Capturable Planet Territories
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What do you think?
Re: Capturable Planet Territories
Why not make a "beta" of this.
10x10 area .... first 100 players in the ranks are randomly assigned a tile.
Of course like any planet we should have different territories :
- Plains : +10 UU / day ; 5% defense bonus ; 5% attack bonus
- Forrest : +8 UU / day ; 15% defense bonus ; 5% attack bonus
- Hills : +6 UU / day ; 25% defense bonus ; 10% attack bonus
- Mountains : +4 UU / day ; 40% defense bonus ; 15% attack bonus
This will be randomly generated on the 10x10 map (let's say 35P/30F/25H/10M).
At 00:00 and 12:00 game time the game will act on the players orders .... so 2 attack/day .... the logs will be public (player A from tile A5(plains) attacked player B from tile A6(forrest). Player A sent x troops armed with .... and player B defended with y troops armed with ..... In the end Player A captured/was defeated/etc tile A6 but suffered a% losses).
Now .... once a player has decided on his move ... let's say from A5 to A6 with 75% of his army no other player can attack A6 on the same turn .... if they try they will get a message saying "move not allowed" or similar.
Each player will start with 100-150 troops (to be decided but I think 100 is best) armed with the best weapon they have.
Of course there are some problems with this for example the moment the UU is generated it's trained and armed, but it's easier to code it this way .... once the game grows a bit each tile will also produce some income that can be used for training and buying weapons .... but just for the start of it we assume money are no problem.
The initial UUs aren't deducted from the armies ..... as I said this will be a "beta" inside the normal game.
10x10 area .... first 100 players in the ranks are randomly assigned a tile.
Of course like any planet we should have different territories :
- Plains : +10 UU / day ; 5% defense bonus ; 5% attack bonus
- Forrest : +8 UU / day ; 15% defense bonus ; 5% attack bonus
- Hills : +6 UU / day ; 25% defense bonus ; 10% attack bonus
- Mountains : +4 UU / day ; 40% defense bonus ; 15% attack bonus
This will be randomly generated on the 10x10 map (let's say 35P/30F/25H/10M).
At 00:00 and 12:00 game time the game will act on the players orders .... so 2 attack/day .... the logs will be public (player A from tile A5(plains) attacked player B from tile A6(forrest). Player A sent x troops armed with .... and player B defended with y troops armed with ..... In the end Player A captured/was defeated/etc tile A6 but suffered a% losses).
Now .... once a player has decided on his move ... let's say from A5 to A6 with 75% of his army no other player can attack A6 on the same turn .... if they try they will get a message saying "move not allowed" or similar.
Each player will start with 100-150 troops (to be decided but I think 100 is best) armed with the best weapon they have.
Of course there are some problems with this for example the moment the UU is generated it's trained and armed, but it's easier to code it this way .... once the game grows a bit each tile will also produce some income that can be used for training and buying weapons .... but just for the start of it we assume money are no problem.
The initial UUs aren't deducted from the armies ..... as I said this will be a "beta" inside the normal game.
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Capturable Planet Territories
i'd just make a beta server and then play around on that one, much safer than have it linked in any way to normal game.
but still, coding that one even just a beta with probably tons of bugs around would take me a full week where i have no uni or have to do anything else AND where i'm motivated enough to work through the whole week.
Not gonna happen in the next 2 months.
so until then you all have time to work out the details
worst case scenario i'll have wasted my time and this will end up in the folder with all the scrapped code and ideas
but still, coding that one even just a beta with probably tons of bugs around would take me a full week where i have no uni or have to do anything else AND where i'm motivated enough to work through the whole week.
Not gonna happen in the next 2 months.
so until then you all have time to work out the details
worst case scenario i'll have wasted my time and this will end up in the folder with all the scrapped code and ideas

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Capturable Planet Territories
If you need help with coding this just ask 
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Capturable Planet Territories
no thx, that's like massing a defense someone else wanted to mass.
stealing fun isn't a nice thing to do
stealing fun isn't a nice thing to do

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Capturable Planet Territories
True but you need to think about the fun of 100 people playing that 
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Capturable Planet Territories
im thinkig it should be attackable by groups (for the little guy)
however this would come with larger losses as comunication between friendly armys would be "limmited" (for the big guys)...and i guess the sall guys too
so a few smal guys can band together
however this would come with larger losses as comunication between friendly armys would be "limmited" (for the big guys)...and i guess the sall guys too
so a few smal guys can band together
Last edited by october 17 on Thu Apr 23, 2009 9:52 pm; edited 2 times in total
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october 17- Aderan Worker

