Capturable Planet Territories
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What do you think?
Capturable Planet Territories
What would you say, if there were conquerable territories on new planets, which would consist of 25 (5x5 territories) to 100 (10x10 territories) areas depending on the planet size.
There would be a new button on the sidebar called TERRITORIES. Once a month, or even less seldom a new planet would be discovered and announced in the "Recent Events in your realm" in the command center. Everyone could see the existing planets when openening the TERRITORIES section. You could open the map of each of the existing planets and land your troops on one of the border areas.
Once you send your troops, they will arrive at their destination in 24 hours.
Each area would produce 5uu, but it could be upgraded so that each area can produce up to 20uu per day.
Troops move by 1 area per day. If troops from players meet, who aren't at peace AND aren't in the same alliance, they will fight until one army wins.
Calculation of battles:
Players will not benefit from race bonuses and won't benefit from bonus points either.
When armies clash this is how power will be calculated:
number of attackers x points a weapon has (250 for grenade launcher).
If the power ratio of army A to army B is 2:1,
army A will loose 50% of army, army B will loose 100%
If armies have the same weapon armament, then both armies will loose the same amount of soldiers, and the army which is bigger will win.
Building defensive buildings:
It will be possible for players to build defensive structures (minefield, bunker...). Each building will increase the power of the defending army by 10% and will cost 5 times more than the previous one. LVL1 defense building costs 1.000.000 kuwal, LVL2 defense building costs 5.000.000, LVL5 building costs 625.000.000
Building offensive buildings:
It will be possible for players to build offensive structures (artillery, missile silos...). Each building will increase the power of the attacking army by 10% and will cost 5 times more than the previous one. LVL1 defense building costs 2.000.000 kuwal, LVL2 defense building costs 10.000.000, LVL5 building costs 1.250.000.000.
Once the defending army is defeated, the attacking army takes over the territory and can use the offensive/defense buildings for their own offense/defense.
Bringing in Fresh troops:
Fresh troops can be brought by sending them from the home planet to one of the border regions. Then they will have to continue their journey on food to arrive to the destination.
2nd Generation troops:
Troops which will be produced by the areas can be armed with new weapons, if WEAPON FACTORIES have been produced there. Homeland kuwal will be used to produce there. Only armed troops will fight. If there are less weapons than troops and an enemy attacks, unarmed troops don't fight and will surrender (join) the enemy.
If you build an AIRFIELD, you can send troops home (armed + unarmed). Maybe it will be allowed to bring a small amount of troops from home to the area AIRFIELD.
TERRITORY BENEFIT:
5x5 Planets have 25 areas and thus can produce up to 500 uu per day
10x10 Planets have 100 areas and thus can produce up to 2000 uu per day.
(In updates it could be possible that each area will be able to boost uu production even more than 20 per area.)
What do you think?
Any suggestions for improvement?
There would be a new button on the sidebar called TERRITORIES. Once a month, or even less seldom a new planet would be discovered and announced in the "Recent Events in your realm" in the command center. Everyone could see the existing planets when openening the TERRITORIES section. You could open the map of each of the existing planets and land your troops on one of the border areas.
Once you send your troops, they will arrive at their destination in 24 hours.
Each area would produce 5uu, but it could be upgraded so that each area can produce up to 20uu per day.
Troops move by 1 area per day. If troops from players meet, who aren't at peace AND aren't in the same alliance, they will fight until one army wins.
Calculation of battles:
Players will not benefit from race bonuses and won't benefit from bonus points either.
When armies clash this is how power will be calculated:
number of attackers x points a weapon has (250 for grenade launcher).
If the power ratio of army A to army B is 2:1,
army A will loose 50% of army, army B will loose 100%
If armies have the same weapon armament, then both armies will loose the same amount of soldiers, and the army which is bigger will win.
Building defensive buildings:
It will be possible for players to build defensive structures (minefield, bunker...). Each building will increase the power of the defending army by 10% and will cost 5 times more than the previous one. LVL1 defense building costs 1.000.000 kuwal, LVL2 defense building costs 5.000.000, LVL5 building costs 625.000.000
Building offensive buildings:
It will be possible for players to build offensive structures (artillery, missile silos...). Each building will increase the power of the attacking army by 10% and will cost 5 times more than the previous one. LVL1 defense building costs 2.000.000 kuwal, LVL2 defense building costs 10.000.000, LVL5 building costs 1.250.000.000.
Once the defending army is defeated, the attacking army takes over the territory and can use the offensive/defense buildings for their own offense/defense.
Bringing in Fresh troops:
Fresh troops can be brought by sending them from the home planet to one of the border regions. Then they will have to continue their journey on food to arrive to the destination.
2nd Generation troops:
Troops which will be produced by the areas can be armed with new weapons, if WEAPON FACTORIES have been produced there. Homeland kuwal will be used to produce there. Only armed troops will fight. If there are less weapons than troops and an enemy attacks, unarmed troops don't fight and will surrender (join) the enemy.
If you build an AIRFIELD, you can send troops home (armed + unarmed). Maybe it will be allowed to bring a small amount of troops from home to the area AIRFIELD.
TERRITORY BENEFIT:
5x5 Planets have 25 areas and thus can produce up to 500 uu per day
10x10 Planets have 100 areas and thus can produce up to 2000 uu per day.
(In updates it could be possible that each area will be able to boost uu production even more than 20 per area.)
What do you think?
Any suggestions for improvement?

