This is kind of borrowing on Kard's thread.
It would also be interesting if SMR added new sides to the game along these lines.
Mining - No not the monotonous job of laying tons of forces in a galaxy. I'm talking about a ship equipped with mining "lasers" as your "guns" and mining asteroids and rocks for trade goods, then selling them off to ports for profit.
Deployable Cargo - Something an alliance can buy for a fee and drop off at a location where other players and dump goods that others can either trade off of or use to stock with. You would need a really expensive ship to haul a deployable cargo bay around. The price would also determine how much it can haul as well. I'd say 50mil per 1000 holds with a max of 5000 holds. Then the ship would obviously have a slow turn speed, like 2 turns per hour. This would also work in synergy with mining and then dumping at a DCH(Deployable cargo hold).
Paid Escorting - A newbie or a person just wanting safety could go to a bar or a location and sign up for paid escorting. Any member of the "escort service" would get a notice and the first to reply would get the "job" this person would become temporarily allied with the person being transported. This person would be in charge of getting the person from the starting position to the place the trader identified to be the ending location safely. The contract would then end and the cash would go directly to the person escorting's personal bank account.
Mercenary work - This would go along the same lines of Escorting except a very broad spectrum. A term of agreements would be maid by an alliance to a "merc." This could be using turns to help OP, mine, trade and donate it to the alliance, build planets and even just scouting. This could give solo players or just people who have free time a few times a week to help alliances out in a broad way while making money for themselves.
Taking over racial HQ's - Before you jump my bones this would be a cool idea. An alliance would have to "bust" the fed HQ like a planet or a port. They couldn't use the racials uno (obviously). When they take it over they get a percentage of the races "tax" money from trading in their galaxy. They also get a %1 tax income from the racial HQ's uno. In transition the alliance would have to pay some back to the HQ once a month which would go to the newbie help alliances bank account. An alliance could only own one HQ. Also the HQ would be equivalent to a level 85 planet. Worth the take, but hard to get. Also it becomes free after 1.5 months.
Defense Satellites - Alliances could build defense satellites that an opposing alliances would have to kill before going any further. There would be max one defense satellite per planet galaxy and one in a nuetral galaxy. These could be built to above level 70 planet standards, but would take 1.25 times as long. You can land on it like a station if you own it, and then build it like a planet. Also you could store goods here kind of like a deployable cargo hold, but a max of 2000 spare goods.
More to come later, but all of these could be graet in SMR or 1.5.
Suggestios for 1.0 and 1.5
Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
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Re: Suggestios for 1.0 and 1.5
Could you elaborate more on this? I'm not sure I understandJester- wrote: Mining - No not the monotonous job of laying tons of forces in a galaxy. I'm talking about a ship equipped with mining "lasers" as your "guns" and mining asteroids and rocks for trade goods, then selling them off to ports for profit.
So this ship would have the ability to deploy its cargo in open space for others to pick up...Would the cargo only last x amount of time? Would people that are in other alliances be able to pick up this cargo should they come across it? And isn't this like fancy slave trading?Jester- wrote:Deployable Cargo - Something an alliance can buy for a fee and drop off at a location where other players and dump goods that others can either trade off of or use to stock with. You would need a really expensive ship to haul a deployable cargo bay around. The price would also determine how much it can haul as well. I'd say 50mil per 1000 holds with a max of 5000 holds. Then the ship would obviously have a slow turn speed, like 2 turns per hour. This would also work in synergy with mining and then dumping at a DCH(Deployable cargo hold).
I like the idea, I just want clarification
Now this idea I REALLY like...I think it would be a great addition to the game, and a great way to help new players, assuming they manage to learn about it right from the beginning and make use of it.Jester- wrote:Paid Escorting - A newbie or a person just wanting safety could go to a bar or a location and sign up for paid escorting. Any member of the "escort service" would get a notice and the first to reply would get the "job" this person would become temporarily allied with the person being transported. This person would be in charge of getting the person from the starting position to the place the trader identified to be the ending location safely. The contract would then end and the cash would go directly to the person escorting's personal bank account.
My only question is, What's stopping someone from acting escort the whole time, and then as soon as they get to their destination, the escort kills their charge? I think it would need to be more then just not receiving the cash made from the escort service, because, as small as the chance is, a high bountied person could, theoretically, make use of this escort service, and the bounty collected would be higher then the escort payment...Perhaps if this happened, then whatever cash the escort has on hand is taken away from them, and alignment is significantly lowered?
