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Sunday, August 8, 2010 - 08:06 am ---------------Common Concerns--------------- WP Cost The Current rate to keep a single country in WP permanently cost 45CG monthly, meaning that a country needs to make 155B a month.)based on LU. WP is a constant up cry in the Simcountry community. Maybe a Monthly rate of 15GC half the cost and much more realistic, Also in order for an empire to war lets say that all countries but the secure must be out of WP. CEO/Empire Cost Its 30GC per CEO or Empire and new and old players alike agree that it’s a high price to pay reducing the cost to lets say 15GC a month? ---------------Personal Ideas--------------- Spies They fall under the Strategic Weapons You need to construct a Head Quarters, Each one holds 100 Spies. Spies can perform many tasks. Everything from counter intelligence, spying, Sabotage, Nuke a target, Spy assassination Counter intelligence-As long as there is 1Spy per destroyable location any radar planes that observe your airspace are noted(they cannot be attacked but the sender country will be listed). Also every spy at a location blocks the others ability to perform recon abilities and remain anonymous. Each spy the defender has at the location drops the attackers ability to stay concealed in all missions by 5%. They also reduce the ability to sabotage by 5% and nuking missions by 2% Recon- At the cost of 1spy a player may recon a selected target to view what war assets are in the selected populated area, At the cost of 5spies a player can recon enemy fortifications and for 10spies players can recon military bases. (recon spies can never be killed but the location of the sending country can be compromised) Sabotage- A Player can sabotage a selected target 1spy can destroy 15% of all weapons systems at the enemy location, each spy has a 15% success rate. (Up to 5spies may be sent at once)if unsuccessful the spy(s) is killed. The default rate is 10% each spy sent adds 5%.) Nuking a target- The spy can smuggle a tactical nuke(ONLY TACTACIAL NUKES MAY BE USED) into a city or location. Nukes only have a 3% success rate only 4more spies may accompany adding 3% each. Assassinations- have a 75% success rate but immediately give the name of the attacker(assassinations can only kill a spy in the selected target.) should the attack fail the spy is killed and the name of the country is still reviled. Mission (Default % of success) (Default concealment %) Recon 100% 80% Sabotage 10% 50% Planting a Nuke 3% 30% Assassinations 75% 0% (Defaults success are the bare minimum and % can never go below that, Default concealment is where the standard is, those % are subject to being lowered due to many spies) These abilities can be activated against any country no matter if the countries are at war or at peace. Nuking a target either successful or unsuccessful should the identify of the country be reviled an automatic declaration of war will be declared Changing the Role of Tactical nukes Currently it cost 9B to have a nuke that only destroys bases even then it is still weak. A tactical nuke will Destroy a base only to a certain points (EXAMPLE BELOW) Defensive bases will be destroyed 100% completely destroying the base Offensive bases are only destroyed up to 50% meaning 2 tactical nukes are need to cause 100% damage Strategic bases only take 40% damage meaning it costs 3nukes or 25B to destroy the base Tactical nukes cost a small bundle and do almost nothing as is changing it so that they can be used by spies means new ways to use them as well as a better use in the war game. I think all stats should be left as is the only change comes from them being used by spies. I don’t believe they should completely destroy the target but they need to do a descent amount of damage. (targets and damage below) Countries(100k and below) 100% Damage Cities(100K and up) 75% Damage Capital - 50% damage They do the half the pop damage of the larger nukes and still provide the level 1 nuclear disaster Reactivation cost Another idea would be to pay 5GC and a player could reactivate all weapons in there reserve’s Quality bonus on Countries 100Q would be standard growth. Additional rises add more growth. (EXPAMLE) 370Q - 100Q average =270Q which turns into a % and becomes the added % to the standard growth. 3000people per month times 270% materials = 8100people Federal Reserve A Cooperation that would change gold and silver into cash http://simcountry.wikia.com/wiki/Federal_Exchange What you guys think? Just trying to throw something out to get the idea balls in motion. Make the game more fun u know
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Monday, August 9, 2010 - 08:26 pm New ideas New idea I thought of each world has a Security Counsel, whos main issue is to send 5T here or there what about troops? Just like the United Nations the Security Counsel could sent troops each country worldwide must donate troops based on a 10th of a percent. Based on all the worlds pop thats a total of 330M Security Counsel troops. They can be provided to any country who the counsel deems necessary. The troops dont count toward a players pop but have there own pop # on a players news bar. The Security counsel would supply troops and the weapons at the cost the player must pay 15% more then if to having the defense themselves as well as a 5B a month Counsel tax. Troops are only defense only and cannot be used as offensive troops. This can only be applied for a duration of 24game months after which time a 12month cool down. Security Counsel will have the power to stall a war. By that meaning once Security Counsel troops are sent any countries involved in the war will be restricted to just them. No other countries may dec war well a player has UN troops in there country. Better loan system I think the banks should let us set up are own loan system. Allied take loans cheaper then if they ask somewhere else. I think the Default rate for the world bank should be 15% but presidents and CEO should be able to set there own % because then competitions for loans would be more aggressive. Just like in Real Life.
