Forged Alliance Forever Forged Alliance Forever Forums 2013-09-05T13:04:47+02:00 /feed.php?f=50&t=5021 2013-09-05T13:04:47+02:00 2013-09-05T13:04:47+02:00 /viewtopic.php?t=5021&p=53165#p53165 <![CDATA[Re: Domination mode.]]>
Proposal: Easy solution is give the generals the possiblitly, if enslaved, to attack the own enslave nation. the attack costs of that are 7000 credits. The attacked planet goes immidiately 50% or something alike (problem when mixed occupation, everybody has to give same % to the new faction) and the general starts charging attack , so he can be attacked once or twice to stop him. after 10 or 20 minutes for example for sure he will gain 55%, then message appears REBELLION! and all faction people are taken out from the enslave faction to their own again and can attack and takeover all the surrounding planets and take them fast (danger if people are infight they have to join the rebellion after this battle) When the rebellion is sucessful that means the general survives this 1 attack which is possible within 10 minutes to stop him and the planet reaches 55% all surrounded planets go automatically 50% that the new players joining the same moment can takeover new planets fast that it is not to easy to delete this new born faction again.

good idea? understandable explained?

Statistics: Posted by Iszh — 05 Sep 2013, 13:04


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2013-09-04T13:27:14+02:00 2013-09-04T13:27:14+02:00 /viewtopic.php?t=5021&p=53024#p53024 <![CDATA[Re: Domination mode.]]>
Ze_PilOt wrote:
When a faction has no longer a planet, it get enslaved by the faction that has destroyed the last one.

- The enslaved faction fight for their master, but they keep their tech in combat.
- They can give their faction units to their master, and vice-versa.
- They can only build their tech as planetary defenses.
- They join their master chat.
- A rank 7 (before supreme commander) can start a rebellion with enough credit, that will turn a planet he attacks on his faction side.

- If the rebellion is tame, the faction who destroyed it get the rebels (new master).


Ohh man, absolutely Great!

Statistics: Posted by Dav_ — 04 Sep 2013, 13:27


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2013-09-04T12:57:41+02:00 2013-09-04T12:57:41+02:00 /viewtopic.php?t=5021&p=53019#p53019 <![CDATA[Re: Domination mode.]]> really nice solution thank you

Statistics: Posted by Iszh — 04 Sep 2013, 12:57


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2013-09-04T12:32:17+02:00 2013-09-04T12:32:17+02:00 /viewtopic.php?t=5021&p=53016#p53016 <![CDATA[Re: Domination mode.]]>
- The enslaved faction fight for their master, but they keep their tech in combat.
- They can give their faction units to their master, and vice-versa.
- They can only build their tech as planetary defenses.
- They join their master chat.
- A rank 7 (before supreme commander) can start a rebellion with enough credit, that will turn a planet he attacks on his faction side.

- If the rebellion is tame, the faction who destroyed it get the rebels (new master).

Statistics: Posted by Ze_PilOt — 04 Sep 2013, 12:32


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2013-09-03T16:36:57+02:00 2013-09-03T16:36:57+02:00 /viewtopic.php?t=5021&p=52893#p52893 <![CDATA[Re: Domination mode.]]>
Wild_Green wrote:
And, im the opponent of calling engies as reinforcments. It should stay the way it is. 1 t2 engie can be 20x more powerful than a t2 unit. No matter what is his race.

A t1 engi coming after 2 minutes or t2 engy coming later perhaps after 8-15 minutes doesnt really matter.

From an enslaved faction it gives you flexibility - the advantage of combined armies and buildings, eg. aeon and cybran pds or tmd. the cybran would profit a lot from t2 mobile shields.

Statistics: Posted by RoLa — 03 Sep 2013, 16:36


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2013-09-03T15:15:43+02:00 2013-09-03T15:15:43+02:00 /viewtopic.php?t=5021&p=52890#p52890 <![CDATA[Re: Domination mode.]]>
Question 1) Option 2
Question 2) Option 2
Question 3) Option 3

Statistics: Posted by Dav_ — 03 Sep 2013, 15:15


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2013-09-03T15:13:20+02:00 2013-09-03T15:13:20+02:00 /viewtopic.php?t=5021&p=52888#p52888 <![CDATA[Re: Domination mode.]]> Statistics: Posted by Wild_Green — 03 Sep 2013, 15:13


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2013-09-03T15:11:37+02:00 2013-09-03T15:11:37+02:00 /viewtopic.php?t=5021&p=52887#p52887 <![CDATA[Re: Domination mode.]]>
First of all there shouldnt be something liche choosing new faction (Unless its solved in the way wchich exterminates whole population of conquered nation). U are slaved, so u become a slave (smart, i know it). Point is that U have no free will, u do, what ur master commands.

According to this faction shouldnt die. Let's assume that faction X is slaved. Players under X banner shouldnt just disappear. They should stay in game, normally log in, watch map, etc. The diffrence is, they have no free will so they cant attack or defend by themselves.

What's their point of existence then?

They fight for their masters. Now lets assume, that A has slaved X. Ive seen the option of creating party. We could use it here. As i said before player from X cant attack alone, he can be called to battle by player from the A faction (use his puppet - slave as reinforcments). That opion also need new chat that will connect two factions together. Theres chat A, theres chat X, in moment when faction loses, theres new chat A - X in wchich masters can sommunicate with their puppets.

Why taking the ability of attacking / defending (or mayby only just attacking?)? Imagine u have slave. He goes to fight in ur name without any contact with u. Humble, but would u really let him do that? Do u trust him enough to give him such power? Another thing - in case of possible rebellies it is an extra motibvation to fight for independence.

For me that option seems to be the most logicly explainable. And also gives some new opportunities, like for example creating the resistance inside defeated faction, conspiracy / rebellion.

Having both technologies?

Faction A, wchich has the X technology loses its weakneses. That gives her big advantage against any other faction. Imagine acu, that can make Cybran land fac and aeon air fac right at the beginning (or combination of aurora + sera arty spam on navy map, made by 1 player). Bit imba, at least for me. It should be enough to call slaved ACU to battle.

This however shouldnt be connected with reinforcments. A slaved X, so they have acces to their existing factories. They are being made before battle, so A shuld be able to use any factories that are placed inside their borders.

Homeplanets?

Sure, cant see GW without them. Losing capitol should mean lose of entire faction so i Agree with RA_ZLO. However, it shouldnt necesarry be 1000%. They should be buffed, bit imba for sure, but not unbeatable. What heappens to territory of faction that lost? It should belong to the nation that enslaved them.


Ps. I was writing this before i realised there is more than 1 page :D So please dond be agry for missing / repeating something that was alredy said. Just wanted to share my point of view.

Statistics: Posted by Wild_Green — 03 Sep 2013, 15:11


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2013-09-03T15:12:34+02:00 2013-09-03T15:06:40+02:00 /viewtopic.php?t=5021&p=52884#p52884 <![CDATA[Re: Domination mode.]]>
Some cornerpoints for this decision should be:
-The players of defeated faction should never become all part of the winner because it would lead very fast to domino effekt
-The player of defeated faction should never be forced to change the type of their acu since the wanted to play this faction (unhappiness)
-The winner should get a reward which is nice but not op for example only reinforcements of the enemy defeated. A spawn engi would be to much. Maybe Engis should be included in reinforcements with double time of normal units to arrive so this faction could basically get an engi of defeated faction even t3 after 2 times 3.3 minutes or something like this.

Statistics: Posted by Iszh — 03 Sep 2013, 15:06


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2013-09-03T14:39:09+02:00 2013-09-03T14:39:09+02:00 /viewtopic.php?t=5021&p=52880#p52880 <![CDATA[Re: Domination mode.]]>
Myxir wrote:
Option 1: they're all slaves to the ones who've beaten them
- domino effect, the master-faction is probably already the strongest and now has slaves aswell, it won't take long to conquer everything now
- low or almost no motivation for enslaved players (as slaves you probably shouldn't have any motivation, but as a player it sucks)



i agree that this isn't the best solution

Myxir wrote:
Option 2: they're all slaves to one faction, but can riot and eventually have a comeback as a faction
my favourite
+ very nice for a truly infinite war
+ motivation for enslaved players: it is not over yet



thats also my favorite solution + the winning faction should get some extras like an engi of the defeated fection

Statistics: Posted by Voodoo — 03 Sep 2013, 14:39


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2013-09-03T14:35:07+02:00 2013-09-03T14:35:07+02:00 /viewtopic.php?t=5021&p=52879#p52879 <![CDATA[Re: Domination mode.]]>
The faction enslaving should get priority ie. if the person enslaved makes no other choice or cannot make another choice through lack of credits they are merely taken over by the aggresors. It should be based on last planet otherwise you you will just get phim vs Aeon and cybran vs uef becuase that's the shortest route to get to someones home planet (current game map wise ofc).

