Simcountry
Forum General Let make new ideas

Let make new ideas

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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
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SuperSoldierRCP (Little Upsilon)
09 Aug 2010 20:26 Link
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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SuperSoldierRCP (Little Upsilon)
09 Aug 2010 20:41 Link
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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SuperSoldierRCP (Little Upsilon)
03 Oct 2010 00:26 Link
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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Warren Buffett (Little Upsilon)
03 Oct 2010 04:19 Link
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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SuperSoldierRCP (Little Upsilon)
03 Oct 2010 06:10 Link
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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Orbiter (Kebir Blue)
03 Oct 2010 08:15 Link
...
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SuperSoldierRCP (Little Upsilon)
24 Oct 2010 02:50 Link
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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Barren (Fearless Blue)
24 Oct 2010 04:28 Link
Good idea: Remove War levels :)
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Psycho_Honey (Little Upsilon)
24 Oct 2010 04:45 Link
Agreed.
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Maestro2000 (Little Upsilon)
24 Oct 2010 18:59 Link
As an econ player I like the new war levels.
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EC (White Giant)
24 Oct 2010 19:52 Link
It has no effect on you Maestro, so I guess you would.
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Maestro2000
24 Oct 2010 21:07 Link
It has an effect on me. I'm at war level Zero.
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Psycho_Honey (Little Upsilon)
24 Oct 2010 21:20 Link
I'm going to restart, just to take out Maestro, looool. Just kidding.
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Maestro2000
25 Oct 2010 02:53 Link
Always a sweet word.
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SuperSoldierRCP (Little Upsilon)
26 Oct 2010 03:24 Link
-----------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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BrokenAmbitions (White Giant)
27 Oct 2010 07:38 Link
Super you are far too focused on nukes. lol
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Maestro2000 (Little Upsilon)
27 Oct 2010 22:04 Link
Give Air Transport corporation legs.

These corporations can't be moved from country to country by CEO's.
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Scarlet (Little Upsilon)
27 Oct 2010 22:07 Link
"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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Blueserpent (White Giant)
27 Oct 2010 22:22 Link
And what do u do with the airport that came with it?....
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Maestro2000 (White Giant)
28 Oct 2010 00:12 Link
Airports get sold to the same country the air transport gets moved to. Would that work?
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Crafty (Little Upsilon)
28 Oct 2010 12:22 Link
+1 Scarlet
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Maestro2000 (Kebir Blue)
01 Nov 2010 15:52 Link
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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Maestro2000 (Little Upsilon)
06 Nov 2010 17:08 Link
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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Psycho_Honey
06 Nov 2010 18:09 Link
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