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
personally think there is enough in game for the moment. Also it will just allow the strongest to grow and weak players will never get a chance to compete for the planets or have a chance to catch up

Casshern- Aderan Soldier

- Number of posts: 45
Registration date: 2009-01-20
Re: Capturable Planet Territories
Casshern wrote:personally think there is enough in game for the moment. Also it will just allow the strongest to grow and weak players will never get a chance to compete for the planets or have a chance to catch up
actually weak players will get stronger faster, because they can mob together against strong players.
any average 3 players have more unit production than the person with the greatest unit production.
It will be impossible for 1 person to control the whole planet, I expect that a 100 area planet will be always controled by at least 15 people. I expect 25 people though.

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
I think it's a neat idea, but I do agree with Cass... The strongest will end up running the planet... seriously a bunch of weak players wont mob together... especialy new players. and if they did how would they split up the territories that they took?
neat idea tho
neat idea tho

melonhead- Aderan Soldier

- Number of posts: 37
Age: 1921
Location: your moms closet
ID: Melonhead999
Registration date: 2009-02-22
Re: Capturable Planet Territories
melonhead wrote:I think it's a neat idea, but I do agree with Cass... The strongest will end up running the planet... seriously a bunch of weak players wont mob together... especialy new players. and if they did how would they split up the territories that they took?
neat idea tho
the first person to take a territory would have it under control, you could give territorries to others.
let's say an area gives 10 soldiers per day, if there were some stubborn weak players controlling a territory or more, a strong player wouldn't attack them, since he might end up loosing 100 soldiers per day fighting him over a territory that gives only 10 soldiers.
In these battles, the stubborn would win, but only if they dont meet another stubborn player.
Maybe we could start the game with a 100 area planet and each area gives only 1 uu per day.
100 uu per day for the whole planet is little benefit, but we could see how the battles go.
I think more than 100 uu would die on that planet each day, because once you get a territory, you will get 1 unit every day until someone else takes it over again.

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
personaly i think yea the big players wil go after theas little buggers but they wont be able to take all ofit and it wil give the new guys a chance to catch up in other areas
also say big guy b keeps stealing big guy a,s territorys bigguy a is eventualy going o get pissed and retaliate and i aint gunna be on them there terriorys , giving the littloe guy yet another way to catch up
also say big guy b keeps stealing big guy a,s territorys bigguy a is eventualy going o get pissed and retaliate and i aint gunna be on them there terriorys , giving the littloe guy yet another way to catch up

october 17- Aderan Worker

- Number of posts: 172
Age: 18
ID: 50
Alliance: world republic
Registration date: 2009-01-08
Re: Capturable Planet Territories
well i'm gonna be looking into ways how to get the buy guys into fights.
this or the other planets topic, there has to be a bonus involved but it's not gonna be much, but the big players will still go for it because it might give them the extra edge in growth
this or the other planets topic, there has to be a bonus involved but it's not gonna be much, but the big players will still go for it because it might give them the extra edge in growth

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

Re: Capturable Planet Territories
Admin wrote:well i'm gonna be looking into ways how to get the buy guys into fights.
this or the other planets topic, there has to be a bonus involved but it's not gonna be much, but the big players will still go for it because it might give them the extra edge in growth
exactly.
Even though the bonus won't be much, I hope it will trigger some wars and hopefully also my favorite:
a server war!

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
One thing which everyone i think kinda missed out on.... is that a group of weak players may manage to hold off a single, maybe 2, strong players - providing they are coordinated and work together - but what happens when a group of strong players come along?
A possible fix... is have certain planet territories/ continents made of territories which due to the infrastructure of the road layout and transportation system combined with the geographical features of the territory, can't logistically support large armies... so only armies under a certain size can invade the territory... by armies i don't mean army size... but the actual strike force of the players in question - so a player with a large army size could invade the territory... but their attack/ strike/ whatever would conquer territories would be limited in size to the conditions of the territory.
In this scenario, weak players might stand a chance if they can field a strike/ defence force of similar strength to the large players..... of course, the large player could probably sustain replacing his lost forces far longer, and so win in a war of attrition... but if taking territories costs supply turns, they d most likely simply go for another territory which isn't so logistically (strike force size) handicapped - where they can use their extra size and resources to their full potential. Weak players would consequently likely go for the logistically restricted territories ....where the potential enemy forces which can be sent against them at any one time they can hopefully deal with/ repel, while larger players would likely go for the more open territories... since why get in a war of attrittion with a "weak" player, in which you have no overall advantage and potentially have to send dozens of missions (using up supply turns) to fight and retake the territory... when its much easier and cheaper to go for an more open territory where you can field a much larger strike force, using your weight to its full potential, and overwhelm the enemy
Not sure if this makes any sense... hopefully it does!
I like the planet territory idea a lot though if the player balance bit can be figured out lol
A possible fix... is have certain planet territories/ continents made of territories which due to the infrastructure of the road layout and transportation system combined with the geographical features of the territory, can't logistically support large armies... so only armies under a certain size can invade the territory... by armies i don't mean army size... but the actual strike force of the players in question - so a player with a large army size could invade the territory... but their attack/ strike/ whatever would conquer territories would be limited in size to the conditions of the territory.
In this scenario, weak players might stand a chance if they can field a strike/ defence force of similar strength to the large players..... of course, the large player could probably sustain replacing his lost forces far longer, and so win in a war of attrition... but if taking territories costs supply turns, they d most likely simply go for another territory which isn't so logistically (strike force size) handicapped - where they can use their extra size and resources to their full potential. Weak players would consequently likely go for the logistically restricted territories ....where the potential enemy forces which can be sent against them at any one time they can hopefully deal with/ repel, while larger players would likely go for the more open territories... since why get in a war of attrittion with a "weak" player, in which you have no overall advantage and potentially have to send dozens of missions (using up supply turns) to fight and retake the territory... when its much easier and cheaper to go for an more open territory where you can field a much larger strike force, using your weight to its full potential, and overwhelm the enemy
Not sure if this makes any sense... hopefully it does!
I like the planet territory idea a lot though if the player balance bit can be figured out lol

ian- Aderan Miner

- Number of posts: 300
Age: 20
Alliance: You get 3 guesses as to which one
Registration date: 2009-04-22
Re: Capturable Planet Territories
Well, if someone stronger comes, he will take over your territory, but most likely you will get pissed and will attack him from another side.
So basically you will be fighting until you reach some agreement of ceasefire.
PS: You will keep battalions in each area, these soldiers are located only in one area at the time, you cannot use them to defend yourself if someone attacks your account.
You wouldnt loose any turns, because the batalions move by themselves and cannot be used elsewhere. No turns apply on planets. Each batalion moves 1 area per day.
So basically you will be fighting until you reach some agreement of ceasefire.
PS: You will keep battalions in each area, these soldiers are located only in one area at the time, you cannot use them to defend yourself if someone attacks your account.
You wouldnt loose any turns, because the batalions move by themselves and cannot be used elsewhere. No turns apply on planets. Each batalion moves 1 area per day.