But players should be allowed to defect to the other factions but for a price. It should cost more credits to make your way over to a faction with smaller territory.

This way players of the enslaved faction will have to make a choice near the end about whether or not to bin all their credits in defense or hold on to some so they can fight against the army that has enslaved them.

Also this way it'll be quite nice because you could end up getting some battles with the enslaved faction facing off against each other for other peoples gain.

Statistics: Posted by Gyle — 03 Sep 2013, 14:35


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2013-09-03T14:27:13+02:00 2013-09-03T14:27:13+02:00 /viewtopic.php?t=5021&p=52878#p52878 <![CDATA[Re: Domination mode.]]>
Topic 1: Option 3 (btw. the yellow is almost unreadable...)
Topic 2: Option 2
Topic 3: Option 3

Statistics: Posted by HogeJoke — 03 Sep 2013, 14:27


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2013-09-03T14:29:06+02:00 2013-09-03T13:42:19+02:00 /viewtopic.php?t=5021&p=52875#p52875 <![CDATA[Re: Domination mode.]]> feel free to comment on this or add your own opinion, this is what we need now
this list is incomplete, you might have your own ideas



1) what happens to players when their nation fell

Option 1: they're all slaves to the ones who've beaten them
- domino effect, the master-faction is probably already the strongest and now has slaves aswell, it won't take long to conquer everything now
- low or almost no motivation for enslaved players (as slaves you probably shouldn't have any motivation, but as a player it sucks)


Option 2: they're all slaves to one faction, but can riot and eventually have a comeback as a faction
my favourite
+ very nice for a truly infinite war
+ motivation for enslaved players: it is not over yet


Option 3: they can individually choose which faction to join now, as a refugee/mercenery (having the old faction's acu)
+ can help to keep the balance of the power to prevent the domino effect
> having the old acu might give unfair advantages in teamgames, or bring more awesomeness. not sure which one it is


Option 4: they can individually choose which faction to join now, also taking over their new faction's acu
+ can help to keep the balance of the power to prevent the domino effect



2) the reward for defeating a nation
this is ofc bound to what happens with the slave-players

Option 1: have a t1 engy (of the slave faction) spawn together with your ACU at gamestart (or shortly after)
- directly at gamestart: (unfair) advantage in buildpower

Option 2: all reinforcement units of the enslaved faction, including the t1 engy
my favourite
+ you can still lose the slave-faction tech advantage in the battle

Option 3: only the standard reinforcements of the faction
> only a very small advantage for the master-faction

Option 4: beeing able to build t1 engies of the enslaved factions in the own factories

Option 5: beeing able to build units of the enslaved factions in the own factories (example: striker from a cybran land fac)
- problems about t2, should t2 units be built from it too?
- just one teched factory to build any kind of units (example: percies with shields and mobile stealth fields)



3) a home planet?

Option 1: no home planet at all

Option 2: a home planet which is hard to conquer, losing it means defeat to the faction
- even when having half of the galaxy, it could be over just because of this

Option 3: a home planet which is hard to conquer, losing it means getting less credits and/or less reinforcement units
my favourite
+ it's optional to have it, the game isn't over but surely harder once this planet is lost
+ adds a strategically valuable planet, something really worth fightning for

Statistics: Posted by Myxir — 03 Sep 2013, 13:42


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2013-09-03T12:50:13+02:00 2013-09-03T12:50:13+02:00 /viewtopic.php?t=5021&p=52873#p52873 <![CDATA[Re: Domination mode.]]>
There are several choices in the OP, nothing else will be done than these.

At some point in a near future, GW has to be finished, and adding features that complexity the game (just for the sake of it) only add development time, bugs,.....
And in the end, I will eventually won't have time to work on it anymore, and it will never be finished.

Statistics: Posted by Ze_PilOt — 03 Sep 2013, 12:50


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2013-09-03T12:49:19+02:00 2013-09-03T12:49:19+02:00 /viewtopic.php?t=5021&p=52872#p52872 <![CDATA[Re: Domination mode.]]> Statistics: Posted by Yuellas — 03 Sep 2013, 12:49


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