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Neveron >> Suggested Changes/Additions

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mumbles
Sergeant


Reged: 03/06/05
Posts: 147
New level system
      #122282 - 12/12/05 04:08 PM (65.93.48.4)

The current level system doesn’t make much sense with the disadvantages.
I would like some advice from players about this level system. I’ve listed the levels in order, the 1st being the top and the lowest being level 3 or 4. I like much of the current level systems, but I very much doubt that it would ever be coded.


Building
-No costs for mineral storage.
-Lowers costs for factory buildings.
-Doubles mine output.

Construction
-For every 5 CV an additional 2 CV is free.
-Cost to construct is only ¾.
-Cost of building is 4/5, only for residential, commercial, training, recycling and repair.

Merchant
-Reduces time of items on market arriving at their destination.
-Lower hot drop by 5 million, landing craft by 1 million. (Stacks with Warrior discount)
-Increase of commercial income.

Scientist
-Increases bonus for faction research.
-Lowers cost of research buildings.
-Lowers cost for re-tooling/tooling research facilities.
-Increased research output.

Warrior
-Decreases train time by one nday per five ndays training. (You train for 5 ndays the training is complete in 4 ndays)
-Lowers cost to declare war.
-Lowers hot drop costs by 10 million. (Stacks with merchant discount)
-Lowers costs to attack land/city.

Defense
-The ABR system is good as is.
-Moral doesn’t decrease over time.
-Tower maintenance is halved.

Mercenary
Allow for contracts to be taken.
Increase salvage chance (only for weapons, equipment, ect. NOT including mechs/vehicles).


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Tigera
Sergeant Major


Reged: 10/19/04
Posts: 284
Loc: Pacific Northwest
Re: New level system [Re: mumbles]
      #122303 - 12/12/05 11:04 PM (137.118.1.16)

I think this idea has more merit to it than the system that is in place (since it will never get finished anyway) Only allow an empire to choose one or two classes max . I would tweak them a little but I think the idea is solid and ALOT easier to implement .

--------------------
*** When everything is said and done , all you really have is yourself . ***


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Toontje
Colonel


Reged: 01/18/04
Posts: 2578
Re: New level system [Re: Tigera]
      #122308 - 12/13/05 02:12 AM (84.24.165.226)

Merchant comes off too well in this. With the increase in comm income, they're already enourmous powerfull compared to other classes currently implemented. Followed by attacker class.

--------------------
Rather to blow up, then.


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sdog
Lieutenant Colonel


Reged: 09/01/03
Posts: 1791
Loc: europe
Re: New level system [Re: Toontje]
      #122321 - 12/13/05 06:54 AM (139.174.165.124)

the warrior clas is almost completely useless, in your proposal.
in hotdrops the hotdrop cost itself is not the expensive factor. it's the risk for the forces. reducing hotdrop costs will only make LT cheaper.
DoW is also not an important cost factor in LW. only for LT.

the two real advantages for Warrior lvl right now are double FL transfers and double movement speed.

Morale doesn't decrease over time is way to powerfull though. do 1 LW, drive your morale above 100 and get twice the income forever.

the current system is considerably more balanced. with only one exception, i think Scientist class doesn't get enough benefits.


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Toontje
Colonel


Reged: 01/18/04
Posts: 2578
Re: New level system [Re: sdog]
      #122326 - 12/13/05 07:21 AM (84.24.165.226)

Leme guess: You also got 2 lvls in scientist (and merchant?)

Personally think builder stinks a wee atm compared to all others.. Would be nice if all classes would go up to lvl 2..

--------------------
Rather to blow up, then.


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sdog
Lieutenant Colonel


Reged: 09/01/03
Posts: 1791
Loc: europe
Re: New level system [Re: Toontje]
      #122334 - 12/13/05 09:25 AM (139.174.165.124)

no, i don't care for research on neveron.

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mumbles
Sergeant


Reged: 03/06/05
Posts: 147
Re: New level system [Re: sdog]
      #122343 - 12/13/05 12:30 PM (65.93.50.3)

-Tigera

The new class system would alow for anyone to take what they want. I.E. A level 4 warrior/ level 3 merchant. Also i didnt specify how much more income but it would be level based and the amount of commercal buildings. Example: A person who has one building can manage it at 150% but when he has two he can only do 125% for both. The higher the level of the empire the more commercial buildings he/she can handle at a higher percentage.


-sdog
The higher level warrior has a huge advantage and also pervents a large amount of level 2s and 3s that are being compleatly funded by there factoion leader to have such an advantage.

Warrior
-Decreases train time by one nday per five ndays training. (You train for 5 ndays the training is complete in 4 ndays)
-Lowers cost to declare war.
-Lowers hot drop costs by 10 million. (Stacks with merchant discount)
-Lowers costs to attack land/city.

Should be changed too...?

-Decreases train time by one nday per five ndays training. (You train for 5 ndays the training is complete in 4 ndays)
-Lowers hot drop costs by 10 million. (Stacks with merchant discount)
-Lowers cost to declare war.
-Lowers costs to attack land/city.


As for the defencive perhaps a cap of where the moral doent decrease. Like 25 or 50.

Edited by mumbles (12/13/05 12:32 PM)


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mumbles
Sergeant


Reged: 03/06/05
Posts: 147
Re: New level system [Re: sdog]
      #122486 - 12/15/05 04:55 PM (65.93.50.3)

sdog, if you couldn't care for neveron research then give up all your mechs. You need to research evently.

Edited by mumbles (12/15/05 04:56 PM)


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Kas
Lieutenant


Reged: 03/16/05
Posts: 487
Re: New level system [Re: mumbles]
      #122492 - 12/15/05 10:01 PM (68.102.220.141)

There is no research requirements on nev, unlike fwars.

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