I like it...no further questions or comments on itJester- wrote:Mercenary work - This would go along the same lines of Escorting except a very broad spectrum. A term of agreements would be maid by an alliance to a "merc." This could be using turns to help OP, mine, trade and donate it to the alliance, build planets and even just scouting. This could give solo players or just people who have free time a few times a week to help alliances out in a broad way while making money for themselves.
So if an alliance successfully took over the racial HQ, then they could park fully armed in that HQ, correct? I really like this idea alot as well, particularly the part about a small % of money going directly to the NHA AA. But what do you mean it would become free after 1.5 months? The alliance would no longer need to pay monthly fees? If they only need to pay once, then why make them pay at all? Or am I completely misunderstanding?Jester- wrote:Taking over racial HQ's - Before you jump my bones this would be a cool idea. An alliance would have to "bust" the fed HQ like a planet or a port. They couldn't use the racials uno (obviously). When they take it over they get a percentage of the races "tax" money from trading in their galaxy. They also get a %1 tax income from the racial HQ's uno. In transition the alliance would have to pay some back to the HQ once a month which would go to the newbie help alliances bank account. An alliance could only own one HQ. Also the HQ would be equivalent to a level 85 planet. Worth the take, but hard to get. Also it becomes free after 1.5 months.
So a bit like the discussion of an alliance "Wall" a couple months ago? I have mixed feelings about this suggestion, so I'll keep my mouth shut about it for nowJester- wrote:Defense Satellites - Alliances could build defense satellites that an opposing alliances would have to kill before going any further. There would be max one defense satellite per planet galaxy and one in a nuetral galaxy. These could be built to above level 70 planet standards, but would take 1.25 times as long. You can land on it like a station if you own it, and then build it like a planet. Also you could store goods here kind of like a deployable cargo hold, but a max of 2000 spare goods.
The moving it "one sector in your preference"...Do you mean you can only move it north, south, east, or west one sector? Or pick it up and plop it down anywhere you choose? So an alliance could theoretically have a CA, UNO, Bank, Bar, Ship Shop, and Weapon Shops in their galaxy? You'd have to make these locations insanely hard to bust and move, especially the CA...Busting and moving a CA should be the equivalent of busting a Racial HQ...but I do like this idea, it would add alot in alliance wars and galaxy building...imagine an alliance busting all the ports but 2 in their own galaxy and moving them out of the galaxy to create routes a whole lot easier.Jester- wrote:Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
I think he means moving the location 1 sector (I hope at least). Doesn't sound like much but it is still helpful, say you have one CA 9 sectors away and another CA 10 sectors away, you could move the one 9 away 3 sectors closer so that it would be 6 sectors away. Doesn't sound like much but that would add up for the duration of the game I bet. Or say you want a location on your warp and there is something 3 away, a few raids and you got that location.
These are all interesting ideas definitely worth looking into. I like the defense satellite idea but I think if you are going to get an extra planet you should have to pay a lot more for it. Make it a high initial cost to buy the satellite then even more expensive to make the builds for it (with higher supply, cash, and time demands then a current planet).
These are all interesting ideas definitely worth looking into. I like the defense satellite idea but I think if you are going to get an extra planet you should have to pay a lot more for it. Make it a high initial cost to buy the satellite then even more expensive to make the builds for it (with higher supply, cash, and time demands then a current planet).
-when there is a will there is a way
Re: Suggestios for 1.0 and 1.5
You would have "miner" hard points. These HP would be used only for mining. You would have different power levels. Higher the level, faster you can mine the ore/metals. Mining takes time sitting in sector, kind of like the "refresh all" button. The more HP, the faster you go, the less risk you take in sector.Baalzamon wrote:Could you elaborate more on this? I'm not sure I understandJester- wrote: Mining - No not the monotonous job of laying tons of forces in a galaxy. I'm talking about a ship equipped with mining "lasers" as your "guns" and mining asteroids and rocks for trade goods, then selling them off to ports for profit.
