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Airforce

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Post by Lord Ishurue Fri Apr 09, 2010 7:01 pm


I decided to post this under spam , mainly because we have a lot of game suggestions going on , and a lot more important topics in General discussion ( alliances strategies etc )

I dont know what Admin is planning for Airforce but this was my idea . It will add a Tamagatchi element to the game ( Tamagatchi was a hot toy back in the 90's where u raise your tomagotchi to grow and stuff . Like a virtual pet so to speak . )

3 types of ships

Fighters ( Offense )

Defenders ( Defends against fighters )

Explorers ( Search the Galaxy for Plant life , Alien life , Matter which will be used in your laboratories )


Airforce research

Offense
Missles & Bombs ( Drop powerful missles to deal devasting damage to a target )
Androids ( Drop Androids into enemy realm to deal damage each turn to specific target )

Defense
Counter Missiles & Bombs ( defends against Missiles & Bombs )
Anti Android ( Defends against Androids )

Explorer
Matter recovery ( increases the amount of matter you find on a Matter finding mission )
Plant life recovery ( increase the amount of Plant life you find on a Plant Life finding mission )
Alien life recovery ( increases the amount of Alien life you find on an alien recovery mission )

Yard level 2
Airforce Factories
Ship building factories ( build Fighters & Defenders )
AI building factories ( Build Explorers & Androids . )

Laboratories ( a max of 6 Laboratories )

Under ground Laboratories ( can not be destroyed but produce 20% less then above ground ones)
Above ground Laboratories ( Can be destroyed but produce 20% more then underground ones . )

___

Laboratories page for example
Lab 1 plant life ( Plant life is used to make Medicines for your troops )
Super Soldier serum . for 20 turns your ground troops get + 20% stat increase , but after the serum wears off u lose 1% of your troops . )

Thats one example other medicines can be all troops fight at 100 % for x amount of turns . less troops die in battle for x amount of missions .

lab 2 alien life ( using advanced scientific techniques and cloning ( this will keep it g rated for younger players )
4 types of aliens .
strike
income
UP
Defense
covert
assassins
u can combine a max of 3 aliens and the more u have the bigger boost they provide in their attribute .

Lab 3 Matter production

Matter is used to produce fuel so u can perform extra missions . ( AIRforce missions will use Fuel and STs )

1 new income units

Lab Experts Make 150 per turn max of 10 days worth of raw into them . can not be untrained or destroyed )

What are some other ideas ? This Tamagotchi element will bring more then just a farm & raid to grow for the players who dont go to war .

Instead of doing the traditional steal planets and build them , this new approach may provide some uniqness to the game .
Lord Ishurue
Lord Ishurue
Aderan Assassin
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The Unlimited Elite Gun Force
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Airforce Empty Re: Airforce

Post by ian Fri Apr 09, 2010 10:19 pm

Ishurue wrote:
I decided to post this under spam , mainly because we have a lot of game suggestions going on , and a lot more important topics in General discussion ( alliances strategies etc )

I dont know what Admin is planning for Airforce but this was my idea . It will add a Tamagatchi element to the game ( Tamagatchi was a hot toy back in the 90's where u raise your tomagotchi to grow and stuff . Like a virtual pet so to speak . )

3 types of ships

Fighters ( Offense )

Defenders ( Defends against fighters )

Explorers ( Search the Galaxy for Plant life , Alien life , Matter which will be used in your laboratories )


Airforce research

Offense
Missles & Bombs ( Drop powerful missles to deal devasting damage to a target )
Androids ( Drop Androids into enemy realm to deal damage each turn to specific target )

Defense
Counter Missiles & Bombs ( defends against Missiles & Bombs )
Anti Android ( Defends against Androids )

Explorer
Matter recovery ( increases the amount of matter you find on a Matter finding mission )
Plant life recovery ( increase the amount of Plant life you find on a Plant Life finding mission )
Alien life recovery ( increases the amount of Alien life you find on an alien recovery mission )

Yard level 2
Airforce Factories
Ship building factories ( build Fighters & Defenders )
AI building factories ( Build Explorers & Androids . )

Laboratories ( a max of 6 Laboratories )

Under ground Laboratories ( can not be destroyed but produce 20% less then above ground ones)
Above ground Laboratories ( Can be destroyed but produce 20% more then underground ones . )

___

Laboratories page for example
Lab 1 plant life ( Plant life is used to make Medicines for your troops )
Super Soldier serum . for 20 turns your ground troops get + 20% stat increase , but after the serum wears off u lose 1% of your troops . )

Thats one example other medicines can be all troops fight at 100 % for x amount of turns . less troops die in battle for x amount of missions .

lab 2 alien life ( using advanced scientific techniques and cloning ( this will keep it g rated for younger players )
4 types of aliens .
strike
income
UP
Defense
covert
assassins
u can combine a max of 3 aliens and the more u have the bigger boost they provide in their attribute .

