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Heroes Fri, 30 July 2004 03:08 Go to next message
Factor is currently offline Factor

 
Chief Petty Officer

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Registered: April 2004
Location: Vancouver
what about adding heroes to the game.
the hero will be a modifier of a fleet.

in a battle, if a hero is present the speed, accuracy, iniative of a fleet the hero is incharge of will be modified by the hero's status.

when a hero's new his skills modifier (speed, accuracy and initative) will be 0.8. therefore making the fleet 80% efficient in speed, accuracy and initative. after a few battles, the hero gains experience points and wehn the hero reaches a level, the hero is given 2 skill points which the user can spend it on (speed, accuracy and initative) and each skill point increases the skill modifier by 0.1.

heroes can be transfer from fleets to fleets in a way similar to cargos. but they wont take up any spaces.

and for organizational purposes, when you recruit a hero, you can name the hero. and to make this more realistic, every race can only own up to (# of planets /5 [+ 1 starting hero])

[the following can be implemented way later on]

when heroes looses their fleet in a combat, they can either fly back to HW in an escape pod or be captured by the enemy race. when captured, the user must pay a ransom to get the hero back.
[ends]

what do you think about this idea? (i kno its too early to suggest this,i dont expect this to appear on the first release of free stars, but in my opinion its a very good idea.

*edited: heros loosing a battle
*edited: naming heroes


[Updated on: Fri, 30 July 2004 03:19]

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Re: Heroes Fri, 30 July 2004 04:24 Go to previous messageGo to next message
Micha

 

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Factor wrote on Fri, 30 July 2004 09:08

heroes can be transfer from fleets to fleets in a way similar to cargos. but they wont take up any spaces.

You can always give the hero it's own ship. But maybe a hero could be more like a general. You "assign" a fleet to a general, he is in command of that fleet, sitting in the control center somewhere so doesn't have to be present in the battle. It's afterall the space age! Wink
(Ender also didn't had to be present in the battles against the Buggers. Grin)

Note that with this I do not mean that you lose control of that fleet and some sort of AI handles its movements. You still decide where it goes, which battle orders it uses etc.

Quote:

and for organizational purposes, when you recruit a hero, you can name the hero. and to make this more realistic, every race can only own up to (# of planets /5 [+ 1 starting hero])

With assigning fleets and the hero/general not present you could assign several fleets to one general. Each fleet getting the same bonus or the bonus would get divided amongst the fleets. A choice to be made.
The number of fleets receiving the influence of the general would depend on the skill of the general ...

Quote:

when heroes looses their fleet in a combat, they can either fly back to HW in an escape pod or be captured by the enemy race. when captured, the user must pay a ransom to get the hero back.

So the hero wouldn't get killed? Ever? Would you as enemy accept the ransom and give back someone who makes your enemy stronger? I'd kill the hero ... better: brainwash him to work for you! Twisted Evil Or send him back after that as a spy and saboteur!
Guess my heroes would have cyanide capsules in their teeth! Twisted Evil Is that an available upgrade? Laughing

As for the heroes/generals not being present at the battle, they could be connected to a world, if you lose that world and your general is still there he is captured/killed. Moving a general to another world would take a year (depending on distance between the planets? ITs can use their gates?) and he would be inactive during that year? He can't use it laptop when travelling in a spaceship! Wink That would interfer with the board computer.

Just some thoughts ...

mch


[Updated on: Fri, 30 July 2004 06:30]

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Re: Heroes Fri, 30 July 2004 10:25 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Funny idea... it would probably finally add some MM i would like to do. Lets say all players got 5 generals and you may choose what general controls that fleet each time you name a fleet.

The suggested modifiers are bit strange... beams have minimum 90% accuracy and biggest battles happen with beams. What it means 120% accuracy? WM can easily have the speed of 2.25 even with DD-s. Does it mean it go over 2.5 or does it start to modify opponents speed? That actually leaves initiative most good for distributing the leveling points.

Such perks would be cooler:
Computing (every skill point adds weightless 10% computer to all ships in fleet) ... initiative (every skill point adds 0.5 intiative rounded down) ... jamming (5% jammer) ... deflection (5% deflector) ... also cloak (15%) ... maybe 0.1% jet ... 5% capasitor ... maybe even cargo space or little scanning of fuel usage bonus ... or some other such effects.

