Aderan Wars
Would you like to react to this message? Create an account in a few clicks or log in to continue.

AIRFORCE

+3
seaborgium
ian
Lord Ishurue
7 posters

Go down

AIRFORCE Empty AIRFORCE

Post by Lord Ishurue Fri Apr 09, 2010 11:10 pm



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
Aderan Assassin

Alliance :
Mujengan

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

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by ian Fri Apr 09, 2010 11:12 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).

Finally.... allies/ people who have you set to peace will be able to send their fleets to your colonies. These will automatically be added to the defence forces in the event your colony/ naval force is attacked while their naval forces are over your colony.

This should add a HUGE new depth to the game, and make alliance wars really really interesting and fun!

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

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
Coalition Officer
Coalition Officer

Alliance : You get 3 guesses as to which one Razz
Age : 34
Number of posts : 1180
Registration date : 2009-04-21

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Lord Ishurue Fri Apr 09, 2010 11:18 pm

ian wrote:
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).

Finally.... allies/ people who have you set to peace will be able to send their fleets to your colonies. These will automatically be added to the defence forces in the event your colony/ naval force is attacked while their naval forces are over your colony.

This should add a HUGE new depth to the game, and make alliance wars really really interesting and fun!

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

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?



We have our Airforce with its 3 Ship research fields . ( Offense , defense, and Explorers )
Each has their own techs to enhance its missions or Attack path .

instead of Labs we do colonies .
Maybe u can build 1 lab per colony to make Plant based medicines . and the aliens populate the colony . The Lab uses Matter to make fuel .

To unlock colonies and use them you need a Navy and colonization territories ( territories will be found by Explorers )

Navy is used to transport food to the colonies , as well as troops to defend them .

Did that sum up our suggestions ian ?
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

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by ian Fri Apr 09, 2010 11:27 pm

Hmm, i like the lab suggestion you ve just made.

So basically building colonies has a couple of advantages:

- Cheaper upgrade costs for Unit Production
- Less admin efficiency for the colonies vs. your home-base (so more income per population)
- Each can have a lab and specialise in a given branch:

I.e one colony can specialise in plant based medicine, another can specialise in matter research in improving fuel - which in turn is used to improve the speed of merchant vessels & your navy in moving between your colonies?

But... this would come at the cost of:

- Risking loosing your colonies - along with everything invested into them.
- Having to build and deploy a navy (something which would be a pretty costly undertaking).
- Having a much greater burden upon you in times of war (i.e you wouldnt' have to just wage war with your home-base, but replace losses and continue the defences of your colonies in order to protect them!).

So lots to gain and loose..... Very Happy I really like this idea... and with about 12 people currently selling on the game, the game really does need something new added to it to keep current members interested and to draw in even more players.

What does everything think. Admin - what do you think?
ian
ian
Coalition Officer
Coalition Officer

Alliance : You get 3 guesses as to which one Razz
Age : 34
Number of posts : 1180
Registration date : 2009-04-21

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Lord Ishurue Fri Apr 09, 2010 11:33 pm

What is the Orbital Defense grid ? Is it to protect your navy and Merchant vessels ?
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

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by ian Sat Apr 10, 2010 12:04 am

Ishurue wrote:What is the Orbital Defense grid ? Is it to protect your navy and Merchant vessels ?

Hmm, good point - i ll try to define the orbital defence grid more clearly and what its role would be.

Orbital Defence Grid = purely defensive structure. The defence grid would be what you can build over both your colonys and home-base. In terms of firepower and capability it would be massively more cost effective than naval vessels. It would be set up similar to the navy, so with:

- Garrison Fighters
- Garrison Bombers
- Mobile Laser Satellites (Equivilant to Cruisers)
- Mass Driver battery's (Equivilant to Dreadnoughts)
- Long Range Missile Silo's (Equivilant Ballistic)

Basically then an attack against a planet's defence grid would function pretty much the same as against a defender's navy. In the case of both a defender's navy and defence grid being present, both would combine forces.

When there is a defence grid in orbit, 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 defence grid and consequently fail with heavy losses to the attacking force.

Unlike the navy, the orbital defence grid(s) would not be able to:

-Provide firesupport to defenders on the ground
- Be used offensively to attack others.

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

A major issue i can see with the proposed colony and naval suggestion is that weak players and alliances would be easy pickings to larger players and alliances. As such we d need to come up with a way to counter-balance this.

There's a couple of suggestions i have in this regard:

1.) The first suggestion is that basically you have some sort of game-wide average naval power set-up... similar to how admin efficiency is worked out. Player's over the average naval power will experience a dramatic short-fall in the power efficiency of their orbital defence grids (NOTE: Not their navies!!).

This is brought on due to the player having a heavy focus on their navy, and as such this focus comes at the expense of decreased efficiency in the production and maintainaince of their orbital defence facilities, due to their infrastructure being focused upon naval expansion.

Those under the average naval power will experience an increased efficiency in their orbital defence facilities - due to lacking a focus on their naval capabilities the player's orbital defence grids naturally experience a boost (since they would become the player's main line of defence, and since their infrastructure would be mainly geared towards Orbital Defence Grids their military personnal and constructors would gain a specialist knowledge in Orbital Defence - leading to improved defensive capabilities).