Lab 3 Matter production

Matter is used to produce fuel so u can perform extra missions . ( AIRforce missions will use Fuel and STs )

1 new income units

Lab Experts Make 150 per turn max of 10 days worth of raw into them . can not be untrained or destroyed )

What are some other ideas ? This Tamagotchi element will bring more then just a farm & raid to grow for the players who dont go to war .

Instead of doing the traditional steal planets and build them , this new approach may provide some uniqness to the game .

I really like this suggestion Smile

Another suggestion (to go with the above) is to have colonies and navy's. The explorer ships on top of discovering matter, plant and alien life will also be able to discover area's suitable for colonisation.

Players will then be able to create colonies.

Colonies:

Each colony will act as a miniture account. They will have their own unit production (which can be developed) and will have their own income units (miners, farmers and workers) - which will act much the same way as the "home" account's one's do. They ll also have their own admin efficiency - which since they ll be a colony with a devolved government the efficiency (or lack thereof) of the home planet/ base will only impact the AE of the colony slightly (i suggest 25% - so if a person's home-base efficieny is 80%, the colony will loose 5% (25% of 20% lost) - thus the colony would start off off with 95% efficiency and then vary based on population).

The colonies will be able to develop Unit Production, Income and Research (i.e. the research of plant, Alien and Matter which Lord Ishurue suggested above).

However, here would be where AW is unique compared to other games:

The colonies will be unable to train any form of military units, or to build any of their own weapons. They won't be able to build any airforce units or naval units as well. In short: They ll be completely dependent upon the home-base for these.

Any gold, untrained units or research points (or whatever they would be) would only be able to be used by the colony which created it. In order for your home base to use what the colonies generate, the result of the colonies production would have to be transported back to the home-base by the merchant navy.

The merchant navy would be general transport vessels which you purchase for XXX kuwal and XXX Untrained Units. Each vessel would have a set limit it can transport i.e. something like 10,000 Untrained Units or 200million kuwal, or 5000 soldiers/ supers/ mercs along with their weapons etc...

For every-day trade i.e. the colony sending resources back to the home-base - you would have a dedicated trade-link page where you could assign a set amount of merchant vessels to eithier transporting Kuwal, Untrained Units or research-stuff. I.e. if your colony-Bravo makes 1billion kuwal a day and 10,000 Untrained Units, you would need 5 merchant vessels (using the above figures) assigned to kuwal transport in the trade route between home-base and Bravo, and 1 merchant vessel assigned to UU transport. Each vessel would depart the colony as and when it is filled up (income and U.P generation would automatically go into the merchant vessel) - once the merchant vessels are full they d automatically set route to the home-base, and upon depositing the resources at home-base would head straight back to the colony. There should be a travel time involved - something like 12hours for the vessels to travel between the colony and home-base (or from colony to colony), and then another 12hours back.

For transport of troops, weapons and airforce between your home-base and colonies, you would have to manually select merchant vessels and assign the forces (taken from your home-base's existing forces) into the merchant vessels and send them to the colony, which would take 12hours or however long.

Colonies can be attacked much the same way your home-base can be attacked. Their UU and kuwal stolen in raid and farming attacks. There would be no travel time involved for an attackers forces using eithier attack or raid on an enemy colony - they d merely need to have enough merchant vessels to transport their forces. For any other form of attack - assaults, invasions, sabotage, assassinations, hunting assassins etc... - they d have the 12 hour travel time as well, so an enemy would have to plan carefully how to assault an enemy's colony.

Finally - and this is where navy's come into their own - there would be a way to take an enemy's colony and make it your own.