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Monday, August 9, 2010 - 08:41 pm War Players vs Econ Players Alot of talk as been people wanna play econ or some wanna play war. To make it fair i think maybe econ players should receive 15% loss in points since they only play half the game
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Sunday, October 3, 2010 - 12:26 am Market Prices The ability to change the prices for local,common, and international would help players who play with CM or do extreme amounts of trading. Being able to set them would help with CM and self sufficiency (example) Local-best price Common- 15% over Q International-44% over Q Nukes Nukes should be more of a powerful force as is they are underpowered. A solution would be they have direct effects on the WI. Chemicals-0.5 Tactical-1.5 Sub/Nuclear-3 Strategic-5 This would mean a player would have to land 20 Strategic bombs to lower the index to 0. Dropping a nuke on an enemy should be applauded and should have more harsh implications then what they currently have. Tactical Nukes Currently tactical nukes cost 8B and only attack bases(they take 1-3 to destroy the base depending on the base) a possible idea would be to allow them to attack forts. To compensate so that players do not need to spend huge amounts on extra nuclear defence would be to cut the needed troop count in half. Allowing people to have 2times as many Nuclear Defense batteries at the same cost. War Engine A few possible solutions to the war engine First would be to when a country is taken over that all the cash(not the money already invested) in the investment fund is added to the cash of the country(note this is done as the country is taken. Players cannot sell the share of investments after occupation to make extra income) Second would be to double or triple the amount of weaponry found in a country. Meaning a C3 would contain 1.5-2T in military assest(after looking into it that would mean a player could gain 50-60k Helicopter and Interceptor ammo in a single raid.(about 700B in assets) Ground war A topic brought up was the occupations of city's using occupation units they can target a selected city and conquer it. Conquering would be permanent just as painting the map. The occupation would cause the same effects as destroying the city instead of pop loss extra points are added to the removal of the WI (example) Destroying the Capital is a 15point loss occupation would be 20points to help cover the removal of decrease in population (amount of needed units) Since occupation units are small in size the amount need to take a city would depend on its size(to occupy the city units must be within close proximity) Country-1unit(causes 2 points drop) Town-2units (causes 5 points drop) City-3units (causes 8 points drop) Capital-5units (causes 20 points drop) Drops indicate the loss to the War Index
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Sunday, October 3, 2010 - 04:19 am Remove the limit of a certain number of corps in an enterprise and investment fund. Especially for the investment fund, I see no reason to put a cap on it since it only reduces the flow of investments around the world.
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Sunday, October 3, 2010 - 06:10 am Speaking of Investment funds the funds should be used to pay the cost of Social Security in a country. If you have 10B in dividend a month they should add that to help lower the costs of Social Security
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Sunday, October 3, 2010 - 08:15 am ...
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Sunday, October 24, 2010 - 02:50 am Break though technologies An older discussion brought up in the voting forums. A possible fun idea for the more stable countries -----Basic idea----- In order to research these at least 3hospitals and 2 universities must be converted (much like the Back to work schools or War Hospitals) Each "set" would give a 1-2% bonus to what ever is being researched(meaning to have 100% increase a player would need 150hospitals and 100universities). Once a "Set" has been created for use it would be irreversible(obviously due to the mass amount of work the admins would have to provide) although changing what they would be researching can be changed at any time Here are several possible ideas Antibiotic's- Would research life saving antibiotics giving an 2% increase to birth rates as wells as a 2% decrease the death rate(this would be greatly beneficial to players with countries having populations over 60M. "NOTE" a cap should be put in to prevent countries from obtaining 100M plus stable populations). This would also help players with people in the War hospitals, by increasing the amount of soldiers who return to normal life by again 2% Super Computers Instead of a 2% this would only provide an increase of 1% . This would increase the production of all state and country owned/controlled corporations. At max this would provide a 50% production increase to each corporation. On the military side it would decrease the amount of troops needed for each weapon system by 1% (at max meaning an army would need 50% less troops,"NOTE" this would help to lower the defense cost as less salaries would be payed to troops) Lasers Lasers would help hospitals use less materials and lower the cost of having them.(Lowers the amount of monthly materials by 2% and the overall monthly cost by 1%). Lasers would be used by the military to paint targets helping units be more accurate meaning less ammo would be needed per attack.) Internet Internet would help by increasing the amount of information people could receive. This would help by lowering the Health, Education, and Government monthly costs by 2%. At the same time it would help with Strategic military placement. By Increasing the Number of weapons that can be stationed at all bases or fleets that the country controls. Solar Defense Network(War players) 5 "Sets" must constantly be researching SDN(Solar Defense Network) This does not provide a 2% increase but instead this network would act as one giant Nuclear defense battery. With this active players would only need 1 Nuclear defense missile battery.( Both 1 Nuclear Missle battery and the Solar Defense Network would be suffient to stop even Strat Bombs). In addition 5% less troops would be needed to operate any other military weaponry. This would help War Players use less troops meaning more troops could be used in either areas of the Armed Forces or used to help there economies. Global Network Relay(Econ players) The Global Network Relay(GNR) would be a massive communication network giving Econ players large boosts in production and cash flow. Needing 5"Sets" to remain operational it would give all corporations 15% production increase as well as lowing the cost of government by 40% --------Thinking of more will add later------
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Sunday, October 24, 2010 - 04:28 am Good idea: Remove War levels
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Sunday, October 24, 2010 - 04:45 am Agreed.
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Sunday, October 24, 2010 - 06:59 pm As an econ player I like the new war levels.
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Sunday, October 24, 2010 - 07:52 pm It has no effect on you Maestro, so I guess you would.
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Sunday, October 24, 2010 - 09:07 pm It has an effect on me. I'm at war level Zero.
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Sunday, October 24, 2010 - 09:20 pm I'm going to restart, just to take out Maestro, looool. Just kidding.
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Monday, October 25, 2010 - 02:53 am Always a sweet word.
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Tuesday, October 26, 2010 - 03:24 am -----------Chemical Missiles--------- Chemical missiles should be allowed to hit a land based target(land divisions ect) and do a large amount of damage per strike(as well due to the weak nature of chemical missiles should be used just like Conventional missiles and have the ability for multiple strikes at will with no delay in launch time ----------AC130 Type gunships------- Land based support would be an Air Wing consisting of 5 Gunships. They would be able to attack ground units as well as air units. (damage stats to come)
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Wednesday, October 27, 2010 - 07:38 am Super you are far too focused on nukes. lol
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Wednesday, October 27, 2010 - 10:04 pm Give Air Transport corporation legs. These corporations can't be moved from country to country by CEO's.
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Wednesday, October 27, 2010 - 10:07 pm "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." Seriously.
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Wednesday, October 27, 2010 - 10:22 pm And what do u do with the airport that came with it?....
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Thursday, October 28, 2010 - 12:12 am Airports get sold to the same country the air transport gets moved to. Would that work?
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Thursday, October 28, 2010 - 12:22 pm +1 Scarlet
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Monday, November 1, 2010 - 03:52 pm Production Plant: When buying a new production plant... The quality of the production plant you buy should have an effect on the starting quality of the products you make.
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Saturday, November 6, 2010 - 05:08 pm New Products How about the game add 50 new products. (but only 10 producted in each world) Have the game create demand for all 50 products on all worlds. This would encourage space trade between worlds.
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Saturday, November 6, 2010 - 06:09 pm Don't we have enough useless products with almost no demand? Adding Bulk Orders to To Pick-Up/Drop-Off Cargo/Destinations for multiple shuttles at once would encourage space travel. If I have to click to ship a product from my country to my space center, then click again to load EACH INDIVIDUAL shuttle, then click through two useless screens just to get to the screen where I tell EACH INDIVIDUAL shuttle where to go, then click again, to unload EACH INDIVIDUAL shuttle, only to have to repeat the process again for another shipment.... ...I would regret buying the 20 shuttles and various space centers. I would leave the shuttles loaded with products I loaded for transport becuase I don't even care to click that many times to get them to move, and I damn sure don't want to click 3 times just to unload every one of them. Now add those clicks, then multiply that by 20 and you know why I refuse to participate in the space program until things change. And that magic number I asked you to tally, try that for every run from destination to destination. An absolute waste of my time. If I could load x amount of y product onto my shuttles and then check a box for each shuttle I want to send to z location... and only have to repeat that process every time I wanted to utilize the feature.... ....I might buy 20 or more cargo shuttle, a space station even, and participate fully in the space program. Until then I wouldn't care if you added 500 new products. Those same shuttles I have loaded to capacity just sitting to rot will be left where they stand because it just isn't worth my time. Thank Gosh Jozi agreed at the latest chat and all we have to do is wait for an update when all the more important updates are finished. Thank Gawds
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Saturday, November 6, 2010 - 06:53 pm
sigh... The problem is that things are implimented that aren't being tested. Is it there solely for the sake of the appearance of a new feature? Sometimes I don't understand their logic. Update? How about PLAN AHEAD! They were adding this as I was leaving, now I'm back and THIS is what it is? How did they deal with the fact that LU produces twice as fast as other worlds? There better not be weapons or ability to shuttle them as long as an LU military corp produces 2X what mine can in the same amount of time- that would be jacked!