The cargo can be used by anyone, but it's owned by the alliance who purcheses it(It would be very expensive). If someone steals from your cargo you get a scout type message and know where they are for up to 2~5 minutes like a radar beacon for stealing your goods. The cargo hold would be indefinite unless moved or destroyed (wouldn't be easy to kill).So this ship would have the ability to deploy its cargo in open space for others to pick up...Would the cargo only last x amount of time? Would people that are in other alliances be able to pick up this cargo should they come across it? And isn't this like fancy slave trading?Jester- wrote:Deployable Cargo - Something an alliance can buy for a fee and drop off at a location where other players and dump goods that others can either trade off of or use to stock with. You would need a really expensive ship to haul a deployable cargo bay around. The price would also determine how much it can haul as well. I'd say 50mil per 1000 holds with a max of 5000 holds. Then the ship would obviously have a slow turn speed, like 2 turns per hour. This would also work in synergy with mining and then dumping at a DCH(Deployable cargo hold).
I like the idea, I just want clarification
They wouldn't get their money and completion time until the person gets to their destination. You then would stay allied to the person for an extra amount of time, say 5~10minutes. We couldn't have you killing your patrons could we?Now this idea I REALLY like...I think it would be a great addition to the game, and a great way to help new players, assuming they manage to learn about it right from the beginning and make use of it.Jester- wrote:Paid Escorting - A newbie or a person just wanting safety could go to a bar or a location and sign up for paid escorting. Any member of the "escort service" would get a notice and the first to reply would get the "job" this person would become temporarily allied with the person being transported. This person would be in charge of getting the person from the starting position to the place the trader identified to be the ending location safely. The contract would then end and the cash would go directly to the person escorting's personal bank account.
My only question is, What's stopping someone from acting escort the whole time, and then as soon as they get to their destination, the escort kills their charge? I think it would need to be more then just not receiving the cash made from the escort service, because, as small as the chance is, a high bountied person could, theoretically, make use of this escort service, and the bounty collected would be higher then the escort payment...Perhaps if this happened, then whatever cash the escort has on hand is taken away from them, and alignment is significantly lowered?
No, I was playing around with the idea that after a set amount of time the alliance owning it would or should have to re-bust it. I'm not sure this is a good idea, but I think it could be reworked. Say the alliance has to pay a tax after every week to the NHA AA and after 1.5 months they lose control of the HQ. As for landing there, I would think no, unless the opposing attacking alliance could use the HQ uno, which would make strategies interesting.I like it...no further questions or comments on itJester- wrote:Mercenary work - This would go along the same lines of Escorting except a very broad spectrum. A term of agreements would be maid by an alliance to a "merc." This could be using turns to help OP, mine, trade and donate it to the alliance, build planets and even just scouting. This could give solo players or just people who have free time a few times a week to help alliances out in a broad way while making money for themselves.
So if an alliance successfully took over the racial HQ, then they could park fully armed in that HQ, correct? I really like this idea alot as well, particularly the part about a small % of money going directly to the NHA AA. But what do you mean it would become free after 1.5 months? The alliance would no longer need to pay monthly fees? If they only need to pay once, then why make them pay at all? Or am I completely misunderstanding?Jester- wrote:Taking over racial HQ's - Before you jump my bones this would be a cool idea. An alliance would have to "bust" the fed HQ like a planet or a port. They couldn't use the racials uno (obviously). When they take it over they get a percentage of the races "tax" money from trading in their galaxy. They also get a %1 tax income from the racial HQ's uno. In transition the alliance would have to pay some back to the HQ once a month which would go to the newbie help alliances bank account. An alliance could only own one HQ. Also the HQ would be equivalent to a level 85 planet. Worth the take, but hard to get. Also it becomes free after 1.5 months.
I suppose it's like a "wall" but more like a tactical structure an alliance makes to keep out an aggressor. It would be expensive to build, and you would have to build from the ore you mine, as well as other aspects in the game. Maybe even make "quests" or a storyline to get the correct goods. I think we should incorporate everything in the game to make a successful alliance. This would help bring all the facets together.So a bit like the discussion of an alliance "Wall" a couple months ago? I have mixed feelings about this suggestion, so I'll keep my mouth shut about it for nowJester- wrote:Defense Satellites - Alliances could build defense satellites that an opposing alliances would have to kill before going any further. There would be max one defense satellite per planet galaxy and one in a nuetral galaxy. These could be built to above level 70 planet standards, but would take 1.25 times as long. You can land on it like a station if you own it, and then build it like a planet. Also you could store goods here kind of like a deployable cargo hold, but a max of 2000 spare goods.
