Forged Alliance Forever Forged Alliance Forever Forums 2013-11-12T18:20:49+02:00 /feed.php?f=50&t=2622 2013-11-12T18:20:49+02:00 2013-11-12T18:20:49+02:00 /viewtopic.php?t=2622&p=57947#p57947 <![CDATA[Re: Crazy ideas.]]>
Make PRE-Build Bases(that you need to build), like would be cool if when I get to The planet I get a factory and some Pgens, of course making some like= Factory-1 hour, T-1Pgens 30 min.

More resourse than Points:
-Metal build Units and bases...
-Points Invasions, retreats and...
-Energy?

*Make something like EaW bases;EX- you can put a PD in a place or you can put a factory or even some T-1 Power, and if it get destroyed in battle (if there a group like you need to lose at least 50%) they will not be in the next battle.

*make reinforcements need to be Pre-Builded and squads, like 6T-1 tanks=Xmass,2~3T-2 tanks=Ymass,1T-1Bot=Zmass .

Spy-Probe, get info about a system/planet for some time.

I think that if make it more like EAW will be cool, when they have one of the best "GC".


EDIT- about Slave,Cool but should be something like rebelions, For Example: Aeon take the last UEF world, the UEF start to work to Aeon, but only if an Aeon is on the Battlefield(Team games), if all Aeon get destroyed the planet will get some UEF control(Phantom control, if get to +50% they get the planet); or they try to destroy the Aeon.

And no Only-Symetrical maps, only mass simetrical maps

Statistics: Posted by Gerfand — 12 Nov 2013, 18:20


]]>
2013-10-04T12:51:59+02:00 2013-10-04T12:51:59+02:00 /viewtopic.php?t=2622&p=55122#p55122 <![CDATA[Re: Crazy ideas.]]>
Gorton wrote:
If you didn't know already, if one faction is conquered by another, that faction works for the conqueror - so if cybran conquered aeon all aeon players would from then on fight for cybran. You could bring in these players in squads etc.



ah, didn't know how that part worked. tnx.

Statistics: Posted by SilverSquirrl — 04 Oct 2013, 12:51


]]>
2013-10-04T12:43:51+02:00 2013-10-04T12:43:51+02:00 /viewtopic.php?t=2622&p=55119#p55119 <![CDATA[Re: Crazy ideas.]]> Statistics: Posted by Gorton — 04 Oct 2013, 12:43


]]>
2013-10-04T12:20:41+02:00 2013-10-04T12:20:41+02:00 /viewtopic.php?t=2622&p=55118#p55118 <![CDATA[Re: Crazy ideas.]]>
For example: Cybran nation destroys all of Aeon. After that, all future battles vs uef or seraphim the cybran commander warps in with his ACU + 1 T1 Aeon Engie because cybrans conquered aoen and forced the engineers to work for them. This would allow the cybran commander to use both tech trees.

Theoretically,it would be possible that you could have a cybran/aeon army vs uef/serph, or even 3v1 if one faction takes out 2 others.
This would have the potential of speeding up the endgame which would mean less time a conquered factions' players are sitting idle, waiting for the rest of the galaxy to be conquered. If it became a 2v2 scenario, it would provide some interesting battles.

Originally i thought about the conquering faction getting a conquered SCU to start with, but that would be way to op in early game.

This would give a faction a reward for taking out another faction.

just my 2cents...

Statistics: Posted by SilverSquirrl — 04 Oct 2013, 12:20


]]>
2013-07-15T20:33:36+02:00 2013-07-15T20:33:36+02:00 /viewtopic.php?t=2622&p=48474#p48474 <![CDATA[Re: Crazy ideas.]]>
Ze_PilOt wrote:
2. is already in the game.


Firewall wrote:
Titanicium wrote:1) Ability to call in orbital attacks :)

2) Opportunity to fortify planets :)

1. That is a bad idea. Every special power needs to be couterable. It is exactly these kinds of powers in C&C that I don't like. If players have these abilities, they should have some weakness. I.e. some structure or building that can be observed with intel and destroyed. Special abilities that cannot be countered is a bad idea.

2. Having defensive game modes is a good idea. There are a couple of modes for generating this...
i) Spawn time advantage. The attackers gate in 2 minutes after the defenders.
ii) Starting units advantage. Defenders have some existing buildings at their spawn location.
iii) Allied civilian defensive buildings. A civilian defensive base, with a Quantum Gate, is spawned in the middle of the map. They could be AI controlled and allied to the defenders. Or it could be under the control of a Junior player, who pilots an SCU >> In this game mode the attackers objective is to destroy the Quantum Gate.


Thanks for both replies and yes I thought the first was kind of bad but it was an impulsive suggestion late at night ;) Not the best time for suggestions...

But the other one I had thought a little bit more through and as Firewall says here there are many ways of implementing this and as ZEP says (I think that is what he meant) it is already in the game so thanks for that :)

Statistics: Posted by Titanicium — 15 Jul 2013, 20:33


]]>
2013-07-15T08:02:56+02:00 2013-07-15T08:02:56+02:00 /viewtopic.php?t=2622&p=48424#p48424 <![CDATA[Re: Crazy ideas.]]> Statistics: Posted by Ze_PilOt — 15 Jul 2013, 08:02


]]>
2013-07-15T07:03:24+02:00 2013-07-15T07:03:24+02:00 /viewtopic.php?t=2622&p=48420#p48420 <![CDATA[Re: Crazy ideas.]]>
Titanicium wrote:
1) Ability to call in orbital attacks :)

2) Opportunity to fortify planets :)

1. That is a bad idea. Every special power needs to be couterable. It is exactly these kinds of powers in C&C that I don't like. If players have these abilities, they should have some weakness. I.e. some structure or building that can be observed with intel and destroyed. Special abilities that cannot be countered is a bad idea.

2. Having defensive game modes is a good idea. There are a couple of modes for generating this...
i) Spawn time advantage. The attackers gate in 2 minutes after the defenders.
ii) Starting units advantage. Defenders have some existing buildings at their spawn location.
iii) Allied civilian defensive buildings. A civilian defensive base, with a Quantum Gate, is spawned in the middle of the map. They could be AI controlled and allied to the defenders. Or it could be under the control of a Junior player, who pilots an SCU >> In this game mode the attackers objective is to destroy the Quantum Gate.

Statistics: Posted by Hawkei — 15 Jul 2013, 07:03


]]>
2013-07-15T05:40:40+02:00 2013-07-15T05:40:40+02:00 /viewtopic.php?t=2622&p=48417#p48417 <![CDATA[Re: Crazy ideas.]]>
Gyle wrote:
Ze_PilOt wrote:What would be the difference with losing your ACU ?


Ok this one is way out there. What if you, as the player, name and control a character/Commander rather than just playing yourself. So basically first time you log into GW, you create a profile of a commander name, bio (if you want) etc. As you gain victories in the field, you start to gain rank and status within your faction.

What could this allow you to do?

Well first of all it could give you a way to decide who gets or does what in a points bassed system. So say we go for one of these reinforcement point ideas were the factions earn points for victories or territory. This maybe a way to decide who gets the most priority in how those points are spent....


This is a great idea :)

This kind of thing would create exactly the kind of risk that is needed. I would modify the suggestion with the following:

1) That instead of a fluid voting system, command level decisions should be made by higher level commanders. Though, for practical reasons, the voting system might be necessary.

2) That there should be some means of generating "Supreme Commanders", "Sector Commanders" and "Team Lead Commanders" (Or Lance Lead Commander). Indicated by certain rank thresholds.

3) We also need to work on the idea of sectors within the game. Based on timezones (i.e. US, UK, EU, RUS, and AU sectors). Such that there would be a sector commander for each timezone, and one commander for each faction would be the Supreme Commander.

Maybe, for simplicity, a voting system would be necessary. But it would be nice to know who the sector commanders are for each timezone. ;)

4) More senior commander should be assigned to mentor juniors. Senior commanders should be able to recommend juniors - Which will reward loyalty and team play. I.e. Junior commanders who follow instructions get a good recommendation. This should encourage players to follow the instruction of their Lance Lead Commander in game. Maybe these recommendations and commendations should be persistent. So self sacrificial team players are rewarded for their valour.

5) Lance Lead Commanders should have the ability to create objective markers (destroy, defend, capture, assist, build X number of unit type). A players objective markers will appear on their UI. Just like the campaign. Players who carry out their assignments get bonus points.




***

BTW: Has anyone considered that GW will have Mono-faction team games? How is this going to effect the team tactics? The idea of having no factional diversity within team games is almost anathema today in FAF. This is going to be interesting ;)

Statistics: Posted by Hawkei — 15 Jul 2013, 05:40


]]>
2013-07-15T05:20:39+02:00 2013-07-15T05:20:39+02:00 /viewtopic.php?t=2622&p=48416#p48416 <![CDATA[Re: Crazy ideas.]]>
Gowerly wrote:
I would like to use GW to look at maps with diminishing economy, having mass extractors extracting slowly less mass over time.
Would be interesting watching people required to either fight and reclaim or switch to mass fabs.