Kenzu- Aderan Super Soldier

- Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03
Re: Capturable Planet Territories
planets..yes, this terretories thing, ermm not so sure....
Ragnarok- Aderan Worker

- Number of posts: 114
Registration date: 2009-04-04
Re: Capturable Planet Territories
i hope you didn't mean planets like in sgw, everyone agrees that was a useless update

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

Re: Capturable Planet Territories
no mate i wasnt referring to SGW, there has to be more we could do with planets others then the arbitary income / stats / UU...
not that it matters anyway as no-one can afford the construction lvl2 or startport yet....
not that it matters anyway as no-one can afford the construction lvl2 or startport yet....
Ragnarok- Aderan Worker

- Number of posts: 114
Registration date: 2009-04-04
Re: Capturable Planet Territories
The idea has merit but :
- Only 1 army / planet / player is wrong .... anyone can land troops even 1 soldier in an unprotected territory and conquer it
- This should be a bit like a game of risk ..... let's say a player can only send a maximum no of troops on each planet every 2 weeks or so .... on each planet, depending on it's size there is a minimum and a maximum no of troops you can have on each territory
- For example on a 5x5 planet the maximum army / tile is 100 and the minimum is 25 ... that means that the player who sent 100 troops on 1 tile (landing zone) can then split his army in smaller units but not smaller then 25 ... of course a player who keeps his army together will probably win against half an army, but with 1 army you can control fewer territories/tiles instead of having your army split 50/50 or 30/30/40 or any other combo .... bigger the risk, greater the profit
No matter what limitations you apply the big players will always have the upper hand ..... it's easy to assume they have at least 1 weapon level above the smaller players so they can win almost any fight against them ... and once they've won a fight they control the territory/tile and they make UU and the army grows so it will be very difficult if not impossible for a smaller player to beat him.
Also a big player can afford to send troops on most/all planets while a smaller one can not do that.
- Only 1 army / planet / player is wrong .... anyone can land troops even 1 soldier in an unprotected territory and conquer it
- This should be a bit like a game of risk ..... let's say a player can only send a maximum no of troops on each planet every 2 weeks or so .... on each planet, depending on it's size there is a minimum and a maximum no of troops you can have on each territory
- For example on a 5x5 planet the maximum army / tile is 100 and the minimum is 25 ... that means that the player who sent 100 troops on 1 tile (landing zone) can then split his army in smaller units but not smaller then 25 ... of course a player who keeps his army together will probably win against half an army, but with 1 army you can control fewer territories/tiles instead of having your army split 50/50 or 30/30/40 or any other combo .... bigger the risk, greater the profit
No matter what limitations you apply the big players will always have the upper hand ..... it's easy to assume they have at least 1 weapon level above the smaller players so they can win almost any fight against them ... and once they've won a fight they control the territory/tile and they make UU and the army grows so it will be very difficult if not impossible for a smaller player to beat him.
Also a big player can afford to send troops on most/all planets while a smaller one can not do that.
rflash- Aderan Worker

- Number of posts: 189
Registration date: 2009-01-20
Re: Capturable Planet Territories
yeh but part of this "game with a game" would be that the large players compete for these planetary bonuses. Meaning it would create a good fuel for potential alliance wars if things escalated
plus bonuses available on these planets wouldn't be significant enough to make someone unbeatable but would be enought to give someone "just that extra edge".
So the big guys might very well go and compete for these territories
plus bonuses available on these planets wouldn't be significant enough to make someone unbeatable but would be enought to give someone "just that extra edge".
So the big guys might very well go and compete for these territories

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

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