- Number of posts: 172
Age: 18
ID: 50
Alliance: world republic
Registration date: 2009-01-08
Re: Capturable Planet Territories
They can attack in succesive turns ..... that will guarantee a victory in the end, but multiple attacks on one turn can be too easily abused.
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Capturable Planet Territories
maybe adding that alliances can band armies together putting them under an "alliance banner" and only 2ic or leader would be allowed to move those
but needs to be considered if you can withdraw troops from planet back to your realm, and if you can only band if you donated because then you might have a unit transfer method for mutlies
but needs to be considered if you can withdraw troops from planet back to your realm, and if you can only band if you donated because then you might have a unit transfer method for mutlies

Admin- Admin
- Number of posts: 1521
Registration date: 2008-08-18

Re: Capturable Planet Territories
good point
another thought how about theas planets be based on race (the planests belong to one race ect)
ot to say they couldnt be captured by members of adifferent race
the planets build structures, income or whatever cheaper depending on what races planet it is... just an idea
another thought how about theas planets be based on race (the planests belong to one race ect)
ot to say they couldnt be captured by members of adifferent race
the planets build structures, income or whatever cheaper depending on what races planet it is... just an idea
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october 17- Aderan Worker

- Number of posts: 172
Age: 18
ID: 50
Alliance: world republic
Registration date: 2009-01-08
Re: Capturable Planet Territories
know i came in late, heven't read all the posts. on kenzu's idea for territory giving you uu why not make it relative. so if you are on or below average army size the territory can produce say 50% of your up. then for every 5% over average army size you are the territory could produce 1% less.
eg average army size 150k. player has 155k units so can only produce 49% of his raw up. i know these numbers wouldn't work but just as an example
eg average army size 150k. player has 155k units so can only produce 49% of his raw up. i know these numbers wouldn't work but just as an example
darkshield- Aderan Soldier

- Number of posts: 30
Age: 19
Alliance: TC
Registration date: 2009-09-30
Re: Capturable Planet Territories
darkshield wrote:know i came in late, heven't read all the posts. on kenzu's idea for territory giving you uu why not make it relative. so if you are on or below average army size the territory can produce say 50% of your up. then for every 5% over average army size you are the territory could produce 1% less.
eg average army size 150k. player has 155k units so can only produce 49% of his raw up. i know these numbers wouldn't work but just as an example
in that case people would get rid of their armysizes and throw everything into unit production.
average size is roughly 200.000
If I have 2.000.000 army size, I am 1000% over average army size, which means I would produce 200% less.
ie. 0 or negative amount of uu.

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
Kinna have to agree with Kenzu on this one, and I have seen it to many times before, people sell/kill/give away UU to avoid the "big boy" punishments and their accounts can become very impressive selling the UU. They also never keep enough on their accounts to war with so their is little you can do to compete with them.
AE is a well balanced system, I don't really see the need to more heavily punish larger players.
AE is a well balanced system, I don't really see the need to more heavily punish larger players.
Nomad- Aderan Super Soldier

- Number of posts: 844
Registration date: 2008-12-17
Re: Capturable Planet Territories
Sorry for Double post.
I been kinna shying away from these ideas, planets and the territories, but I am starting to think about them more and more. I think there is some use/merit to them.
My questions concerning them would be.
1. how many planets and how many teritories?
2. what happens when all territories are "occupied"
3. what stops one person/alliance from claiming all of the territories on a planet?
4. what are the costs invloved with finding /claiming/maintaining these teritories.
5. whats to stop each alliance from just claiming its own entire planet?
I been kinna shying away from these ideas, planets and the territories, but I am starting to think about them more and more. I think there is some use/merit to them.
My questions concerning them would be.
1. how many planets and how many teritories?
2. what happens when all territories are "occupied"
3. what stops one person/alliance from claiming all of the territories on a planet?
4. what are the costs invloved with finding /claiming/maintaining these teritories.
5. whats to stop each alliance from just claiming its own entire planet?
Nomad- Aderan Super Soldier

- Number of posts: 844
Registration date: 2008-12-17
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