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

The above idea would be basically player's who focus upon offensive capabilities (Navy) would do so at the expense of defensive capabilities (Orbital Defence Grid). While those who don't really have an offensive capability would as such gain a increased defensive capability.

The idea is that Orbital Defence Grids should be vastly more cost-effective than a navy in terms of protecting a colony. This coupled with the above suggestion means that hopefully larger stronger would in large part be counter-balanced, and thus colonial conquest while still being possible, would not be a cheap or easy option (baring in mind you d still have to blockade the enemy planets even after the orbital defence grid/ defending naval vessels are taken out). Ideally i d like Orbital defence grids to be able to take on navy's with values of more than 4 -5 kuwal's investment and still be able to win - and this would be before the effects of the above suggestion would kick in.

We d also have to consider naval attacks would use up supply turns - so there would be naturally a limit on the rate of expansion/ conquest a player can achieve.

2.) Another possible solution would be some sort of naval-black market. I.e. As the naval average increases and as more vessels of better classes are researched by the leading naval-powers/ players, new classes of black-market vessels would become available for purchase to any and all players below a set point i.e. players with 125% or below of the average naval power would be able to purchase Black-Market Vessels (so really strong naval power's wouldn't have access).

These Vessels would be very cheap and would come pretty heavily armed, but in turn would be very easy to kill (by comparison to "proper" naval units) and very slow (i.e. taking 36hours to transit between colonies - meaning a player trying to go on the offensive with these ships would be at a considerable disadvantage since the defender would be able to manoveure his naval forces far quicker (12hours) to meet his attack, which coupled with their being easy to kill even for a weakened defence-grid, would make any offensive hard and thus the Black-Markey Vessels mainly being useful for defensive purposes).

It means "strong" Naval powers i.e. larger players - would likely be churning out reasonable amounts of high-tech vessels, and using these to conquer others. Weaker naval players to help counter this effect would hopefully be able to deploy reasonably large numbers of much cheaper -but much slower and easier to kill, black market vessels which would be reasonably well armed - so any conqueror would potentially face strong orbital defences backed by considerable amounts of cheap, weak (in terms of damage they can sustain) but relatively powerful vessels.

Hopefully then the effect of Supply Turns, Orbital Defence Grids and Mass-Produced Black Market Vessels would be enough to mean weaker smaller players would stand a fighting chance of holding off larger players - or at least making it a very hard fight with the attacker being made to pay heavily for every conquest.

Basically - players would face a choice of:

- Defensive: Weak Mobile Offensive Naval Force. Highly cost effective Orbital Defence Grids & access to cheap, relatively powerful but easy to kill vessels - overall then strong in defence, but weak in offense.

Or:

- Offensive: Strong Naval Force. Highly Mobile and aggressive capability - but at the cost of defensive capabilities and heavy losses against a prepared defender.

Views/ Thoughts?
ian
ian
Coalition Officer
Coalition Officer

Alliance : You get 3 guesses as to which one Razz
Age : 34
Number of posts : 1180
Registration date : 2009-04-21

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by seaborgium Sat Apr 10, 2010 2:17 am

my view is that it looks great, my thoughts. Get admin to fix what is already in place, then get admin to work on stuff he has in place that does nothing.
Then add to the game

seaborgium
2nd in Command
2nd in Command

Number of posts : 2551
Registration date : 2009-10-06

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by ian Sat Apr 10, 2010 2:23 am

seaborgium wrote:my view is that it looks great, my thoughts. Get admin to fix what is already in place, then get admin to work on stuff he has in place that does nothing.
Then add to the game

By stuff he has in place that does nothing i assume your referring to the spaceport and various other buildings... hence this suggestion.
ian
ian
Coalition Officer
Coalition Officer

Alliance : You get 3 guesses as to which one Razz
Age : 34
Number of posts : 1180
Registration date : 2009-04-21

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Osyndicate Thu May 06, 2010 1:06 am

Correct me if I am wrong, but if the....



Above ground labs produce 20% more than the underground ones, and the underground ones, produce 20% less than the ABground ones....

That creates an almost-infinite loop *Or even paradox* that ends with each only producing 1?
Osyndicate
Osyndicate
Aderan Miner
Aderan Miner

ID : Syndicate
592
SS Currently Active.
Alliance : World Republic.
Minister of Foreign Affairs.
Age : 31
Number of posts : 208
Location : Behind you...
Registration date : 2009-05-02

http://google.com

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Magnus Fri Jul 16, 2010 4:21 am

Have I missed something on the STARPORT ? It does not say a thing about not building it anymore or was just the text removed
?
Magnus
Magnus
Aderan Miner
Aderan Miner

ID : 43
Age : 51
Number of posts : 312
Location : Here I am here ha ha ha ha
Registration date : 2009-04-22

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Admin Fri Jul 16, 2010 9:42 am

Magnus wrote:Have I missed something on the STARPORT ? It does not say a thing about not building it anymore or was just the text removed
?
the button t o actually build it should be gone
Admin
Admin
Admin

Number of posts : 4363
Registration date : 2008-08-18

http://www.aderanwars.com

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Nomad Fri Jul 16, 2010 9:50 am

Makes you wonder why it was removed doesn't it?



What a Face
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
Location : Everywhere and nowhere at all.
Registration date : 2008-12-17

Back to top Go down

AIRFORCE Empty Re: AIRFORCE

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum