Guild Base <revised>

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Guild Base <revised>

Postby Ferdoc » Thu 04 Aug, 2011 19:23

Notice as required by Zoran [prI]

Please understand this is not a thread necro, this post has been significantly updated from its previous version. Zoran was consulted before any modification of this post was in development. As a result of that contact, Zoran has given special dispensation for this thread to have the OP update and be brought back from its inactive status. Zoran has already been PM’d, as well as the other local moderators with this entire post. It has already received Zoran’s OK. If it hadn’t this thread would have already been locked, myself carded, and no one would have been the wiser of the changes. So, in acting in accordance to a request from Zoran the following disclaimer is being made.

Do not report this post. Doing so will awaken and annoy the mighty Zoran who has allowed this to occur. Any result from running counter to this notice required by Zoran is purely laid upon your head and no one else can be considered at fault other than yourself.


It bears repeating in order to make sure all readers of this post and notice understand fully what is occurring herein.

This update and reactivating of an inactive thread was done with the approval of Zoran, a Global Moderator whose main responsibilities include is this section of forum. Without Zoran’s approval this post would not exist.

Should you doubt the truth of this thread, if Zoran has not already made note of the validity of this comment. Please send him a private message before you move forward with reporting it.

End notice as required by Zoran


Forward, Statement of Purpose, Update Information and Requests [prII]

Forward [prIIa]

This is an update to the idea and form of the thread itself. Within this idea you will find what has built off of the previously made Guild based thread of mine, known as Guild Banks. Which can be found in the Feature Request Workshop section, or by merely clicking this link. The Guild Bases, referred herein as GB or Guild Base(s), is based upon a final product vision. The idea of Guild Banks, Guild Bases and Guild Research (not yet completed) are meant to be taken in as a completed idea and concept. Each portion is significant in its scope and size and the totality of the ideas would be massive and cumbersome to deal with in any meaningful and intelligent way. As such this posting style of the ideas has been crafted. By breaking down the final product vision into more easily managed and coherent portions the ease of understanding and interpreting each section would reasonably be increased. The starting with posting the Guild Banks idea was establishing the foundation. Without a sturdy and acceptable foundation, continuation of the idea both in development and posting would not have any merit or meaningful gain. Guild Banks establish the funding for Guild Bases and Guild Research (not yet completed). If you click the above link to the Guild Bank thread, you will see the idea was generally accepted. That acceptance prompted me to being working in earnest on the substantive portions of the idea. As opposed to just mere framework that had to be completed to get an understanding of what the foundation would need to look like. This thread is the result of the work on the substance for this portion of the overall concept.

This was all prior to the creation of the Feature Request Workshop. You will notice a difference in dates, primarily in that the Guild Bank thread was posted after this thread was. This is due to the auto-prune function that existed when the forum change was made to create the Feature Request Workshop section. The Guild Bank idea was reposted with the intent to discern if the post merited consideration and acceptance to the Feature Request Workshop section. As you can see from the link provided above, the thread did merit entrance into that section. That acceptance of the Guild Bank idea is what prompted this fine tuning of the Guild Base concept and all pieces there in.


Statement of Purpose [prIIb]

The intent and goal of this portion of the Guild based concept is to create a platform from which further benefits can arise from. The benefits either being directly from the Build Base itself or the Guild Research (not yet completed). The Guild Base portion can be considered the ‘floors’, to carry on with the building metaphor. Each guild will be able to select how to create their ‘floors’ after establishing their respective Guild Bank, the foundation of this concept. These ‘floors’ and how they are planned and executed become the reflections of a guild’s particular desire and goal for that individual Guild Base as well as a nod towards future goals and / or intent for that Guild Base. Not all established Guild Bases for a particular need to follow a single pattern

The Guild Base concept is also where, likely, the majority of the drawbacks from advancing beyond just a Guild Bank can be found. These drawbacks are intended to be a minor to moderate hurdle created by the will to progress and rely on the Guild based concept bonuses. They are crafted to reduce the outright goal of a guild to fully push forward to specific bonuses with no chance of repercussion.

The Guild Bases will also develop its own support system independent of Guild Banks for Guild Research (not yet completed). That support system will be similar in nature to what players are already accustomed to within the framework of AstroEmpires.

Update Information [prIIc]

#date-of-post - This segment of the Update Information section is not a full update of changes made by any means of every change. This is merely a place holder section in which any significant updates will be placed. However I will be listing a small and short overview of the changes within. There was an update to the fleet production and the effects of produced fleet. Some new structures have been added to the listing in the Logistical and Support section. The Defenses section has seen some love in the form of a new defensive structure being added into the grouping. The previously absent ‘auto build’ templates have been added into the post and are notations are made where appropriate. Additional ground work for Guild Research (not yet completed) has also been put into place.


Requests [prIId]


I’m including a table of contents, found just below this piece, for the purpose of finding information quickly and easily. The format is going to be a simple Roman numeral system for the areas of this post that can be attributed to the pre-idea. Subsections of pre-idea area will be noted with a lowercase letter preceded by the Roman numeral. The idea itself will be noted by Latin alphabet system. Super sections will be noted in capitalized Latin letters; while sub-sections will be listed below with lowercase Latin letters. At the end of every line there will be a quick reference line that you can use to rapidly search through the post in order to find. Simply press and hold Ctrl and then press the F key. From there enter in the quick reference line and find the section easily.

