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 War Mode (again) 
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Joined: Sat Oct 01, 2011 4:21 am
Posts: 51
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I saw a thread here, http://galaxylegion.com/forum/viewtopic.php?f=6&t=28304 which I think it can be further revised and expanded
These are some of my thoughts ...


PRE-WAR (Hostile mode)
1. Legion declare "Hostile" option first on a particular Legion (max 3 lock-on)

2. A "Hostile Bar Meter" indicator to measure the "amount" of hostilities escalated (from 0% to 100%)

3. Skirmishes, disable, hacking, raids, conquering planets (if any) will drive the "Hostile Bar Meter"

4. During Hostile mode, both legions are given some special pro and cons:

Pros
(a) Slightly increased energy regen and shield regen

(b) +10% bonus on Attack, Defense, Scan, and Hacking

(c) Hostile legion players randomly appear on the Battle Tab

(d) +50% more raiding/stolen points (not higher % chance)

(e) Hacking may siphon random money credits (not GP)

Cons
(a) +25% extra energy for Missions

(b) +20% increase for ship upkeep


DURING WAR (War mode)
1. Occurs automatically when the Hostile Bar Meter has escalated to 100%

2. All remaining Hostile lock-on (if any) is abolished. War focus on 2 legions only.

3. "War Bar Meter" replaces the "Hostile Bar Meter"

4. War Bar Meter indicator is from -100% to +100% to gauge the winnings and losses suffered by both parties

5. Any Legion base is found and disabled, yield a large +% to the opposition War gauge.

6. During War mode, both legions are given some special pro and cons:

Pros
(a) Greater amount of increased energy regen and shield regen

(b) +20% bonus on Attack, Defense, Scan, and Hacking

(c) All opposition legion players appear on the Battle Tab. No random (outside war) players displayed

(d) +100% more raiding/stolen points (not higher % chance)

(e) Hacking may siphon random money credits (not GP)

(f) Double badges and Base raids

(g) Additional option "PLUNDER" enable. If any player has the opposition planet, they may choose the option "plunder" instead of "invade" upon successfully attacking the planet. Plunder raids the % planet's resources.

(h) On a very small % successful raids (not hacking), may reveal the opposition Legion Base location. So the Base can be attacked.

(i) [OPTIONAL] On successful disabling the ship, the player may choose the option: MASSACRE. The % success chances of Massacre is very small. But on successful attempts, it may reduce a small % of the number of crew.

(j) [OPTIONAL] On successful disabling the ship, the player may choose the option: WREAK. The % success chances of Wreak is very small. But on successful attempts, it maybe reduce a small % of decks available in the ship permanently. Player being "wreaked" will be prompted and force to re-equip the equipments.

Cons
(a) +75% extra energy for Missions

(b) +30% increase for ship upkeep

(c) +50% extra energy for PVE

(d) A small % of crew member maybe killed during raids to protect the location Legion Base


How to end the War
1. War gauge determines the choices which the Legion makes.

2. Any legion having -50% (or below) of the War gauge may use the option: SURRENDER - Losing legion may choose this option to end the war.

3. Any legion having +50% (or above) of the War gauge may use the option: WITHDRAW- If the winner does not want to prolong the war, they may choose this option to end it.

3. Both legion may at anytime choose for the option: MUTUAL PEACE - Both legion may disengage themselves from the war


POST WAR (Peace Mode)
1. Upon ending the war, both Legion members receive temporary 24hr (or up to 36hr) immunity buff.









My thoughts on this suggestion:
1. This suggestion can re-balance the high rankers with the lower rankers.
2. Can turn idling Galaxy Legion into a hot blazing war zone. Galaxy is even more dangerous to thread around.
3. Planet flux prices will skyrocket unless game specs makes it easier to obtain
4. Team-play become ever more important.
5. "Raider" profession becomes a better choice.
6. War creates demands, demands drives inflation.
7. War is costly to declare, and players may lose valuable planets in the process
8. Legions are more likely to issue a code of conduct for their members, fearing bad conducts may lead to undesirable wars.






I guess that's all about it .... I sure waste some time thinking something like this.
Time to go back to reality. Good gaming guys


Tue Aug 28, 2012 7:30 am
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Joined: Thu Oct 13, 2011 8:37 pm
Posts: 4415
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Hostile mode is unneeded.
The war mode percentage bar is a big +1, it's a brilliant idea.
The pros and cons are a really bad idea for a few different reasons, the most prominent being it opens up the rift between high and low ranks with percentage increases.
Those two optional things are a big NO!


Tue Aug 28, 2012 11:44 am
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-5

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Tue Aug 28, 2012 1:53 pm
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Nicely thought out but -1

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Tue Aug 28, 2012 2:38 pm
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Serpentarius wrote:
How to end the War
1. War gauge determines the choices which the Legion makes.

2. Any legion having -50% (or below) of the War gauge may use the option: SURRENDER - Losing legion may choose this option to end the war.

3. Any legion having +50% (or above) of the War gauge may use the option: WITHDRAW- If the winner does not want to prolong the war, they may choose this option to end it.

3. Both legion may at anytime choose for the option: MUTUAL PEACE - Both legion may disengage themselves from the war





this all sounds good, however, this can be exploited unless there is an agreed time for war, as soon as one legion creeps to 51% they can use Withdraw and win. I think there should be an agreed time for the war, 1 week-2 Weeks, even a few days if required. The winner is the legion with the highest amount of war gauge filled.

rate at which the gauge fills:

Disabling/Hacking/raiding legion members +1% to gauge increase
Disabling/Hacking/raiding legion Officer +2% to gauge increase
Disabling/Hacking/raiding legion Leader +5% to gauge increase

once an enemy has been disabled, they have 12 hours to repair their ship otherwise they get a penalty charge of 10% taken from their Gauge, This could increase by 2% for every 12 hours thereafter until they repair( this stops those members who don't wish to keep warring to opt out by staying disabled, up to a maximum of 30%, the amounts will stack so after 24 hours the penalty is 22%, then 36% after the next 12 hour period etc)

inactive members will not be eligible for war and do not show up in the BT, only those who have logged in within the last 5 days can participate in the war.

Disabled players still appear in the BT and can still be subject to raids and hacks.

Plundering a planet +5%

Disabling opposition base +25% ( 8 hour Base cool down still applies )


As all these aforementioned actions are undertaken, your war gauge increases by these amounts while your enemies gauge decrease by these amounts and vice versa.

the gauge starts at 0% at the start of war

Calming Amps and Halcyon cannot be used when in war


Also adding on to this, when 2 legions are at war, they cannot accept any new Players into their legion until the war is over, this is just to prevent one legion asking for help from high level players to help them get an edge against the legion they are at war with.

limit the time with warring with the same legion with a 7 day cool down

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Wed Aug 29, 2012 10:48 am
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