimaginative, after all, i want my freeze ray and such.
However, like i said, Structures are a good idea, it gives a more realistic feeling.
The technology idea takes too DARN long, this thing would die long before anyone got to the max, resource structures are a good idea, as are shipyards.
The ship times are a bit much, seeing how long turns actually are.
And the weapons are pretty unimaginative, after all, i want my freeze ray and such.
However, like i said, Structures are a good idea, it gives a more realistic feeling.
Earthdeath- Commander
- Number of posts : 7919
Age : 53
Location : UK
Registration date : 2008-04-18
Re: Discussion
true, though there are many customizable parts in the game, sooo... feel free to create your own weapons
well i guess that is true, so i will reduce the requirements for "default" weapons, that way, you can all have this technology by the time the game dies.
btw there will be only one weapon that will take a loooong time to get just for fun ^^
though there has to be something to be able to keep them from ubering
well there is one idea... but i can't type it down now.
yea, some of them are from AE, but that what makes it a good game lol
well i guess that is true, so i will reduce the requirements for "default" weapons, that way, you can all have this technology by the time the game dies.
btw there will be only one weapon that will take a loooong time to get just for fun ^^
though there has to be something to be able to keep them from ubering
well there is one idea... but i can't type it down now.
yea, some of them are from AE, but that what makes it a good game lol
Re: Discussion
weapons=pretty bad idea, as they come with fleets. upgraded fleets=upgraded weapons.
Galaxy-Scarface- Lt. Commander
- Number of posts : 3090
Age : 28
Location : Detroit
Registration date : 2008-07-06
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