Game Mechanics & Currency System

View previous topic View next topic Go down

Game Mechanics & Currency System

Post by Thorakasha on Wed Feb 10, 2016 3:09 pm

You get 2 ship slots every week +1 per system under your control.
Fighter 50/Week
(Fighters are typically 1 or 2 man small craft. Each player starts with a base of 10,000 Fighters. Alliance leaders start with an additional +2,500 to their base number of Fighters. Each player also receives +1,000 Fighter for every major trade route they control and +500 Fighters for every Major trade route they share.)
Bomber 25/Week
(Bombers are typically 1 to 5 man small craft. Each player starts with a base of 7,500 Bombers. Alliance leaders start with an additional +1,500 to their base number of Bombers. Each player also receives +500 Bombers for every major trade route they control and +200 Bombers for every Major trade route they share.)
Reconnaissance Craft 10/Week
(Reconnaissance Craft are typically 1 to 5 man small craft. Each player starts with a base of 1,500 Reconnaissance Craft. Alliance leaders start with an additional +200 to their base number of Reconnaissance Craft. Each player also receives +100 Reconnaissance Craft for every major trade route they control and +25 Reconnaissance Craft for every Major trade route they share.)
Corvette 7/week
(Corvettes are typically 100-200 meters in length. Each player starts with a base of 20 Corvettes. Alliance leaders start with an additional +5 to their base number of Corvettes. Each player also receives +10 Corvettes for every major trade route they control and +5 Corvettes for every Major trade route they share.)
Frigate 5/week
(Frigates are typically 200-400 meters in length. Each player starts with a base of 20 Frigates. Alliance leaders start with an additional +5 to their base number of Frigates. Each player also receives +5 Frigates for every major trade route they control and +2 Frigates for every Major trade route they share.)
Cruiser 4/week
(Cruisers are typically 400-600 meters in length. Each player starts with a base of 30 Cruisers. Alliance leaders start with an additional +5 to their base number of Cruisers. Each player also receives +5 Cruisers for every major trade route they control and +2 Cruisers for every Major trade route they share.)
Heavy Cruiser 3/week
(Heavy Cruisers are typically 600-1000 meters in length. Each player starts with a base of 10 Heavy Cruisers. Alliance leaders start with an additional +3 to their base number of Heavy Cruisers. Each player also receives +2 Heavy Cruisers for every major trade route they control and +1 Heavy Cruisers for every Major trade route they share.)
Star Destroyer 2/week
(Star Destroyers are typically 1000-2000 meters in length. Each player starts with a base of 7 Star Destroyers. Alliance leaders start with an additional +2 to their base number of Star Destroyers. Each player also receives +1 Star Destroyers for every major trade route they control .)
Battlecruiser 1/week
(Battlecruisers are typically 2000-5000 meters in length. Each player starts with a base of 5 Battlecruisers. Alliance leaders start with an additional +2 to their base number of Battlecruisers. Each player also receives +1 Battlecruisers for every major trade route they control.)
Dreadnought 1/2 week
(Dreadnoughts are typically 5000 meters and larger in length. Each player starts with a base of 1 Dreadnoughts. Alliance leaders start with an additional +1 to their base number of Dreadnoughts. Each player also receives +1 Dreadnoughts for every major trade route they control.)


You get 2 training slots a week +1 per system under your control.
Standard Troopers/Battle Droid/Droid Marine/Super Battle Droid 5,000/week
(The standard rank and file units, equipped with Phase I armor, a blaster rifle, a blaster pistol, and thermal detonators. Base 500,000+100,000 Alliance Leader
+50,000 Every Major Trade Route Controlled+50,000 Per Occupied System (Excluding home system))
Heavy Troopers/Assault Droid/Droideka 2,500/week
(Slow moving units used to take down tanks, turrets, and other objects with large amounts of health. Equipped with a rocket launcher, a blaster pistol, thermal detonators, and mines. Base 20,000+10,000 Alliance Leader+5,000 Every Major Trade Route Controlled+5,000 Per Occupied System (Excluding home system))
Sniper Troopers/Assassin Droid 500/week
(Used to pick off enemies from long-range, their gun has a feature which allows you to view the enemy quite closely. Equipped with a sniper rifle, a blaster pistol, thermal detonators, and an auto turret. Base 10,000+5,000 Alliance Leader+2,500 Every Major Trade Route Controlled+2,500 Per Occupied System (Excluding home system)
Engineer Trooper/Engineer Droid 2,500/week
(Used to repair tanks and droids. Equipped with a shotgun and a fusion cutter. Base 5,000+2,500 Alliance Leader+1,250 Every Major Trade Route Controlled
+1,250 Per Occupied System (Excluding home system)
Commander Trooper/Magna Guard 250/week
(A superior unit on the a battlefield in command of the forces beneath it. Equipped with a chaingun and a blaster pistol. Base 100+50 Alliance Leader+25 Every Major Trade Route Controlled+10 Per Occupied System (Excluding home system)
Jet Trooper/Jump Droid 2,500/week
(A unit that can jetpack over the battlefield or to high places. Equipped with a grenade launcher, a commando pistol, and thermal detonators. Base 5,000+1,000 Alliance Leader+1,000 Every Major Trade Route Controlled+500 Per Occupied System (Excluding system)
Pilot Trooper/Droid Pilot 5,000/week
(A unit used in space combat used to board and sabotage enemy ships. Equipped with a commando pistol, a fusion cutter, and time bombs. Base 10,000+2,000 Alliance Leader+3,000 Every Major Trade Route Controlled+2,000 Per Occupied System (Excluding home system)
Special Forces 250/Week (These are elite forces unique to a player. No other player can have them unless purchased from the forces originating player.)


