Unique techs?
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Unique techs?
Idea for the advanced research facility (the one you can build after having Con Yard level 2). Will give you access to race unique techs.
- For now a total of 3 slots for each race. For each slot you get 2 possible techs out of which you can choose only one. (maybe will add that you can reset your choice back to square one, obviously no refunds)
- Techs can be passive or active. Active bonuses give a stronger boost than passive techs. However Active techs cost resources either for the time they are "turned on" or each time they are used. Additionally there is a time lag between turning them on and off.
- Tech 1 generally "strongest", Tech 2 some passive effect, Tech 3 least "powerful" (Tech 3 only indirectly relates to the race's special focus, i.e. daning, having invaded many lands, found out about how certain clans execute covert missions, through this can sometimes find out who sabotaged them in order to bring wrath upon those who dare to engage in cowardly acts of terrorism)
Wherever there are ??, means i have no clue what to put, if mode type is written then that tech must be only available in the mode given. Obviously you can suggest changes to techs that are already written.
Daning:
Unique Tech 1 =>
A) % of units lost on attacks recovered as UU's Passive/Active (Effect stronger when in Active Mode)
B) Attack forces support defense forces in battle to some extent (no casualties or weapon damage to attack units, simple power increase based on defense action) Active only
Unique Tech 2 =>
A) Strike Attacks by you have a % chance of not costing any ST's Passive only, Attack and Raid not included
B) Strike Attacks by you have a % chance of not costing any AT's Passive only, Attack and Raid not included
Unique Tech 3 =>
A) % Change of finding out the origin of a successful assassination mission Passive only
B) % Change of finding out the origin of a successful sabotage mission Passive only
Miraya:
Unique Tech 1 =>
A) % of units lost in attacks on you recovered as UU's/Farmers Passive/Active (Effect stronger when in Active Mode)
B) ?? Active only
Unique Tech 2 =>
A) Strike Attacks on you have a % chance of costing more ST's Passive only, Attack and Raid not included
B) Strike Attacks on you have a % chance of costing more AT's Passive only, Attack and Raid not included
Unique Tech 3 =>
A) ??
B) ??
Kyora:
Unique Tech 1 =>
A) % chance that on a assassination or sabotage mission, you deal "double damage" (Power per agent doubled, and basic limits double) Passive only
B) ??
Unique Tech 2 =>
A) Intelligence and Assassin missions have a % chance of costing no ST's Passive only
B) Intelligence and Assassin missions have a % chance of costing no CT's Passive only
Unique Tech 3 =>
A) ??
B) ??
Hualu:
Unique Tech 1 =>
A) ?? Passive/Active
B) For a cost, you can reassign strike units into defense functions Active only
Unique Tech 2 =>
A) ??
B) ??
Unique Tech 3 =>
A) ??
B) ??
- For now a total of 3 slots for each race. For each slot you get 2 possible techs out of which you can choose only one. (maybe will add that you can reset your choice back to square one, obviously no refunds)
- Techs can be passive or active. Active bonuses give a stronger boost than passive techs. However Active techs cost resources either for the time they are "turned on" or each time they are used. Additionally there is a time lag between turning them on and off.
- Tech 1 generally "strongest", Tech 2 some passive effect, Tech 3 least "powerful" (Tech 3 only indirectly relates to the race's special focus, i.e. daning, having invaded many lands, found out about how certain clans execute covert missions, through this can sometimes find out who sabotaged them in order to bring wrath upon those who dare to engage in cowardly acts of terrorism)
Wherever there are ??, means i have no clue what to put, if mode type is written then that tech must be only available in the mode given. Obviously you can suggest changes to techs that are already written.
Daning:
Unique Tech 1 =>
A) % of units lost on attacks recovered as UU's Passive/Active (Effect stronger when in Active Mode)
B) Attack forces support defense forces in battle to some extent (no casualties or weapon damage to attack units, simple power increase based on defense action) Active only
Unique Tech 2 =>
A) Strike Attacks by you have a % chance of not costing any ST's Passive only, Attack and Raid not included
B) Strike Attacks by you have a % chance of not costing any AT's Passive only, Attack and Raid not included
Unique Tech 3 =>
A) % Change of finding out the origin of a successful assassination mission Passive only
B) % Change of finding out the origin of a successful sabotage mission Passive only
Miraya:
Unique Tech 1 =>
A) % of units lost in attacks on you recovered as UU's/Farmers Passive/Active (Effect stronger when in Active Mode)
B) ?? Active only
Unique Tech 2 =>
A) Strike Attacks on you have a % chance of costing more ST's Passive only, Attack and Raid not included
B) Strike Attacks on you have a % chance of costing more AT's Passive only, Attack and Raid not included
Unique Tech 3 =>
A) ??
B) ??
Kyora:
Unique Tech 1 =>
A) % chance that on a assassination or sabotage mission, you deal "double damage" (Power per agent doubled, and basic limits double) Passive only
B) ??
Unique Tech 2 =>
A) Intelligence and Assassin missions have a % chance of costing no ST's Passive only
B) Intelligence and Assassin missions have a % chance of costing no CT's Passive only
Unique Tech 3 =>
A) ??
B) ??
Hualu:
Unique Tech 1 =>
A) ?? Passive/Active
B) For a cost, you can reassign strike units into defense functions Active only
Unique Tech 2 =>
A) ??
B) ??
Unique Tech 3 =>
A) ??
B) ??
Last edited by Admin on Tue Sep 01, 2009 9:32 am; edited 7 times in total
Re: Unique techs?
if you had that one you suggested then , it would be basicly an auto bank , meaning people wouldnt bother building a defence to save , because not needing to worry about defending the money
Lord Pegasus- Aderan Farmer
- ID : 10
Alliance : World Republic
Age : 35
Number of posts : 91
Location : Guernsey Channel Islands
Registration date : 2009-01-07
Re: Unique techs?
would be far from an autobank.
1) you only have a % chance of it actually happening when you get hit (let's say 10%)
2) you only bank 5-10% of what you had on hand
hence yes an autobank that banks on average 0.5-1% of your kuwal when you get hit.
when you farm you get between 90-100% of the kuwal out, 1% up or down from that special doesn't make much difference then
so people will still rather want to build that def to save their money
1) you only have a % chance of it actually happening when you get hit (let's say 10%)
2) you only bank 5-10% of what you had on hand
hence yes an autobank that banks on average 0.5-1% of your kuwal when you get hit.
when you farm you get between 90-100% of the kuwal out, 1% up or down from that special doesn't make much difference then
so people will still rather want to build that def to save their money
Re: Unique techs?
Actually, i would like to see some race improvement;
not the like for SGW with ascencding where you loose everything i go to a crappy server....
But some sort of DNA advance you would get through techs, this would allow us to get some points into personnal stats;
I was not here into late beta with techs and such...
I have not more to say about it; just that it is a game, and i would be very exciting to feel you got to the next level of the game even if you won a mere 1% on your stats, as long it's written you have unlocked a new race or something like this.
...
regards
not the like for SGW with ascencding where you loose everything i go to a crappy server....
But some sort of DNA advance you would get through techs, this would allow us to get some points into personnal stats;
I was not here into late beta with techs and such...
I have not more to say about it; just that it is a game, and i would be very exciting to feel you got to the next level of the game even if you won a mere 1% on your stats, as long it's written you have unlocked a new race or something like this.
...
regards
Halaryel- Aderan Farmer
- Number of posts : 81
Registration date : 2008-08-22
Re: Unique techs?
being able to get extra personal stats i something I will be releasing.
However as of now I have no set idea about the process nor the costs.
So as of now the release of the increase in stats is on hold until something can be devised and coded. (there's another topic in the suggestion section about personal bonus)
However as of now I have no set idea about the process nor the costs.
So as of now the release of the increase in stats is on hold until something can be devised and coded. (there's another topic in the suggestion section about personal bonus)
Re: Unique techs?
I think race orennted stats bonuses are great, but if your going to add the "personal point" system like you describe it may overpower 1 hit wonders. Take the attck race, with all 30 pts in att, with att race bonus, It may just get to be entirely to much.
I'd like to see more race bonuses that revolve around the race like the original race bonuses in SGW
Att race gets a % chance of less or no losses on an attack
Def race gets a % chance of less or no losses on defended attacks
Covert gets a % chance to double their defensive covert strength, or accept no losses on spy/sab/assasin runs
As for the $$ race, well we have free banking, maybe a % to decrease $$ taken from us? or increase the $$ we take?
Something more along those lines, make race mean something. As it stands now you can go with the defensive race and dump all points in Att and compete with the attack race. Make the race bonuses something you can not get other then by race.
I'd like to see more race bonuses that revolve around the race like the original race bonuses in SGW
Att race gets a % chance of less or no losses on an attack
Def race gets a % chance of less or no losses on defended attacks
Covert gets a % chance to double their defensive covert strength, or accept no losses on spy/sab/assasin runs
As for the $$ race, well we have free banking, maybe a % to decrease $$ taken from us? or increase the $$ we take?
Something more along those lines, make race mean something. As it stands now you can go with the defensive race and dump all points in Att and compete with the attack race. Make the race bonuses something you can not get other then by race.
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: Unique techs?
possibly?
Hualu:
Unique Tech 1 =>
A) ?? Passive/Active
B) For a cost, you can reassign strike units into defense functions Active only
Unique Tech 2 =>
A) ??
B) ??
Unique Tech 3 =>
A) having the ability to gain kewal as if on relaxed mode with no cost, or gaining a point to motivation level without having to go to relaxed (passive, so suggest amount be VERY low)
B) Having a "timer" or a "counter" that gives you an income bonus equal to overtime work without the cost to motivation, needs to be actively turned on, needs a cost but IDK what.
also, you could have a tech related to getting a better % of kewal on farming hits, or even getting more then they have? this could work for the attacking race as well?
how about something allowing Hualu to raid and convert them to income units at no or decreased cost?
just a few ideas
Hualu:
Unique Tech 1 =>
A) ?? Passive/Active
B) For a cost, you can reassign strike units into defense functions Active only
Unique Tech 2 =>
A) ??