On top of kuwal, UU and research-stuff, there would be a 4th resource only relevant to colonies - food. Simply put: Colonies can never be 100% self-sufficient when it comes to food. To sustain a colonies population you would need to have enough merchant vessels assigned to transporting food between the home-base and colony in the trade-routes page. Food would be automatically generated in the home-base, so all the player needs is the merchant vessels.

Players would be able to do some research to develop food production on their colonies, making them more self-sufficient (so needing less food imports from home-base) - but they could never be 100% self-sufficient, and ideally it should be *very* hard to make them more than 75% self-sufficient. As such, players should be able to invest into food-warehouses which store food, with a choice between surface (can hold more food, but can be attacked and destroyed) and underground (hold less, but safe from attack). The food requirement of a colonies population should be based on a set-amount i.e. 1 ton of food per 100 army size a day, with a single merchant vessel able to carry 500 tons of food or something per transport.

To take an enemy colony, you would need to put the colony under siege via blockade - stopping the enemy merchant vessels trading between home-base and the colony. To do this you would deploy your naval vessels to the enemy colony. Once the colonies food supplies run out, the colony surrenders and the attacker takes control of the colony. A random percentage of the defending military forces (i.e. spies, assassins & defence troops) will manage to break out of the siege and return back to the home-world, but the rest will desert and basically die, while the civilian populace will fall under the attacker's ownership (Note: As food supplies reach critical levels i.e. say with no more than 5 days food supplies left in the colonies, a portion of the civilian populace should start dieing everyday untill eithier the siege is broken, or the colony surrenders).

As such, navy's would do a number of things (and would take 12hours to transport between your home world and colonies, or your home world and the enemy colonies):

When your naval vessels are deployed over one of your colonies, the enemy is unable to:

- Blockade your colony
- Perform any assaults, invasion missions, airforce or hunting assassin missions.
- There would be a % chance (5 - 10% or something) that enemy attack, raid & sabotage missions against the colony would be intercepted in orbit by the defending navy and consequently fail with heavy losses to the attacking force.
- While deployed in orbit defending forces resisting against attack & raid missions would gain addittional defensive power due to orbital support.

To blockade a colony, consequently the defending naval forces have to be destroyed. To this effect the attacker would have the option (once his forces are at an enemy colony) to initiate a fleet-attack. Not sure how this would work out... but basically it would be a bit like a massing. No defenders and enemy vessels in orbit = colony is blockaded.

Finally, if an enemy blockades a player's home-base, it won't effect that home-base, but ALL trade to the home-base will stop, and all food-shipments from the home-base to the player's colonies will stop... this in effect means if an enemy goes for your home-base, and win's.... your colonies are in deep trouble.... though if player's have researched food development then while no single colony will be 100% self-sufficient, the player if they have a brain would be able to have some of the colonies pool this development to pro-long how long they could last for. Colonies which have ran out of food and don't have any player's forces in orbit of them become rebel colonies (they should generate some sort of rebel fleet, and to capture them the player merely needs to destroy the defending fleet).

You should have the option of developing a orbital-defence grid over your home-base and colonies, which supports any defending forces in orbit should they come under attack by an enemy fleet (Note: Due to them being stationary defences they can't block any ground attacks). The orbital defence grids should be more powerful than naval vessels, but should increase in cost the more you have over a planet - while naval vessel prices should remain the same.

Not sure how you d work out the naval battles, but a couple of idea's:

- Different classes of ships, some of which are opened up via research.
- The ability to improve weapon, Hull and shield technologies - adding increased %
- Shield Hit Points
- Hull Hit Points

Shields absorb 50% of the damage first, reducing damage to the hull- and once the Hull's gone, the ship is destroyed. Shields can be improved to absorb more damage. The shield "points" should be about 25% of the Hull's points (with research this can be improved) - meaning after a certain amount of attacks the vessel's shields would have reached 0.