Each general starts with one random perk and gets something random each time it levels. That makes him immediately useful, but if you want to level further with him you probably want to limit what it controls!

Unnamed fleets are not controlled. General controlling fleets that win battles add to exp (per battle). If there were "enemy" generals in battle he get more exp. If there are multiple your generals in battle (in control of multiple your fleets) the most experienced general will take over.

Controlling fleets that lose or do not participate in battles substract something from exp added. So ... general can get nothing if he controls too lot of fleets.

To avoid training camps for generals (inside alliances) there must be some trick ... maybe only the battles against "enemies" count or maybe only real damage matters really ... lets say killing 10% of opponents shipyard cost (orbitals included) adds 100 points to generals exp while killing only 0.1% adds 1 point.

Idea is very cool if it is adjusted so that your general levels relatively rarely so its affect is quite small but their presence makes battles more hard to predict. Wink

Finally ... the bad thing is that it probably makes JOAT, SS, SD and IS races a bit stronger, since these races can easier predict if they will participate in a battle or no. These are already among most powerful races.

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Re: Heroes Fri, 30 July 2004 16:02 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
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I like the General Idea. The Perks are also a very good idea. I would limit the perks to something a General could actually effect, Movement, Accuracy, Fuel Usage(maybe) Battle Speed, and initiative. Jamming, cloaking, deflection are ones a General could effect to in a minor way but not as drastically as the movement and combat. Oh how about the ability to see Wormholes(minor effect) a little easier or even better effectiveness on Bombing runs?

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Re: Heroes Sat, 31 July 2004 04:06 Go to previous messageGo to next message
Factor is currently offline Factor

 
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Micha wrote on Fri, 30 July 2004 01:24


(Ender also didn't had to be present in the battles against the Buggers. Grin)




if this idea does get into the game, i bet i'll c multiple enders. ( i do plan on naming one of my generals ender hahahahahaha)

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Re: Heroes Sat, 31 July 2004 15:21 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Micha wrote on Fri, 30 July 2004 10:24

...and to make this more realistic, every race can only own up to (# of planets /5 [+ 1 starting hero])

Why not make number of generals a LRT? And a special LRT that severely limits opponent's generals?

Quote:

Guess my heroes would have cyanide capsules in their teeth!

Remotely triggered? Twisted Evil
BR, Iztok

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Re: Heroes Sun, 01 August 2004 04:39 Go to previous messageGo to next message
Factor is currently offline Factor

 
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iztok wrote on Sat, 31 July 2004 12:21

Hi!
Micha wrote on Fri, 30 July 2004 10:24

...and to make this more realistic, every race can only own up to (# of planets /5 [+ 1 starting hero])

Why not make number of generals a LRT? And a special LRT that severely limits opponent's generals?



large empires hav more generals than smaler empires. i'm too tired to explain. but its logical

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Re: Heroes Sun, 01 August 2004 04:49 Go to previous messageGo to next message
Factor is currently offline Factor

 
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btw, i said that not micha. micha onli quoted from me

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Re: Heroes Sun, 01 August 2004 06:08 Go to previous messageGo to next message
Micha

 

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Factor wrote on Sun, 01 August 2004 10:49

btw, i said that not micha. micha onli quoted from me


True. The hero formula came from Factor.

mch

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Re: Heroes Sun, 01 August 2004 06:09 Go to previous messageGo to next message
Micha

 

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Factor wrote on Sun, 01 August 2004 10:39

iztok wrote on Sat, 31 July 2004 12:21

Why not make number of generals a LRT? And a special LRT that severely limits opponent's generals?



large empires hav more generals than smaler empires. i'm too tired to explain. but its logical


But there could be an LRT that had an influence on the number of generals. Or maybe an influence on the capabilities of your generals as well on the generals of the enemy!

mch

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Re: Heroes Sun, 01 August 2004 08:36 Go to previous messageGo to next message
LEit is currently offline LEit

 
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I don't like the idea of Heroes.

1) More and/or better generals for bigger empires just compounds the factor that bigger empires can stomp everyone else. While at some point this will always be true (and making it not be true would wreck the game you need some reward for building that much) making the stomping happen sooner is bad IMO.