You have 2 facility slots per week +1 per system under your control.
Shipyards 1/2 Weeks (Adds +1 Ship Slot/week)
Military Training Base (Adds +1 Trooper Slot/Week)
Espionage Training Base (Allows 200 Spies to be trained and dispatched)
R&D Facility Improvements (+10% To all combat stats)
Communications Station (Know the going ons of any 1 player for 1 real life week once a month.)
Military Base (Adds +1 trooper group to current totals)
Mining Facility (Adds extra resources. +10% to combat stats)
Space Station (Add current ships stats together and that is the stats of the Station. Also comes with 10 troop slots and 6 ship slots. These must remain within the system the station is in.)
Planetary Defenses (Add orbital defense platforms as well as system patrolling defense satellites. Add +10 Ship Slots equivalents that must remain within that system.)


You have 5 Mission slots per week +1 per system under your control.
Espionage (Know the going ons of any 1 player for 1 real life week once a month.)
Sabotage (Remove 1 troop training slot or 1 ship slot or 1 construction slot of any 1 player)
Resource Gathering (Adds +2 slots once anywhere you would like.)
Artifact Recovery (Gain 1 unique item)
Archaeological Recovery (Gain 1 unique ancient facility that will grant any 5 slots in 2 real life weeks.)
Spread Despair (Effect any 1 known planet with disease or crop failure or water poisoning that lowers population 10%.)
Propaganda (Adds +1 troop slot for 1 week if organic troops are used.)
Troop Recycling (Adds +1 troop slot for 1 week if droid troops are used.)
Create New Ship (Create a new ship design that wouldn't be in the Clone Wars timeline.)
Scout (Discover 1 new trade route or 1 tactically useful location)
Claim System (Add +1 System to your control.)
Ship Deployment (Adjust what ships and troops you have in all of your systems.)


You get +5 Currency Points per system you control. You also receive +2 Currency Points for every trade route you control and +1 Currency Point for every trade route you share.These points can be used to purchase ships and troops from the black market or from other players. The first number is the cost of a black market purchase and the second number is the cost of purchasing from another player.
Fighter 1 per 2 slots/2 per 3 slots
Bomber 1 per 2 slots/2 per 3 slots
Reconnaissance 1 per 2 slots/2 per 3 slots
Corvette 2 per 1 slot/5 per 1 slot
Frigate 3 per 1 slot/6 per 1 slot
Cruiser 5 per 1 slot/7 per 1 slot
Heavy Cruiser 7 per 1 slot/10 per 1 slot
Star Destroyer 10 per 1 slot/15 per 1 slot
Battlecruiser 15 per 1 slot/20 per 1 slot
Dreadnought 20 per 1 slot/30 per 1 slos
Standard Troopers/Battle Droid/Droid Marine/Super Battle Droid 1 per 2 slots/2 per 3 slots
Heavy Troopers/Assault Droid/Droideka 1 per 2 slots/2 per 3 slots
Sniper Troopers/Assassin Droid 1 per 1 slot/2 per 1 slot
Engineer Trooper/Engineer Droid 1 per 2 slots/2 per 3 slots
Commander Trooper/Magna Guard 1 per 1 slot/2 per 1 slots
Jet Trooper/Jump Droid 1 per 2 slots/2 per 3 slots
Pilot Trooper/Droid Pilot 1 per 2 slots/2 per 3 slots
Special Forces -------------/5 per 1 slot

Thorakasha

Posts : 19
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Thorakasha on Wed Feb 10, 2016 3:11 pm

Now that a Currency was voted YES on, we need a way to implement it. I put forth this idea of a game mechanics & currency item. It takes into account how we've been doing ship and troop manufacturing and refines it to include other things as well. There is a Missions section which some may say takes away from the RP factor but I don't think it does. You'd still RP things but this is just an automatic what happens and helps keep track of everything so no one goes to far beyond everyone else.

