[Disapproved Dev] Defense That Will Increase Game Strategy

#1
I have thought about this one and think it might be a cool addition to defenses. It's called the Xeper Shield. When you eventually develop one you will have two generators that come with it, each generator will have to be placed on one planet that you own but cannot go on your home planet. Both genertaors CAN however be placed on a single planet or two seperate ones. An icon will appear next to the missile attack icons and will say "generator attack". Basically the Xeper shield will make your homeworld and only your homeworld completely invincible until it is destroyed. In order to destroy it, you will have to destroy both generators first, and before that... obviously you will have to find them. With this suggestion I would like to add that this shield should cost ALOT to build and the generators should be made strong enough to withstand a good ammount of punishment to be destroyed. The Xeper Shield cannot be built to protect anything accept your home planet and what it has stationed on it.


SPECS:


To develop the shield:

Research Lab Level 17
Shield Technology Level 17
Energy Technology Level 12
Zorg Physics Level 5
Fusion Reactor Level 25


COSTS:

Metal: 5,000
Crystal: 205,000,000
Dueterium: 50,000,000



Just an idea, tweak it and discuss it.

I think this would be a great add
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Re: A New Defense That Will Increase Game Strategy

#2
A good idea. I like it ;) BUT! Consider the scripting this shield will require. The homeworld thing will be relevantly easy, but the whole battle engine would have to be tweaked in order for every ship to attack the two generators (if I understood correctly?). Also, make the suggestion a bit more clear as I did not fully understand it.

~Silent
:X
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Silent. Be Warned!

Re: A New Defense That Will Increase Game Strategy

#3
You know, when I saw the title of this topic, I just thought... here we go, another suggestion that hasn't been thought through at all and has zero need/use. But I actually kind of like it, most players have full coord lists of their target, so it wont actually be that difficult to locate and destroy these generators, but still, adds a bit of interest..

Only things I can think of are;
  • Attacker needs to be made aware of planets "invincibility" before attack lands.
  • Shouldn't be allowed to be activated while homeworld is under attack.
  • Requirements need to be very damn high so that random noobs and casual players can't get it.
  • Scrap the FR25 requirement and replace it with energy tech 20 or something, FR25 is almost unachievable.
  • Make the generator itself come first in fire priority against everything, so that it can't hide behind massive shells and be kamikaze destroyed if necessary.
  • Make the generator need something significant to maintain, so for example each generator could consume 300k energy (graviton level).
  • Give them a low build time but a high cooldown time, 7 days for example.
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When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...

Re: A New Defense That Will Increase Game Strategy

#4
I like this idea very much. I really think this might be a really cool strategy to have for turtles to be more active in game.

normally turtles lay back and just slack and mount up defense. with this added they might be more active towards getting higher res and productivity as the cost and requirement of this tech forces any turtle to pursue some sort of active raiding/fleeting/mining. i am guessing this will take at least a mining setup of 800K points and additional fleeting armada to keep the required rest pour in.

I find a few of the ideas needs more tightening up.

- I mostly agree with what ista said about the specs. But wanna just add one more thing that the duration it is active needs to be variable. Say u have an option for how long u wanna keep that invincibility on like that of acs defend one.

- Also the possibility of home world generators being invincible comes into mind say if the shields are up how one can destroy those generators when they reside behind the shield? Would like to discuss on this more right now i dont have anything to come up with so anyone have ideas on this can pop in.

apart from this i really think this takes out the stagnant nature of a turtle and gives a bit of more mobility and productive features to them.
Barbaric nomad causing P-A-I-N.

Re: A New Defense That Will Increase Game Strategy

#5
Spy you got an issue with reading whole posts dude, he clearly stated you can't place these on homeworlds so the shield can't protect the generators..

Also it's not only turtles that benefit from this, if it has a variable time like ACS Defend, it could be used as an emergency protection is say you need to rush off to help a family member and wont be there when your fleet comes home or something.

I'd like to add a little idea for a change.
  • Let the shield affect any of your planets that don't have a generator on them, but you have to select which planet to use it on
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When people ask me plz because it's shorter than please, i feel inclined to respond no because it's shorter than yes...

Re: A New Defense That Will Increase Game Strategy

#9
Yeah I wouldn't want the whole battle system to change, maybe have the generators only be able to be destroyed by missles?? would that help maybe? So there could be an icon next to a player's planet in galaxy view that says "generator attack.....how many missiles will you send"


And yes also, if you attempt an attack on a planet protected by the shield before the fleet launches, it would have to say that fleet could not commence attack, a xeper shield is active.... so that way you know

obviously you have to find the generators first though... so if you make a blind generator attack you may hit nothing at all... the only way you could find a generator is to espionage a planet and it would show a generator under defenses?? Maybe viewing that would take like espionage tech. level 15? lol... just thinking of ideas out loud.


Forgot to specify.. if you have the xeper shield, you cannot activate and deactivate at will.... it's always on until the generators are destroyed...unless everyone thinks it would be better to turn it on and off... and in that case I think Istalris is right, if your homeworld IS under attack you can't just activate it.


Keep throwing out suggestions i guess 8-)
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Re: A New Defense That Will Increase Game Strategy

#10
I hate the idea :o

WTH?!...an attacker would have to attack 2 planets before he can attack the planet with the fleet.
No one would consider keeping those generators on an undefended planet, so the fact one has to battle 2 shells only to attack a single planet which most likely also has a shell ?!
I mean WTF?!
Imagine the deuterium cost and losses the attacker would suffer. Not to mention that for a successful attack every second counts, and if those shells were well defended, one would have to jump his fleet 3 times. Thats 2 hours (or 1 hour with those with JGs lvl 2)

I see this 'improvement' only as something that encourages players to be lazy and not to fleet save, and therefore is absolutely wrong.

Defenses are already way to strong for their price...why do people always want more? :wall:
if yer gonna be stupid ya gotta be tough
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