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Saturday, November 6, 2010 - 07:18 pm Wendy, Just imagine if this game had in-world shipping of products(Boats, trucks, train) Think of all the clicks..... I hope the gamemaster reads your post and works to automate the space trading feature. Automate space trading the same way we can move products between countries in world. Make it seamless. Leave the space clicking for the yet to be launched space wars. I'd like to see each world make unique products to export/import to other worlds. (And automated) Maestro
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Saturday, November 6, 2010 - 07:43 pm Yes, unfortunately, the Differential in Worlds has never been discussed. It is absolutely pointless to start on the slower worlds anyway. LU finances everything else. I guess there is another incentive to join LU other than it being the most active world.
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Saturday, November 6, 2010 - 07:58 pm I use to be on LU because the time was faster. Now I do not wish to be on LU or multiple planets or be at a disadvantage. If we can shuttle military this is serious. that's twice the military building capacity with the same assets. I may go pure economic. Gee, that doesn't seem like much fun though. Wow, I'm like WTF, now I HAVE to relocate to LU... Yeah, I'm just drowning in the coins I've been investing on WG. You know what GM?! YOU PUT ME ON WG!~ I didn't like THAT change when I first got back, can't choose your own country and get dumped on what? a random world? So I go with it, going to make WG my home. Pfft.. whatever
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Saturday, November 6, 2010 - 08:18 pm Here's a friggin idea! How about a download. What is their hang up with keeping it pure web based and just accepting it's limitations? We give you money, We trust you already. Hire a software engineer or 2 if you have to. If it's that messed up I'll just clean my computer, so it's cool, it can only help the game. We trust you, give us a download! Jozi go out and purchase Supreme Ruler 2020 and PLAY IT. Learn from it and give us a download.
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Sunday, November 7, 2010 - 07:35 am Labor idea Housewives...Currently 50% of housewives can go back to work. Why not raise this to 75%. Seems more realistic in todays world. Youth workers...Why not let some of our young ones work as part time labor? Perhaps 25%... Retired Workers ...Why not let some of our seniors go back to work on a part time basis? Perhaps 10%...
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Sunday, November 7, 2010 - 02:42 pm "Better loan system I think the banks should let us set up are own loan system. Allied take loans cheaper then if they ask somewhere else. I think the Default rate for the world bank should be 15% but presidents and CEO should be able to set there own % because then competitions for loans would be more aggressive. Just like in Real Life. " there should be more information on loans you should be able to choose how long you want to take a loan for interest rates are based on real time they should be based on game time to make the cost of loans the same on all worlds current WB interest rate per game year on GR is .123% so maybe .125% per yr for the world bank
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Monday, November 8, 2010 - 12:56 am Solomon ~ LU may move two times as fast as any other world, but what that really makes it is a bottomless expensive maw that you can endlessly pour material into without a result.
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Monday, November 8, 2010 - 04:01 pm Sell Simcountry. That's right sell it. Sell it to the Americans, at least they have an excuse to be retarded. The Europeans, not so much. lol I'm serious! This game is in real trouble. Not only is it in a depression, several consecutive quarters with negative growth, but some of the new growth is dead. What do I mean by that? Well, I returned and I'm not even playing and I won't until I can do so with out prefabricated disadvantages. Which means I won't be because yes, they are retarded, they won't be fixing it much less fixing it right the first time. Yup, retarded, I mean clinically retarded, I warned them that there would be an unfair advantage created BEFORE they implimented the changes because I was here when they first announced the expansion. Sigh... Sell it! They need to sell it BEFORE they completely destroy it.
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Monday, November 8, 2010 - 04:51 pm OMG.. lol
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Monday, November 8, 2010 - 04:56 pm Vote Here I laugh as I reread it! but I am serious lol ...and of course I know it will be voted down, all the 'Yes' votes left the game
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Tuesday, November 9, 2010 - 10:55 am here a idea for you that will boost up space program. what if i don't want to start on a brand new world or trade in space? what if im that guy that has a nice size empire back at the old home world and want to spice things up.meanwhile with my new space raider units i can land on a person's country on any world and raid them for profits? its about time you create new units such as different classes of war space ships into the game and new ideas.what if i want to be a bounty hunter/econ player that just plays on one world but uses the space program to go to other worlds to cause grief such as pirate/quick invasion mission for mass profits hit and run anywhere in the galaxy? what if i want to be that country that doesn't cater to the econ player but more to the war player using hit and run tactics from world to world attacking countries with the solo purpose of robbing resources/money and then disappearing back to the homeworld that i originated from i:e gr where no one knows who i am or what i do?
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Tuesday, November 9, 2010 - 11:06 am also the last idea is put another trade option galaxy market. what re galactic shortages and surplus and automation for trade of loading the space cargo ships and buying and selling from world to world and country to country then the next step is build a new world except it wont be a world it would be more like a moon or asteroid where you have to invest gold coin or game currency or both to build a space colony. make the war space ships behave just like the navy would on a world.
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Tuesday, November 9, 2010 - 11:20 am in the space program you already got space stations people have purchased space docks just convert them with more options into space countries and the docks still work the same for trading just more automation. both war and econ players will jump into the space program because of the income that can be mad in the space galactic trade because each country and world use them as hubs still for trading.
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Wednesday, November 10, 2010 - 04:11 am C3's Attacking human players: At what war level will this be possible?
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Sunday, December 12, 2010 - 10:19 pm Quality upgrades In the Military Quality would make new changes in the military for both weapons and ammo. Making weapons and ammo would be more realistic and help with self sufficiency. Here’s the math and how the new system would work Weapons and Ammo fighting strength would be based upon the quality itself. The strength would be how much better it fights. The strength would be how more effective it is compared to a 100Q unit . A 100Q unit would be a 1.00 strength. Military Supplies, Gasoline, Aircraft Fuel, and Trucks would me measured the same way. Averaging them together to get a primary Goods Q-rating (Example Below) 100Q interceptors = 1.00 Fighting strength 100Q ammo = 1.00 Ammo Strength 100Q fighting Strength = Multiplier times 1 100Q Ammo Strength = Multiplier times 1 100Q Supplies = Multiplier times 1 Average 100Q= multiplier of 1 Lets say those where all bought at 370Q 370Q interceptors = 3.70 Fighting strength 370Q ammo = 3.70 Ammo Strength 370Q Supplies (includes all goods needed besides ammo and weapons) = 3.70Goods Quality Average 370Q= multiplier of 3.7 Final Tallies 360 interceptors with a multiplier of 1 = 360 interceptors 360 interceptors with a multiplier of 3.7 = 1332 interceptors So you can see Q would effect them 360 interceptors at higher Q would fighter harder and do more. Ammo and Weapons Quality upgrades would add more punch 370Q weapons upgrade would add 37points on top of that to make a 4.07 multiplier. A goods upgrade should be included to make weapons a max of 4.07 total. Note that upgrades can only be used once. -----------------This the basic’s working on it as we speak will add more in a few mins-------------
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Sunday, December 12, 2010 - 10:26 pm When I said “A goods upgrade should be included to make weapons a max of 4.07 total†I ment a goods upgrade for the goods that where not weapons or ammo. The costs would remain the same. The only cost would be in the initial cost of buying all the weapons needed. In order to keep higher Q weapons n ammo contracts would be made. Either a player can buy them his/her self though contracts from people or state/CEO corporations of theres can make them. Consumer goods I know this has been brought up but high Q consumer goods should increase brithrates and maybe state corp productions
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Monday, December 13, 2010 - 07:56 pm I have a Defensive Military Base corp, and I can't buy its products. If I close the corp, what happen to those bases?
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Thursday, December 16, 2010 - 02:36 am Caoyi they get trashed lol, The corp closed.
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Saturday, January 29, 2011 - 10:38 pm Increasing Corporation Production A lot of corps make little money. Wine, Almost ALL WEAPONS CORPS, and others make 10B or less a year(based on selling yearly production * market price * 1.00 Standard Q). These corps need to be increased. Fighter corps make 24Fighter planes a year. What am I supposed to do with 24planes? I propose increasing the production of all weapons corps 2-3Times there current production to increase sales and profitability of these corps. CEO fees CEO are taxed for a lot of thing some should be removed. Some taxes include Closure tax (Closing a Corp) Relocation Tax (Im being taxed over 30% so I want move lets tax me because Im moving) Country Resource fee/CEO Tax(no problems here but since we sponsor back to work schools and Clinics we should get a discount for using these workers) Countries get income 3ways from a CEO Country Resource Fee(36% I think is the estimate) CEO tax (What the president sets) Taxing the salaries from the workers Removing Closure Tax and relocation tax would be nice in saving CEO cash as well as since we take workers they would be using a countries SS fund lower the country resource fee if a % of workers are in the workforce from the CEO sponsored programs. AC130 Gunships After some work these Planes can be easily added. Building them would cost more then average but the benefits would be good. These ships would accompany Bomber wings. A wing default would request 10. Info on the Ships is as follows below. Materials needed in the monthly production (included is the cost of materials) Aluminum- 20,000tons (20.8M monthly) Ammunition Components- 1,000units (16M monthly) Computers- 50,000systems monthly (60.3M monthly) Construction- 150,000units (40.2M monthly) Defensive Radar Planes- 1Plane (884.9M monthly) Electric Power- 1,000Million kwhs (88.2M monthly) Electronic Components- 150,000units(83Mmonthly) Factory Maintenance Units- 30units (105M monthly) Heavy Artillery- 2cannons (105.2M monthly) High Tech Services- 150,000units (66.8M monthly) Industrial Equipment- 175,000units (82.4M monthly) Military Services- 175,000units (78.8M monthly) Plastics- 50,000tons (25M monthly) Services- 150,000units (62.4M monthly) Software- 50,000units (23.3M monthly) Steel- 20,000tons (23.8M monthly) Weapon Grade Components- 1,000units (33.4M monthly) Total Monthly Cost 1799.5B monthly Number of Workers needed (based on Long Range Radar Planes) Low level workers 78000 Medium level workers 64000 High level workers 35000 Low level managers 6500 Medium level managers 4200 High level managers 700 Executives 220 High tech engineers 33000 High tech seniors 6600 High tech executives 390 Total Monthly Cost (based on 100salaries) = about 985M monthly 985M (Salaries) + 1799.5B (materials) = 2.8B monthly or 33.6B yearly A corporation would produce 12 Gunships at about 5B each. These gunships would need there own ammo (another corporation which Im working on). Using there own ammo these gunships would be able to attack land targets with high effectiveness. The ability of this ship would mean it would be most effective when taking out defensive garrisons and mobile land based targets. The Airship would have immunity to any land based unit attack (As it would have flares) so it may only be destroyed by Fighters or Interceptors. So keeping interceptors and fighters to defend your airspace would be a must. The Range would be 5000KM half that of a radar plane but far enough to support navies just outside regular bombers reach. These would work well as combat support. Sending both Bombers and Gunships would reduce enemy garrison quickly. Even though they can only be attacked from the air doesnt mean one would give up on bombers once done with enemy air support. It would still take several dozen Gunships on there own to destroy an enemy garrison. Keeping 50gunships in a single wing is risky, Each ship costs about 5B plus ammo. The cost for 50gunships alone would run at 250B. Chances are if your enemies interceptors are down so are yours. Last thing you want is your $250B investments falling from the sky. So pairing a Dozen gunships with each wings keeps your ships spread out (Plus bombers would help to take any left over interceptor fire as well as soften up targets).
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Sunday, January 30, 2011 - 12:41 am Breakthrough Technologies(Part 2) Building on that here are new ideas (below is available to both Econ/War players) Project Greenhouse This project helps in finding cheaper eco friendly alternatives to meet consumer needs. Reduces the amount of all consumer items used monthly by 2% Synthetic Materials This helps to create stronger materials to meet to days standards. Super strong materials help build stronger equipment. Helps Econ players by reducing maintenance units needed each month in the transportation field by 5%. War players see Bases, Navies, and Fortifications reinforced meaning they take more damage before being destroyed. Robotics Taking 5â€Sets†robots work with fragile materials fast then people. This offers a large boost to econ players with a 15Q increase to all goods.(This means going from 100Q ïƒ 115Q). War players see automation on Nuclear weapons systems and Defensive systems. Strategic weapons and bases use 50% less manpower, well defensive forces use 10% less troops overall. Free Trade Agreements Taking 10â€Sets†allows an Econ/War player to buy goods both Military and Non-military immediately on the world market without a 30% mark up. Econ only players Economic Summit Needing 10â€Sets†to work. Economic Summit gathers Medical specialists, Teachers, and Politicians world wide gather together in your country to exchange ideas of the future. This helps you to increase Production and Quality of everything made in your country. (Every 100 salary = 1% production increase is added and your goods see a 30Q increase that means products go from 100Q ïƒ 130Q) Government Sponsorship Taking 10â€Sets†any nationalized corps will see higher production. With the government sponsoring them they are able to buy better materials to achieve a 30Q boost and a 10% production boost. War Players only Spy Satellites Taking 5â€Sets†this removes the need for defensive radar planes and long range radar planes. This removes the need for the planes well offering the same protection at the same time this program relays information to troops faster allowing faster reaction time so less ammo is used in battle. UAV(Unmanned Aerial Vehicle) Drones Taking 15â€sets†UAV Drones require only small crew to operate cutting the manpower for Interceptors by 50%. UAV use automated homing missiles allowing them to use half as much ammo in battle -------------NOTE----------- After looking I found 3Hospitals and 2univeritys was a bit much so after some work a set would be more realistic around 1hospital and 1university
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Sunday, January 30, 2011 - 02:24 am I believe someone mentioned it before: Show us a more detailed breakdown of the income taxes we receive from our citizens. Also, show us more details on the contributions our citizens pay. (Education, health, any other contributions other than regular income tax) We are a game of statistics, I'd like to see these in detail.
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Sunday, January 30, 2011 - 05:40 am Seconded that. I will like to know where my money come from.