What DWill said below. You could move it only ONE sector from where it is currently located. Then you could move an uno further away, or move a bar further from your warp. This would give you other things to op, but it still gives strategy to what you are doing.The moving it "one sector in your preference"...Do you mean you can only move it north, south, east, or west one sector? Or pick it up and plop it down anywhere you choose? So an alliance could theoretically have a CA, UNO, Bank, Bar, Ship Shop, and Weapon Shops in their galaxy? You'd have to make these locations insanely hard to bust and move, especially the CA...Busting and moving a CA should be the equivalent of busting a Racial HQ...but I do like this idea, it would add alot in alliance wars and galaxy building...imagine an alliance busting all the ports but 2 in their own galaxy and moving them out of the galaxy to create routes a whole lot easier.Jester- wrote:Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
genous idea!!Jester- wrote:Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
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overall all of these ideas are really good!!
the only thing is that all of these ideas about busting stuff takes alot of people and currently smr doesn thave the people
but who knows in smr 1.5 if we actually start ADVERTISING maybe we could get alot of people and it would be a really fun game
the thing that is bad about smr is that you can only do x amount of things..we have to broden that and make it so an alliance can do alot more which woudl make it more fun and alot more strategy
A lot of these ops would take no more than 10 people and you wouldn't have to worry about dieing to 10 armory ships all the time. You only have to worry about getting the job done and training your guys to op properly. This would also help in op practice and give you more things to do ingame besides attacking other alliances.Poca wrote:genous idea!!Jester- wrote:Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
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overall all of these ideas are really good!!
the only thing is that all of these ideas about busting stuff takes alot of people and currently smr doesn thave the people
but who knows in smr 1.5 if we actually start ADVERTISING maybe we could get alot of people and it would be a really fun game
the thing that is bad about smr is that you can only do x amount of things..we have to broden that and make it so an alliance can do alot more which woudl make it more fun and alot more strategy
yeahJester- wrote:A lot of these ops would take no more than 10 people and you wouldn't have to worry about dieing to 10 armory ships all the time. You only have to worry about getting the job done and training your guys to op properly. This would also help in op practice and give you more things to do ingame besides attacking other alliances.Poca wrote:genous idea!!Jester- wrote:Busting Locations - You could "OP" A location to be able to choose to move it one sector in your preference. A single location could only be moved a max 3 sectors in the life time of a game. Moving a sector would be equivalent to busting a level 15 port (15k shields, 1.5k drones and 15k armor). This would give alliances more thinking and strategy when planning a galaxy and moving things around to make it more interesting. You could also use this logic for ports and/or warp locations more interesting.
____
overall all of these ideas are really good!!
the only thing is that all of these ideas about busting stuff takes alot of people and currently smr doesn thave the people
but who knows in smr 1.5 if we actually start ADVERTISING maybe we could get alot of people and it would be a really fun game
the thing that is bad about smr is that you can only do x amount of things..we have to broden that and make it so an alliance can do alot more which woudl make it more fun and alot more strategy
also for the new game 1.5 i think we should make the limit to ship that attack and take damage to ports and planets to 15
Re: Suggestios for 1.0 and 1.5
is anyone else old enough to remember sm's arms race? i don't really remember how it worked, but i think i remember parts of some type of weapon being scattered across the universe. and if you/your alliance (i don't remember) got all of the pieces together on a ship/planet (again, i don't remember) you got something. i seem to remember there being some type of reward or something.Jester- wrote:Maybe even make "quests" or a storyline to get the correct goods.
Re: Suggestios for 1.0 and 1.5
that would be a cool idea like it would make people do some solo scaveraging and just moving around aton to try to find the last piece to the puzzleTarget wrote:is anyone else old enough to remember sm's arms race? i don't really remember how it worked, but i think i remember parts of some type of weapon being scattered across the universe. and if you/your alliance (i don't remember) got all of the pieces together on a ship/planet (again, i don't remember) you got something. i seem to remember there being some type of reward or something.Jester- wrote:Maybe even make "quests" or a storyline to get the correct goods.