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RC and UF

 
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Tue Sep 03, 2013 2:25 am    Post subject: RC and UF Reply with quote

The way the game is, there is no longer an incentive. Units, mods, resources , exp , fps... all fail to encourage game play.

A new 'dimension' is needed. My view of it was a new resource similar to faction points but on a personal level. Then I thought that we have default factions that can play a role in this and add some ideas for events.

The concept is simple. You belong to a side, RC or UF. You choose a side from HQ and you are capable of defecting to the other side at any time (max once per week).

The bonuses given here are not purchasable, they are unlocked based on your rank. The bonuses are passive and active (commands). The passive ones are free, the active ones require points to issue (not command). This means that even if you unlock your favorite command, you still need to earn points to continue using it.

I am not going deep in story line or details here but to give an overview each side has ranks. As their names imply, RC is rebel, as in guerrilla warfare, as in stealth. UF is the opposite, organized army.


Rebel Combine:

Rank 1 - Volunteer (not gona bother with the names, someone do it)

- No passive bonus

- Ambush command : Costs 10 points to issue, 1 CD and can only be issued to stealthed units. Unit does +2 damage this turn.

Rank 2 - Militia (Requires 1,000 reputation to reach)

- All units gain + 5 shields (useless I know, avoiding the OP factor here. But the bonus would be nice on scout units)

- Camouflage command : Costs 80 points to issue, 5 CD. Target unit gains stealth (0 stealth speed) for 3 turns and automatically uncloaks after that. Attacking reveals the unit on that turn.

etc...



United Federation

Rank 1 - Recruit

- No passive bonus

- Infravission command : Costs 5 points to issue, 4 CD. Reveals cloaked units in view range.

Rank 2 - Private

- All units gain +5 armor

- Air support command : Costs 100 points to issue, 7 CD. Target unit takes 25 EMP damage next turn.

etc...

Note that points used to cast these commands are not removed from total respect. The score is similar to fps, available / total

Earning respect points can be basic, 1 point per killed bandits (you're not getting anywhere soon), 200 points for capping a bandit node, points for pvp points for events etc...

TWz is dieing, yeh I know fixing planets and balancing units is needed. But we're not going anywhere with that. Something to encourage activity like fps used to is needed. I think this will do it. Not to mention the possible story line and events based on this.
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Walterohdim
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Joined: 15 Jun 2006
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PostPosted: Tue Sep 03, 2013 8:25 am    Post subject: Reply with quote

Something like this would work but would take a lot of coding.

Walterohdim
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khaibar
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Posts: 1141

PostPosted: Tue Sep 03, 2013 8:28 am    Post subject: Reply with quote

Walterohdim wrote:
Something like this would work but would take a lot of coding.

Walterohdim



not much

let me and Tinkerbell worry about that Smile
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wannabe121
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Joined: 29 Jun 2006
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Location: Estados Unidos, Indiana

PostPosted: Tue Sep 03, 2013 11:13 am    Post subject: Reply with quote

I like it.

Bonus points if you can make it the "final" dimension. Hate to rip off CoD/MoH (just saying it makes me throw up a little in my mouth) but you could always force people to reset their contribution to RC/UF for a smattering of prototypes, abilities/commands from the other faction, so on and so forth.
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
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Slider
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Joined: 14 Mar 2009
Posts: 112

PostPosted: Wed Sep 04, 2013 5:41 am    Post subject: Reply with quote

i like this idea.

Further possibilities to gain bonus points:

leveling up while in that faction. Staying for a longer time in that faction. taking part in weekly UF vs. RC events...
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PGF_auXiliary [ 6:34pm 03.09.09 ]
Faction Planet provides 1574.16 Faction Points!

PGF_auXiliary [ 6:34pm 03.09.09 ]
Faction Planet provides 711 Command!
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khaibar
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PostPosted: Wed Sep 04, 2013 6:41 am    Post subject: Reply with quote

something like this requires other files related to HQ and other
some feedback from frizz would be nice here, an update likes this requires his approval


my laptop is broken so everything's on hold ATM

please participate with ideas about ranks and commands


if there's any activity left in the council, now is the time to show it
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wannabe121
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Joined: 29 Jun 2006
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Location: Estados Unidos, Indiana

PostPosted: Wed Sep 04, 2013 12:30 pm    Post subject: Reply with quote

khaibar wrote:
please participate with ideas about ranks and commands


Rebel Combine
Rank One: Citizen
    No passives.
    No abilities.
    Ambush Command (as stated in OP).