Thorakasha

Posts : 19
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Darth Cobra on Thu Feb 11, 2016 3:10 pm

I think that this is a great idea.

Vote: Yes

Darth Cobra

Posts : 11
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Thorakasha on Thu Feb 11, 2016 5:20 pm

I of course am all for this system.

Vote: Yes

Thorakasha

Posts : 19
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by The Melorian Republic on Thu Feb 11, 2016 9:42 pm

Let me outline the currency plan i posted in the RMB


Start with 1 billion credits
+10,000 a day

Ship prices tbd but the largest should be something like 10 million or more

troop prices tbd

you can purchase ships from other players and have that amount transferred to them

if you own any sort of planet that has a SIGNIFICANT galactic business (such as a shipyard or Kessel, something like that) you get a +5000 additional credits a day(this will be verified by neo or an admin, so dont try to cheat)

After a battle, you must pay 1000 credits per ships for "repairs"

The Melorian Republic

Posts : 12
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by The Melorian Republic on Thu Feb 11, 2016 9:47 pm

Vote: yes with rights

This is very complicated a summarized version should be made available

The Melorian Republic

Posts : 12
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Voljundok on Thu Feb 11, 2016 10:15 pm

I vote yes, and also agree with Melorian.

Voljundok

Posts : 11
Join date : 2016-01-27
Age : 18
Location : Houston, Texas

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Thorakasha on Fri Feb 12, 2016 2:40 am

If it is my system that is in need of explanation, it is simple.
Coruscant came up with the base troops and ships then you get more depending if you're an alliance leader or trade routes right? I have implemented that same system. You also start with a base number of slots...like 2 slots for ships and 2 slots for troops that we have right now. Easy right? We keep that same system but as you get more systems under your control, you can do more. Just as it should be. A nation can do more with a continent that it can with just a small island. Space=resources

Keeping with the slots idea that corscant came up with, I added facility slots and mission slots. Again, you have a base and get more as you get more systems. Facility slots are a way that you can get improvements for your forces. Be it additional systems, shipyards, etc. If you think that this reduces the need for RP, that isn't the case. It just makes a physical manifestation of those RP's. Let's say you want to be able to make more ships. Well, spend a facility slot to make a shipyards facility. This allows you to have more ship slots weekly. So instead of say...2 as is base, you would have 3 slots a week now. Want to build a space station for protection? Spend the slot and get additional forces specifically for that system which makes it harder for people to invade now.

Mission slots are another form of manifesting RP's. You want another system? Spend the point that week and add a system to your roster. You can choose to not RP it but why not make it more fun and do a small RP thread? Things like espionage and sabotage are real aspects of war and you can do those. You damage peoples slots for a week or you know what their doing. Their plans are yours. All because you spent a slot on espionage. Yes, everything is being done on the rmb but our characters don't know all that's going on. Spend the slot that week and your characters now also know the going ons of one person.

The currency points I kept in line with the same slots concept just different. These currency points are a way for someone to buy more ships and soldiers. It's also a way for special units to be used by others. The black market is going to cost fewer points than if you go to another player. But, if you give the other player the points, they now add those points to their usable total.

I kept with the slots idea as a way to balance things but also keeps the players able to expand. Everything would be balanced and no one player would ever truly be able to simply dominate. You must allocate your slots how you want but if you focus too much on one thing, something else suffers.

I do like the idea of repair costs. I think that it is an easy fix that keeps with the slots idea. Your currency points can be used for ship "repairs" at the end of every battle, you can decide to spend currency points to add the damaged or destroyed ship back into your inventory for use. So let's say you have 4 systems and that gives you 20 points per week that is usable. But if on tuesday you get in a battle and have 10 ships damaged or destroyed, if you want them back you must spend 1 point per ship or 10 points total. But if you get in a fight on friday and have 15 ships damaged or destroyed, you only have 10 points to spare so you must be selective. After a period of time (I would say 1 day) the destroyed ships are unsalvageable. Damaged ones can be but not till you get more points. Again, it keeps things balanced out.

Thorakasha

Posts : 19
Join date : 2016-01-26

View user profile

Back to top Go down

Re: Game Mechanics & Currency System

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum