S
SuperSoldierRCP
08 Aug 2010 08:06
Link
---------------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
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