Rank Two: Volunteer
    No passives.
    No abilities.
    Camouflage Command (as stated in the OP).


Rank Three: Militia
    No passive.
    No abilities.
    No commands.


Rank Four: Heavy Militia
    +5% shield regen, -5% armor (minimum 1 armor). Stacks.
    No abilities.
    Sweep The Leg: Target unit takes -1 max/controlled speed for 1 turn. 3 CD, 50 rep to issue.


Rank Five: Specialist
    No passives.
    Shadow Cloak: Unit is slightly harder to-hit (1 gunnery level). 500 rep cost. OR Call to Arms: +1 Max Speed. 500 rep cost. Just scrap the idea not chosen.
    No commands.


Rank Six: Insurgent
    No passives.
    No abilities.
    No commands.


Rank Seven: Warfighter
    No passives.
    No abilities.
    Lightning Strike: Unit deals +25% damage this turn, no damage next turn. Bonus damage is increased to +50% if attacking from stealth. 150 rep to issue, 5 CD.


Rank Eight: Name TBD
    +5% shield regen, -5% armor (minimum 1 armor). Stacks.
    No abilities.
    1x command.


Rank Nine: Name TBD
    No passives.
    No abilities.
    No commands.


Rank Ten: Name TBD
    No passive.
    Improved Camouflage: Camouflage command cooldown reduced by one. 1000 rep. OR Zealot Stride: +1 Max Speed. 1000 rep.
    No commands.


...So on and so forth, going up to Rank Twenty. Capstone ability could be a reduction in cost or CD of all Rebel Combine commands. Passive nets a total of +25% shield regen at the cost of -25% armor.

I'll edit this once I think of some things for UF.
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.


Last edited by wannabe121 on Thu Sep 05, 2013 11:13 am; edited 1 time in total
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khaibar
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PostPosted: Wed Sep 04, 2013 11:30 pm    Post subject: Reply with quote

recharge penalty too much o.o
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wannabe121
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Location: Estados Unidos, Indiana

PostPosted: Thu Sep 05, 2013 11:10 am    Post subject: Reply with quote

I fail to see the problem. You're getting a hefty +60 flat bonus. Percentile modifications (like Hightower) apply after, so most units will actually see at least +75 shields assuming S var.

Now that I think about it, giving flat shields really isn't the way to go with this. RC is just going to be shield-bricks while UF solely fields BA/BA2/BA3/BAX. Changing the RC Passive from "+10 shields, -5% shield regen" to "+5% shield regen, -5% armor". Makes more sense to me as far as flavor goes, as well, since it encourages hit-and-run tactics.
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Thu Sep 05, 2013 12:09 pm    Post subject: Reply with quote

wannabe121 wrote:
I fail to see the problem. You're getting a hefty +60 flat bonus. Percentile modifications (like Hightower) apply after, so most units will actually see at least +75 shields assuming S var.

Now that I think about it, giving flat shields really isn't the way to go with this. RC is just going to be shield-bricks while UF solely fields BA/BA2/BA3/BAX. Changing the RC Passive from "+10 shields, -5% shield regen" to "+5% shield regen, -5% armor". Makes more sense to me as far as flavor goes, as well, since it encourages hit-and-run tactics.

ERM.. so RCs won't use BAs?

I think all passive should only be positives, negative effects should be from commands only
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wannabe121
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Location: Estados Unidos, Indiana

PostPosted: Thu Sep 05, 2013 2:16 pm    Post subject: Reply with quote

Since the two counter one another, I was thinking along the lines of inverting RC's passive for UF. Their commands and abilities would be what made them unique.

Imho, everything gives you a bonus for damn near nothing since CE and command don't matter. More no-consequence bonuses is something everyone can get behind, but I'm really getting sick of playing the pure buff game. Is it too much to ask to have something that actually matters carry a penalty, instead of swapping Bucklers out for PMGs since the only simple units used anymore are LEs?

Edit: The example doesn't make any sense now that I think about it. It's just... hell, when Gyro and Cluster came out, you actually had some people sticking with Sup Grade/Smart since they thought the miss rate was too high. We actually had some variance in this game for once instead of "the one true way". I'm trying to find a similar vein here, to introduce something that people will actually have to sit and think about before making a decision.
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
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tater
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Joined: 26 Mar 2013
Posts: 50

PostPosted: Fri Sep 06, 2013 5:54 pm    Post subject: Reply with quote

Won't do anything to solve the underlying issues of the game.
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khaibar
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PostPosted: Sat Sep 07, 2013 1:46 am    Post subject: Reply with quote

plz contribute with what would
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