B) ??
Unique Tech 3 =>
A) having the ability to gain kewal as if on relaxed mode with no cost, or gaining a point to motivation level without having to go to relaxed (passive, so suggest amount be VERY low)
B) Having a "timer" or a "counter" that gives you an income bonus equal to overtime work without the cost to motivation, needs to be actively turned on, needs a cost but IDK what.
also, you could have a tech related to getting a better % of kewal on farming hits, or even getting more then they have? this could work for the attacking race as well?
how about something allowing Hualu to raid and convert them to income units at no or decreased cost?
just a few ideas
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: Unique techs?
I dont like the option of no losses in any kind of atack!
Losses have to be every time.
Losses have to be every time.
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
Re: Unique techs?
nomad, fyi the hualu aren't an income race, they are a balanced race, which means that their techs can infringe into the territory of all other races.
your suggestions simply increase the income production, dont like that, plus tech 3 is supposed to be "weakest", what you suggested would make them equivalent to tech 1
your suggestions simply increase the income production, dont like that, plus tech 3 is supposed to be "weakest", what you suggested would make them equivalent to tech 1
Re: Unique techs?
then use a weaker version of the bonuses given to the other 3 races.
I'll keep thinking about it and try to come up with something, all I came up with so far reminds me of SGW to much
I'll keep thinking about it and try to come up with something, all I came up with so far reminds me of SGW to much
Nomad- Alliance Leader
- ID :
Number of posts : 4259
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17
Re: Unique techs?
Unique techs:
All races would have major tech and minor techs.
Major techs:
Daning
X% of units lost in all kinds of attack missions will be recovered as untrained or farmers (player can decide which he wants)
Miraya
X% of units lost in defense against all kinds of attack missions will be recovered as untrained or farmers (player can decide which he wants)
Kyora
X% of units lost in covert missions will be recovered as untrained or farmers (player can decide which he wants)
X% of units lost in assassination missions will be recovered as untrained or farmers (player can decide which he wants)
Hualu
X% of CIVILIAN units lost in invasion missions will be recovered as farmers
(not as untrained since they would be stolen in this case easily)
Minor techs:
all races can research the major techs of other races, however the first level of their minor tech will cost as much as the second/third level of their major tech (should be more expensive)
For Major Tech
100.000.000 for level 1 (pays of after 1.000 untrained have been saved)
150.000.000 for level 2 = 2% (multiples of 1.5)
225.000.000 for level 3 = 3%
337.500.000 for level 4 = 4%
506.250.000 for level 5 = 5%
759.375.000 for level 6 = 6%
For Minor tech.
150.000.000 for level 1 (pays of after 1.500 untrained have been saved)
225.000.000 for level 2 = 2% (multiples of 1.5)
337.500.000 for level 3 = 3%
506.250.000 for level 4 = 4%
759.375.000 for level 5 = 5%
Minor techs should also include the following:
-increase worker motivation during NORMAL mode by +1 per day (per tech level) (can activate only once per week)
-increase amount of attack turns by +10 (per tech level) (once per week)
-increase amount of supply turns by +10 (per tech level) (once per week)
-increase amount of covert turns by +5 (per tech level) (once per week)
All races would have major tech and minor techs.
Major techs:
Daning
X% of units lost in all kinds of attack missions will be recovered as untrained or farmers (player can decide which he wants)
Miraya
X% of units lost in defense against all kinds of attack missions will be recovered as untrained or farmers (player can decide which he wants)
Kyora
X% of units lost in covert missions will be recovered as untrained or farmers (player can decide which he wants)
X% of units lost in assassination missions will be recovered as untrained or farmers (player can decide which he wants)
Hualu
X% of CIVILIAN units lost in invasion missions will be recovered as farmers
(not as untrained since they would be stolen in this case easily)
Minor techs:
all races can research the major techs of other races, however the first level of their minor tech will cost as much as the second/third level of their major tech (should be more expensive)
For Major Tech
100.000.000 for level 1 (pays of after 1.000 untrained have been saved)
150.000.000 for level 2 = 2% (multiples of 1.5)
225.000.000 for level 3 = 3%
337.500.000 for level 4 = 4%
506.250.000 for level 5 = 5%
759.375.000 for level 6 = 6%
For Minor tech.
150.000.000 for level 1 (pays of after 1.500 untrained have been saved)
225.000.000 for level 2 = 2% (multiples of 1.5)
337.500.000 for level 3 = 3%
506.250.000 for level 4 = 4%
759.375.000 for level 5 = 5%
Minor techs should also include the following:
-increase worker motivation during NORMAL mode by +1 per day (per tech level) (can activate only once per week)
-increase amount of attack turns by +10 (per tech level) (once per week)
-increase amount of supply turns by +10 (per tech level) (once per week)
-increase amount of covert turns by +5 (per tech level) (once per week)
Kenzu- Alliance Leader
- Age : 37
Number of posts : 3034
Registration date : 2008-12-03
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