2) It sounds like it would increase the MM factor a lot. And the game doesn't need more MM.



- LEit

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Re: Heroes Sun, 01 August 2004 13:27 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Factor wrote on Sun, 01 August 2004 10:49

btw, i said that not micha. micha onli quoted from me

I'm sorry. When I've been editing quoted messages I've obviously removed the wrong quote.
BR, Iztok

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Re: Heroes Sun, 01 August 2004 14:31 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
LEit wrote on Sun, 01 August 2004 14:36

I don't like the idea of Heroes...

Did you ever had the feeling something is missing, when you executed a successful early strike on your neighbour's economy? He lost some planets, his growth is slowed down, but what did YOU gain? Your ships are already obsolete, you're behind with the tech, you still need to develop conquered territory, and public opinion could be against you. More bad then good points, so the game develops into tech race to Arm's and Nubs instead into fighting.

IMO there should be some form of combat experience built into the game to reward aggression. Gained experience should be measured with values of destroyed ships and installations, compared to total economy (to diminish value of "friendly" fighting).
My my 2 cents.
BR, Iztok

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Re: Heroes Tue, 03 August 2004 16:16 Go to previous messageGo to next message
Factor is currently offline Factor

 
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LEit wrote on Sun, 01 August 2004 05:36

I don't like the idea of Heroes.

1) More and/or better generals for bigger empires just compounds the factor that bigger empires can stomp everyone else. While at some point this will always be true (and making it not be true would wreck the game you need some reward for building that much) making the stomping happen sooner is bad IMO.

2) It sounds like it would increase the MM factor a lot. And the game doesn't need more MM.




1.) maybe we can limit the # of generals at some point lyk 10 max. and also the skills the heroes gain are random and takes a long time to develop (and also new generals decreases the performance of fleets), so you cant realli stomp everyone.

2.) and NO, it wont increase MM factor. onli by a little bit. the only mm it requires is creating, naming the general and assign fleet to general. thats all...

and besides, general adds a bit of roleplaying to it.

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Re: Heroes Tue, 03 August 2004 16:24 Go to previous messageGo to next message
Factor is currently offline Factor

 
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iztok wrote on Sun, 01 August 2004 11:31

Hi!
LEit wrote on Sun, 01 August 2004 14:36

I don't like the idea of Heroes...

Did you ever had the feeling something is missing, when you executed a successful early strike on your neighbour's economy? He lost some planets, his growth is slowed down, but what did YOU gain? Your ships are already obsolete, you're behind with the tech, you still need to develop conquered territory, and public opinion could be against you. More bad then good points, so the game develops into tech race to Arm's and Nubs instead into fighting.

so true...


iztok wrote on Sun, 01 August 2004 11:31


IMO there should be some form of combat experience built into the game to reward aggression. Gained experience should be measured with values of destroyed ships and installations, compared to total economy (to diminish value of "friendly" fighting).
My my 2 cents.
BR, Iztok


i was planning on making a ship experiences post, but i changed it to heroes becuase but if we were to have that in free stars, that would require to much programming. you'll kno what i mean if you've played warcraft 3 before.

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Re: Heroes Wed, 04 August 2004 05:20 Go to previous messageGo to next message
perece

 
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Factor wrote on Tue, 03 August 2004 16:16

LEit wrote on Sun, 01 August 2004 05:36

I don't like the idea of Heroes.

2) It sounds like it would increase the MM factor a lot. And the game doesn't need more MM.



2.) and NO, it wont increase MM factor. onli by a little bit. the only mm it requires is creating, naming the general and assign fleet to general. thats all...

and besides, general adds a bit of roleplaying to it.



hm.. What will happen when You're merge two fleets, assigned to different generals?

At least, this must be always on mind, so it _does_ increasing MM a bit..

SMTP /Perece/.

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Re: Heroes Wed, 04 August 2004 13:52 Go to previous messageGo to next message
overworked is currently offline overworked

 
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perece wrote on Wed, 04 August 2004 05:20


hm.. What will happen when You're merge two fleets, assigned to different generals?

At least, this must be always on mind, so it _does_ increasing MM a bit..

SMTP /Perece/.


Admiral Spoor would be displeased, pout a bit, and then take it out on her chief of staff of course.