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Sunday, January 30, 2011 - 05:49 am A detailed breakdown would be nice. Something Simple like Taxes _____% Education _____% Health _____% Transportation _____% Social Security _____% Investment fund _____% Spending for consumer goods _____% Housing _____% Unaccounted Spending _____% I think that would help a lot its detailed enoughs to tell me what i want but not extremely complex to make. From there i can tell how my people spend there money. Something that might be hard for the GM but nice for everyone else is increase corporation welfare (in turn increasing production). Coming up with a Global Salary Average. Countries get one and the CEO get one. Lets say the world average is 400salary level. If your a country/ceo is 1200salaries 800more then the global level you should make more (100salaries=1% more in production?) same with CEO this would be a nice way to encourage higher salaries in Empires and CE0.
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Sunday, January 30, 2011 - 10:46 am TL;DR for most of that thread, but I must say in regards to your new ideas like lasers and stuff, I think that W3C has more important game issues to solve before adding yet more pointless crap. Well, pointless at the current point in time, anyways. I mean, how many people use space stations? Compare that to how many people are sick of the technical issues in the game. I think it's glaringly obvious what kind of stuff W3C should be focusing on right now.
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Sunday, January 30, 2011 - 09:52 pm War engine Lvl 0 should remain the default PvP warring should be allowed at 1-2 war levels Winning a President war will instantly move you to the next level You can only war 1-2 3-5 6-7 So on when those levels are available (once you hit lvl 1 on FB your fair game to the hole planet...IT IS IT WAR WORLD! you dont wanna war dont war) Federations and Common Markets The easy fix here is let Fed have 5players. No matter how many countries they have. Maybe have ally stances. You can add players to a list either Allied for Enemy. To Spur PvP warring maybe if you dec a player whos an enemy of your fed and win you gain 20GC on top of the win(or something to encourage player wars) Common Markets Should have 8players and price rates must be changed Local-sells at best price CM-best or something like 10 over Q International- What ever you set Space Trading Some easy fixes can be done #1 All goods should be sold for SC$ #2 Docks should be cheaper 200GC for a dock is outrageous 100GC is more reasonable #3 Ships should carry more like 500K at least 15 Strategic bombs per trip #3 To help space trading market failures need to be introduced. Every so often there will be a surplus and market failure at the same time. Each world should be different and 2 worlds should never see the same up/down. EXP.,.due to the loss of a major oil reserve, global oil production is cut in half for the next 8months @ the same time After replanting cattle fields more cattle can be raised and corps see 50% more production for the next 12months Mining, Food, Agriculture, Construction, and Services should be the only ones affected as they are the primary basis of the global economies. Something like this should happen every 2-5 game years depending on the world. every 2years for the slower worlds (an event every 8days). 5years for the faster worlds like LU(an event every 10days). Having these failures and increases will make a lot of goods scarce or largely available allowing selling off or buying for both space and CEO/country strategic stock.
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Monday, January 31, 2011 - 08:17 am Space Shuttles need to be increased from 300K to 1.5M space MINIMUM. A shuttle(300K space) right now will carry 30Special Forces units 4000interceptors missiles 300K of veggies A shuttle of 1.5M space would carry 180Special Forces units 20K Interceptor units 1.5M of veggies Something needs to be done I can buy 120,000units of interceptor ammo monthly it would take 5shuttle(one trip if the shuttles had 1.5M space). Right now it takes 30shuttles(one trip at 300K)
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Monday, January 31, 2011 - 04:55 pm Retail Have a retail sector index, simular to health or education. For every "country need" corporation in the country the goods or services it provides return a higher index score (lower costs to retail outlets) and increases the sales tax the country receives (index linked). Three types for example: High street: 10 low level workers, 2 low level managers and a executive servicing the demands of say 5000 population. Retail park: 300 LLW, 60 LLM and say 10 executives servicing the needs of say 50000 and Retail chain: 1000 LLW, 200 LLM and 20 executives servicing say 500000 Each type would "order" goods and services directly in a percentage ratio according to demand of the number of population. Anyway something like that without doing any real math to it... The country buys "lots" high St, Retail park or Retail Chain, puts aside the land with planning permission and the retail workers move in as the amount of workers are available or are trained? This increases the retail/commerce index and recieves bonus for every corp related to country needs, say the food stuffs percentage of orders becomes slightly cheaper due to a food stuffs corp in country and the country recieves a "sales tax" revenue for the investment linked to the index 20% of goods and services "sold" The country then needs to import less. Country needs would maybe need to recieve some profit for sales to the population, less then if via a retail lot. Of the chuff sorry at work, just an idea that needs some real math put to it.
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Monday, January 31, 2011 - 05:01 pm Oh i forgot, this would give reason to some corps, wine, food stuffs etc etc BTW I'm a noob so i might have it wrong, but it seems some corps are much more popular then others in an unblanced way. Retail index may balance the "other" corps a little with some clever math from someone far smarter and more time then me.