The types of vessels would be divided between:

- Fighters
- Bombers
- Cruisers
- Dreadnaughts
- Ballistic

I have a rough suggestion on the options for naval attacks (Note: The attacker should be able to enter how many and what type of vessels to use in each attack - much like you can with spies for sabbing):

- Dog Fight: Fighters engage Fighters. Defending forces gain 25% firepower bonus due to support from their fleet.
- Bombing Run: Bombers & Fighters attack. Bombers gain a 40% damage bonus, Attacker Fighters suffer a 30% loss (due to escorting the bombers), defending Fighters gain a 50% damage bonus (due to engaging Bombers & the attacking fighter's being restricted in manoeuvrability due to having to escort the Bombers)
- Flanking Manoeuvre: The attacking fleet attacks the defending fleet (so all vessels in both fleets are engaged). Fighters & Bombers gain no advantage or penalties. Attacking Ballistic Vessels suffer a 30% Hull & Shielding loss (due to being in a close-quarter battle). Attacking Dreadnaughts suffer a 20% attack-power loss (due to their being designed for "line" battle's as oppossed to high manoeuvrability). Attacking Cruisers gain a 25% damage bonus and 10% Shielding bonus due to out manoeuvring the defending fleet. Defending fleet suffers no penalties or bonuses.
- Long Range Bombardment: The attacking fleet's Ballistic vessels target the defending fleet. Attacking & Defending Fleet Ballistic Vessels suffer no penalties or bonuses. Defending Fleet Dreadnaughts & Cruisers suffer a 80% Attack-power loss due to having to fight at exstreme ranges.
- All out attack: Everything attacks everything. Defending Fleet gains a 15% attack power bonus due to defending (thus being able to salvo the enemy while the attacker's manoeuvre into position). Dreadnaughts in both fleets gain a 20% attack bonus due to this being a medium-ranged all-out battle (what they are designed for).

----------------------------------------------------------------------------------------------------------------------------------------

Basically... it would involve a ton of coding, but i think would definately add a whole new depth to the game. It would basically be 2 large updates:

- First the airforce system.
- Secondly the colony & Navy system.

Views/ Thoughts?
ian
ian
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Alliance : You get 3 guesses as to which one Razz
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Airforce Empty Re: Airforce

Post by Nomad Sun Apr 11, 2010 2:10 pm

Both ideas sound good guys, but I think we have far to many "game changing" updates coming to go this far out. We need to get ALL the game basics completed before doing something like this.

I mean look at airforce for example. No one knows the kill ratio on these things so it make building training facilities and weapons facilities a real gamble since they are to be attackable.

Finish up the standing game first is what I'm saying I guess.
Nomad
Nomad
Alliance Leader
Alliance Leader

ID : WORD OF THE DAY
Hipocracy
hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
3. a pretense of having some desirable or publicly approved attitude.

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Post by Lord Ishurue Sun Apr 11, 2010 3:01 pm

Nomad wrote:Both ideas sound good guys, but I think we have far to many "game changing" updates coming to go this far out. We need to get ALL the game basics completed before doing something like this.

I mean look at airforce for example. No one knows the kill ratio on these things so it make building training facilities and weapons facilities a real gamble since they are to be attackable.

Finish up the standing game first is what I'm saying I guess.

So for example . First finsih fine tuning the squads , making the game easy for 1st time MMO players , fine tuning some of the new updates , like under assassinations have it say kills 3.5-4.5% of targeted unit and u lose 7.5% sent . stuff like that ??
Lord Ishurue
Lord Ishurue
Aderan Assassin
Aderan Assassin

Alliance :
Mujengan

The Unlimited Elite Gun Force
Age : 36
Number of posts : 666
Registration date : 2009-11-05

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Airforce Empty Re: Airforce

Post by Nomad Sun Apr 11, 2010 8:05 pm

Ishurue wrote:
Nomad wrote:Both ideas sound good guys, but I think we have far to many "game changing" updates coming to go this far out. We need to get ALL the game basics completed before doing something like this.

I mean look at airforce for example. No one knows the kill ratio on these things so it make building training facilities and weapons facilities a real gamble since they are to be attackable.

Finish up the standing game first is what I'm saying I guess.

So for example . First finsih fine tuning the squads , making the game easy for 1st time MMO players , fine tuning some of the new updates , like under assassinations have it say kills 3.5-4.5% of targeted unit and u lose 7.5% sent . stuff like that ??

Yes, and get all the other "suggestions under consideration" hashed out. Then get something done with the airforce as we know it so people know weather to build more training/weapons facilities or not.


mainly just tie up all the loose ends presently.
Nomad
Nomad
Alliance Leader
Alliance Leader

ID : WORD OF THE DAY
Hipocracy
hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
3. a pretense of having some desirable or publicly approved attitude.

Number of posts : 4259
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