- Kurt


[Updated on: Wed, 04 August 2004 13:58]

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Re: Heroes Wed, 04 August 2004 14:00 Go to previous messageGo to next message
Orca

 
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overworked wrote on Wed, 04 August 2004 10:52

Admiral Spoor would be displeased, pout a bit, and then take it out on her chief of staff of course.


And then mollify her displeasure by crushing the weak?



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Heroes Thu, 05 August 2004 03:19 Go to previous messageGo to next message
Wayne is currently offline Wayne

 
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Fleets and generals Rolling Eyes

Admirals please, generals command armies Razz



Wayne

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Re: Heroes Thu, 05 August 2004 15:41 Go to previous messageGo to next message
Factor is currently offline Factor

 
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i say naming them officer is better than admiral. that wey they will earn ranks via expericenes. starting from 2nd lieutendant or sth. and every <insert number> skill point(s) he/she gains,he/she will increase in rank.

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Re: Heroes Thu, 05 August 2004 17:55 Go to previous messageGo to next message
Kotk

 
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Dark_Traveller wrote on Fri, 30 July 2004 22:02

Jamming, cloaking, deflection are ones a General could effect to in a minor way but not as drastically as the movement and combat.


Yes "jammer", "cloak" and "deflector" sound wrong but the abilities that such stuff give are actually possible to achieve without real electronic gadgets.

How about "his sergeants dodge missiles 10% better in battle"? or "her fleets are 30% harder to spot"? ... for example because she like asteroid hopping. Wink

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Re: Heroes Fri, 06 August 2004 02:34 Go to previous messageGo to next message
Factor is currently offline Factor

 
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Kotk wrote on Thu, 05 August 2004 14:55

Dark_Traveller wrote on Fri, 30 July 2004 22:02

Jamming, cloaking, deflection are ones a General could effect to in a minor way but not as drastically as the movement and combat.


Yes "jammer", "cloak" and "deflector" sound wrong but the abilities that such stuff give are actually possible to achieve without real electronic gadgets.

How about "his sergeants dodge missiles 10% better in battle"? or "her fleets are 30% harder to spot"? ... for example because she like asteroid hopping. Wink



i just say movement in battle, accuracy + jamming is good (speed, atk, def)

remember, new officers/admirals decrease the fleet performance

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Re: Heroes Thu, 12 August 2004 05:48 Go to previous messageGo to next message
gible

 
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If you're goingto the efort of having heroes...make hem expensive to lose. King piece(s). 3 generals, one dies, 1/4 of your empire rebels(or commits suicide)..or perhaps a sensible justification

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Re: Heroes Sat, 14 August 2004 21:33 Go to previous messageGo to next message
Factor is currently offline Factor

 
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gible wrote on Thu, 12 August 2004 02:48

If you're goingto the efort of having heroes...make hem expensive to lose. King piece(s). 3 generals, one dies, 1/4 of your empire rebels(or commits suicide)..or perhaps a sensible justification


i htink thats a bit too expensive...

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Re: Heroes Tue, 02 November 2004 15:48 Go to previous message
Stikleback is currently offline Stikleback

 
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An admiral who could modify a whole fleets performance by a percentage in a large fleet would be incredibly powerful. Sad

In a small fleet much less so. Sad

A hero will almost always make more waves in a smaller battle. So maybe a reducing percentage effect with fleet size.

For weapons specialist admiral example:

Number of ships Effect on firepower
under 10 +10%
under 20 +5%
under 30 +2.5%
under 40 +1.25%

Therefore can make a larger difference with more powerful ships, but less effect the more ships there are. (Added anti chaff effect because the more chaff the less effective an admiral is) Very Happy

Also for an admiral to coordinate every thing he would have to have staff, specialised equipment etc... Rolling Eyes

New electronics module - Flag deck ?

Cannot assign an admiral to a fleet without one Flag deck. But flag decks could give some mods without an admiral.

Admirals have to be physically with a fleet so flag deck could carry (specialised cargo) say max 3 admirals (Too many personallity clashes after that) But only highest modifier of each in fleet counts. If ships with a flag deck remain, dead admiral. No risk no gain.

Has anyone brought up Honor Harrington comparisons?

I like this idea a lot.



It's possible, definitely possible!

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