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Sunday, March 6, 2011 - 10:09 pm Retail This would be a nice addition to the index's. It can be easily added under business and trade index. (displays the following consumer items) Item used - Amount used the past month - Sales in SC$ After all items it tells you the total amount of sales which then a set tax of lets say 10% is applied and added to the "Taxes paid by Corporations" on the FI index. EXPAMPE Fish - 93,102 tons sold = 492M sales just to make this quick times 30types of consumer goods ---------------------------------------------- Total Sales = 14.8B Income from sales tax = 1.48B That’s only based on Fish at 100Q So you could be making more then that. Plus higher Q goods would yield higher income AND higher salaries increase the spending = higher sale tax income (course the higher goods need a benefit like helping birth rates (cough). In total 370Q at 80M pop could easily make a country 10B a monthly boost profit. Increased Weapons Production Weapons corps make to little as is fighter Corp = 24planes a year. WHAT AM I SUPPOSED TO DO WITH 24PLANES!!! I suggest upping production dramatically like 300% Doing so corporations make 3times more weapons = 3times less players have to pay for them = 3times more when buying weapons monthly = more C3 wars for money (larger income)= more player wars = more economic benefits
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Tuesday, March 8, 2011 - 07:47 am It oddly seems like your spy idea was borrowed from supreme ruler 2020. Great Game, when flaws aren't included.
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Tuesday, March 8, 2011 - 06:12 pm it might have been i had a friend give me that idea and i know he plays almost every PC game known to man so i wouldn't doubt it lol
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Tuesday, March 8, 2011 - 07:39 pm SimCountry too, is a great game... when flaws not included. But I'll refrain from making that comment.
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Thursday, March 31, 2011 - 10:28 pm Government bonds Bonds are just like a loan. Its payment date would be the same, gives higher interest income, and cannot be paid back early. Lets say so new players needs 5T instead of giving him a loan buy his bonds. Bonds biggest difference is it could be set to not affect the countries cash holdings. This could help stall the falling of the asset's ticker and the game auto blocking features. Currently Loans sit at 120months @ 30% interest = 150M a month Bond would be 120months @ 60% interest = 300M a month Should rates lower to 5% for loans Loans sit at 120months @ 5% interest = 30M a month Bond would be 120months @ 10% interest = 60M a month So instead of a new player being 8T loans and 2T negative cash and being auto blocked from fixing anything. A player could give them a bond 10T(max) and help them to recovery. Bonds would work like this Player needs a (loan) so to speak ---Offers a bond to player---- Player accepts giving them a loan Once issued the Player who offered the bond gets 5T to help there econ but doesn’t count as a loan so it would in fact give them extra cash to build what ever they need. Since bonds don’t count to the assets index 20T in bonds could wipe a slate clean allowing them to pay off all loans and have some cash left over all that happens is the next 120months they pay the interest and principle. For the reason of this alone makes bonds more helpful also for the player who owns bonds it would show on there assest index next to Shares Portfolio it could say Bonds Purchased _______amount. Ill work more on this idea just wanted to throw it out there Occupation forces Just an idea been working on an alternative to war. ATM you have to kill 4% of the population of a country to win. I’m not saying war isn’t with losses but one reason people take a country is for the population. My suggest would be occupation unit can take over Cities or the Capital (Forts, factories, bases cannot be occupied). Moving one a City or (2) for Capital you should have an option that says occupy this target. If there are no garrisons you should be able to take over the selected target. This would count as killing the pop and lower the war index. Once occupied the occ unit is frozen to that location(sitting right next to the target) until destroyed or the war is one. Should the unit be destroyed the target Is back in friendly hands and the index raises. You still would kill pop at factories but less losses would be made allowing one to save some population.
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Thursday, July 28, 2011 - 08:36 am Nukes have been harder and harder to make and buy yet they have been dropped in strength. I think this is wrong. I mean most countries use 50K troops to man 2bases. I suggest updating nukes. Nuclear attack on a President war should have its own bar for the war index. Nuclear attack should be able to drop a War Index 30Points. Strats/Nukes doing 3 point loss… tacts/subnukes 2…Chems 1. Also they need to be updated for the type of nuke Strategic stay as is damage wise but can use airbase to increase range meaning with the right amount of planning they have global coverage. Fallout level stays at 3 Nuclear missiles range remain as is but do a level 3 fallout instead of 2 Sub nukes remain completely as is Tactical nukes should be able to hit cities to maybe doing 50% capitals and 100% to cities. Also moving them up to a level 2 fallout Chemical missiles should be allowed to hit any land unit. Like if they hit a Long Range Divison they kill a massive amount of population In the unit. Leave them at level 1 fallout As you see chemicals do little damage because they hit the military. All nukes regardless make fallout doing more damage. Also if they all or even a few can be used in a sneak attack it add more of a first strike fell to them.
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Thursday, July 28, 2011 - 11:59 am
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Thursday, July 28, 2011 - 03:08 pm N00ks make the world go round. It's true, I saw it in a movie.
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Saturday, July 30, 2011 - 04:41 am No. Shoes do.
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