If extraction was based on the mex lifetime this would only lead to an exploit where players periodically reclaim and rebuild their mexes.

Statistics: Posted by Hawkei — 15 Jul 2013, 05:20


]]>
2013-07-14T01:14:55+02:00 2013-07-14T01:14:55+02:00 /viewtopic.php?t=2622&p=48364#p48364 <![CDATA[Re: Crazy ideas.]]> Statistics: Posted by Titanicium — 14 Jul 2013, 01:14


]]>
2013-07-14T01:13:31+02:00 2013-07-14T01:13:31+02:00 /viewtopic.php?t=2622&p=48363#p48363 <![CDATA[Re: Crazy ideas.]]>

And now that that is taken care of here are some crazy ideas I would love to have implemented into Galactic war :)

1) Ability to call in orbital attacks :)

What I mean by this is that when a player is attacking or defending a planet then he can, with the aid of credits or points, call in orbital attacks on the opponent :D Kind of like a nuclear beam from above ;) This would of course have to cost a crap load of points/credits but it would make for some interresting stuff ;) :idea: :?: :)

So the way I pictured this to work is that the players gates in on the planet and start fighting. There is a lot of fighting but one side loses gradually. And the other team keeps pushing. But then suddenly the losing team desides to spend their points on attacking the other team with Orbital weapons called in from above :D And suddenly the game changes and the losing team is suddenly the winning team :)

This would make for some truly surprising moves and be kind of Epic ;)

2) Opportunity to fortify planets :)

So here is the thing :) It would be very very nice if a planet could be fortified by players stationed there to withstand future attacks :) Kind of like the campaign missions from the games where you as a commander gate onto a planet where your opponents already got a ready base and you are on the bad side :) Defender advantages is something I am very fond of ;)

This would make it a lot harder to take a planet if you just leave it there but not any harder to take it if you are able to launch a attack before the defences comes online :) Which would make the importance of a rapid recapture all that much more important ;) And it would make turtlers have a place in the whole which would be very nice :) With turtlers I am refering to us whom do not like to attack and rather want to create bases which are truly nuts to crack :)

So here you got to ideas that would be nice to have implemented :) I am really sorry if these ideas are already out in the open but I haven't seen them yet so please notify me if they are :)

So I hope you people think these ideas are worth implementing and thanks for reading :)

Statistics: Posted by Titanicium — 14 Jul 2013, 01:13


]]>
2013-04-20T01:22:43+02:00 2013-04-20T01:22:43+02:00 /viewtopic.php?t=2622&p=39146#p39146 <![CDATA[Re: Crazy ideas.]]> I do not know how hard this would be to code, but maybe someone could implement later on.

Thanks for your time in reading this and I apologize if this idea has already been stated somewhere else.

Statistics: Posted by Astrofoo — 20 Apr 2013, 01:22


]]>
2013-04-19T22:41:32+02:00 2013-04-19T22:41:32+02:00 /viewtopic.php?t=2622&p=39136#p39136 <![CDATA[Re: Crazy ideas.]]> i think a rework and more automatism in the current mapeditor would be more usefull

Statistics: Posted by ColonelSheppard — 19 Apr 2013, 22:41


]]>
2013-04-19T22:19:42+02:00 2013-04-19T22:19:42+02:00 /viewtopic.php?t=2622&p=39130#p39130 <![CDATA[Re: Crazy ideas.]]>
ColonelSheppard wrote:
that was already suggested so often but again

i dont think it is possible to make decent supcom maps with a generator
at least not building up on the current way of mapcreations

you would need a totally new concept on how you want to create maps, and espeically elevation, textures and deacals
hf :mrgreen:


f*** it, I accept. I need to contribute to this community in some way other than the Nomads, I guess I'll take a potshot at this. Shouldn't be too hard, Über is making randomly generated, fully dynamically lighted and playable spheres already, the least we could do is randomly generated height and strata maps.

Statistics: Posted by MushrooMars — 19 Apr 2013, 22:19


]]>
2013-04-19T14:39:32+02:00 2013-04-19T14:39:32+02:00 /viewtopic.php?t=2622&p=39038#p39038 <![CDATA[Re: Crazy ideas.]]>
i dont think it is possible to make decent supcom maps with a generator
at least not building up on the current way of mapcreations

you would need a totally new concept on how you want to create maps, and espeically elevation, textures and deacals
hf :mrgreen:

Statistics: Posted by ColonelSheppard — 19 Apr 2013, 14:39


]]>