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Author Topic: round 24/25 chaos changes  (Read 89 times)
smidsy
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« on: July 18, 2010, 05:10:36 PM »
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i hope you dont mind me listing yur chas changes here boss  Grin

*** ROUND 25 OVER; CHAOS ROUND BEGINS ***

The score has been recorded, now it is time for the Chaos Round of testing to begin. First up, let's test the following (no guarantee these will all be here during the active round, depends on the testing feedback):

- Base Admin Drones: see the description in research. So far all they do is pause continuous orders for you when you can't afford them and format k-drones if you are about to have an over-crowding accident. We can probably come up with more things for them to do to make them worth it.

- Invade Outpost: ASU's can go into an enemy outpost and take it over. The number of ASU's required is 10 ASU's for every level of outpost security. If you capture an outpost and do not have the Outpost Control research completed, you can still use the outpost but there is a highly increased chance of accidents happening there. All outpost ally codes are changed automatically upon capture to match your own ally codes, so you won’t be able to steal ally codes that way, though I briefly considered making it a possibility (would be pretty cool, you’d be able to instantly locate all enemy outposts until they realized and changed their codes).

- Limitless attacks: Tour of Duty now only affects how far you can travel. You can attack as much as you want, your only limit is the army readiness. Drive your army into total exhaustion if you want to. This will no doubt have many ripple effects that need to be explored if we are to consider leaving it in place for the real round.

- You are now free to move about the asteroid: Armies no longer disappear into the cosmos and reappear at home base after a battle. Each army will now have a physical location in an area as they travel. Since this allows for a recalculation of eta on the fly, armies no longer need to return directly to base after a battle. They can go anywhere you want them to and stay out and about as long as you want them to. There is, one catch, however. Readiness replenishes twice as fast at home base. This change could also have wide reaching ramifications that need to be explored this Chaos round. Or it's possible everyone is so used to having their army return to base that they'll just keep doing that and this change won't mean much yet. But armies having a location has a lot of potential for other uses we can explore.

Please test these new items and provide comments in the forum. Enjoy!

- wufeylong
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smidsy
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« Reply #1 on: July 18, 2010, 05:13:08 PM »
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 Base Admin Drones: see the description in research. So far all they do is pause continuous orders for you when you can't afford them and format k-drones if you are about to have an over-crowding accident. We can probably come up with more things for them to do to make them worth it.




i think this is the single best change to come inbto the game in ages, yes lets start slow but this has the potieltal to really make this game. never mind the idea of having a little robot army running around playing the game for you while you sleep this will address the big advantage active players have over not so active. LOVE THIS IDEA..


on with the testing  Grin
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nastydog
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« Reply #2 on: July 18, 2010, 05:48:15 PM »
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how much res and time and dms need to be put into outposts? but yet 10 per level of asu which are cheap can capture it? this is crazy, ally codes should never be involed if so why bother with the outpost scan esp way of play? why not say if you send 1k asu to a normal base it will give you a report if that player is in cooldown from a ffg or if they even have the research for one?

not sure about rest need testing, but wouldnt cutting the army travel time be better then constant destruction? as recently this was capped to help a player keep a base? now it can die for ever repair it makes? attack will be great for score now but will it be balance to low level players? we will have to see.

the matador change is a powerful one i feel, only time can tell but high attack and stealth why bother with bc trade for grims now? i think a tank should have stealth detector now? but which?

all in all going to look forward to testing if i get time now
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malchite
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« Reply #3 on: July 18, 2010, 06:55:28 PM »
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the grim has higher att, higher speed and hits mechs, while the matador is an S unit, lesser att, lesser spd and hits only tanks

i believe thats settled!

ally codes will get changed after OP's taken over, if wufey makes it to stay, it should have a messege to all ally codes saying it has changed hands, any other way it would be almost impossible to notice so, i believe the ASU # needs an increase (will Metal Ants count as ASU in this matter?) 5k Busters are way too cheap to capture an OP

the army moving thing... this sounds very very very dangerous stuff, its true it can move a lot,
will u be able to intercept armies?
will u be able to move to non existant bases (like moving to somewhere you could build an OP to scout)
will you be able to change attacks on the go?
will u be notified if u find an army in your attack route?
will all armies have same movement sped?
would armies made for Astrikes move faster than Siege armies?
if you have multiple armies will u get an option to merge them?
Can you merge with your ally's army to attack a base?
can you use empty bases as barricades to hold an impending army?

should we add "temporary deffenses" that can be built on empty land by ASU units to give a boost in deffending the army? (Like building Watch towers in the middle of a makeshift camp)
can we intercept resource transports moving resources from OP's to base?

Maybe an entire different map for Space, like the map for ground, but with space units only, making spaceports to produce units, and asteroid mines to gather resources, and satelites to deffend?


 SO MANY IDEAS!!!

....... peeeeeeeeeeeeep *Cerebral cortex overload*................



much better.....
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Ashhar
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« Reply #4 on: July 19, 2010, 03:01:32 AM »
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will all armies have same movement sped?
would armies made for Astrikes move faster than Siege armies?
if you have multiple armies will u get an option to merge them?
Can you merge with your ally's army to attack a base?
can you use empty bases as barricades to hold an impending army?

i really like this idea ...

if we can merge army with an ally and attack enemy base ... this sounds gr8 ...
if we can merge and attack there should also be merge and defend too ... allies or clansmen gathering forces to defend a base or op??
but this should be limited in the base vehicle hangar Huh
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nicholson1
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« Reply #5 on: July 19, 2010, 06:10:59 AM »
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ok nasty cost for outposts just for you.
first outposts costs 2.1mil(1.1mil for terraforming and 1mil for research)
2nd outpost costs an extra 4mil(3mil for terraforming and 1mil for research)
3rd outpost cost 5.8mil more(4.8mil for terraforming and 1mil for research)

All those do not include the cost for setting the outpost up(500k of each res more)

But tell me what happens when i have 1 outpost and i use it to attack other outposts? will i be able to take that outpost?

And what happens when i reach the 3 outpost limit?

Will taking outposts be restricted to outpost control level?

Will this mean we HAVE to keep the outpost control research to work the outposts properly?
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Shadows
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« Reply #6 on: July 19, 2010, 03:37:28 PM »
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Oh can I say first, I am definitely EXCITED about testing all of this out and  I hope these things work out. There are some great questions awaiting answers as well.

I do admit I secretly (well not so secretly now) hope someday we are able to help defend allies and join together in attacks.
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nastydog
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« Reply #7 on: July 20, 2010, 04:49:51 PM »
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ok nasty cost for outposts just for you.
first outposts costs 2.1mil(1.1mil for terraforming and 1mil for research)
2nd outpost costs an extra 4mil(3mil for terraforming and 1mil for research)
3rd outpost cost 5.8mil more(4.8mil for terraforming and 1mil for research)

All those do not include the cost for setting the outpost up(500k of each res more)

But tell me what happens when i have 1 outpost and i use it to attack other outposts? will i be able to take that outpost?

And what happens when i reach the 3 outpost limit?

Will taking outposts be restricted to outpost control level?

Will this mean we HAVE to keep the outpost control research to work the outposts properly?

so the point of  posting the costs is to show it costs to much to lose? agreed? i have some questions about the changes but i see way to many forums to0 post them to risk wufey not seeing but them im unsure if i should mail him them. ill mail him and wait for a reply but some of these are going to be very hard to control from loopholes
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nicholson1
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« Reply #8 on: July 21, 2010, 09:21:46 PM »
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wel time to test out the outpost stealing update, better steal some outposts.... 6:6s look good.
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nicholson1
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« Reply #9 on: July 23, 2010, 08:38:05 PM »
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will you also need to do the terraforming to take control of outposts?
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strange
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« Reply #10 on: August 01, 2010, 09:16:25 AM »
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wow... i must say these new features look petty cool!

for so long people have asked for army's to be at physical locations...

the question remains: can army's be attacked at other locations? can people send their army to allies to strengthen them?(old idea's)
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