Should any question arise with specific sections, in addition to quoting the offending part, I ask that you also note the section in which it came. This is hoped to give individuals who are hoping to participate within the specific discussion know where the issue originated from. Now as to how exactly perform such a task of noting where the offending issue originated comes yet another request from me.

I know I’m full of requests already in this recent update to this thread, however please understand that this is a new method of topic posting I wish to present to the community at large. Feedback on this method within the thread is likely acceptable, so long as the majority of the post is about the concept discussed not the method used. I would prefer to receive your thoughts on this presentation method via PM to allow a more focused discourse.


Table of Contents [prIII]

I – Notice as required by Zoran [prI]
II – Forward, Statement of Purpose, Update Information and Requests [prII]
IIa – Forward [prIIa]
IIb – Statement of Purpose [prIIb]
IIc – Update Information [prIIc]
IId – Requests [prIId]
III – Table of Contents [prIII]
IIIa – The Table Explained [prIIIa]
IV – Important pieces of note [idA]
IVa – Test Guild Information [idAa]
IVb – Formula Note [idAb]
V – What is a Guild Base (GB) [idB]
Va – Can a GB be seen on the Galaxy map? / Where can GB be built? [idBa]
Vb – What does it cost? / How many can you have? [idBb]
Vc – What do you get when you build a GB?[idBc]
Vd – Where do the credits come from? [idBd]
Ve – Who Controls the GB and who is able to use the GB? [idBe]
Vf – Does it use normal con/prod/res caps? [idBf]
Vg – Does it provide income to the guild bank? [idBg]
Vh – How do you build one? [idBh]
Vi – What happens when the guild is deleted? [idBi]
Vj – Can you disband a GB? [idBj]
Vk – Can you relocate a GB? [idBk]
Vl – Can the GB be attacked? [idBl]
Vm – Does it give pillages? [idBm]
Vn – What happens when a GB is occupied? [idBn]
VI – What happens to GB when players leave, and your guild bank is in the negative?[idC]
VII – Can you make defenses? [idD]
VIII – What structures can you build? [idE]
VIIIa – Logistical and Support [idEa]
VIIIb – Production [idEb]
VIIIbi – Produced Fleet [idEbi]
VIIIbii – Fleet Capacity [idEbii]
VIIIbiii – Cap Mechanics [idEbiii]
VIIIbiv – Reasoning and Justification [idEbiv]
VIIIc – Defenses [idEc]
VIIId - What do those -X% power notes mean? [idEd]
IX – So where are those templates you talked about?[idF]
IXa – Pre-made Templates [idFa]
IXai – Starting off [idFai]
IXaii – Social Networking [idFaii]
IXaiii – Wartime Preparations [idFaiii]
IXaiv – Defend the Fleet [idFaiv]
IXb - But I can make my own right? [idFb]
IXc - You said I can make these repeat? How? [idFc]
X - Final Notes [idG]
XI - TL;DR [idH]


The Table Explained [prIIIa]

The table is listed in chronological order of this posting. Starting with the required Notice posting and ending with the question listing. After each heading you will notice some Roman Numerals and / or Latin Letters, those are your quick reference pieces.




Important pieces of note: [idA]

This section will briefly lay out information that will be refereed to throughout this posting. The information here is completely fictitious and is only intended to show you how something would function when requested by other posters. This information is not intended to validate the concept. What this information is based upon can be found within the Guild Banks thread. I remind the reader that this is not a Guild Bank thread, but based upon it. Should you find the irresistible urge to go forward and debate that topic please find the link given to you below and post it in the appropriate thread. I will not entertain nor answer questions and commentary solely based upon that concept.

Now, I do know that questions will arise because of the interconnectivity of the concepts due to the size and complexities of them. Should you have questions like that please send them to me via PM. I will not respond with an answer. I will be collecting those questions for the final product thread. That will be posted after the Guild Research thread is posted and, hopefully, accepted. The contents of that future thread will be discussed to a greater length and degree later on.

Test Guild Information [idAa]

This thread will use the following example guild to show how things work if needed

Name - We are here [TEST]
Guild Econ – 105,000
Donation rate - 10% (this is explained in the guild banks thread)
[center]Guild bank levels[/center]

6 month - 45,990,000
12 month - 91,980,000
18 month - 137,970,000
24 month - 183,960,000

FORMULA NOTE [idAb]

Bank level from above is using the formula found below. The bank is not prorated on a daily basis and uses some basic assumptions found above.

=Guild Econ * 24 * Donation rate * ((365/12) * # of months)

Headers will be in Green while any and all edits will be in Blue. As a special note on the edit color, none of the edits in the revision post will be colored blue. The amount of edits within this post is just too much and noting edits would be excessive use of color and defeat the purpose of highlighting changes made due to individuals contributing something of note, pointing out a lack of substance or providing some other means of information in a worthwhile manner that confers a positive effect to this idea as a whole.

What is a Guild Base (GB)? [idB]

A Guild Base, herein referred to as Guild Base, GB or Gbase, is a unique system created by a guild master. The system will consist of a Guild Base and four satellite locations located above, below, the left and right of the Guild Base. The system will be built in the regions of galaxies that have no systems. The construction and research of the GB is managed by the GM by selecting templates. Up to 5 different templates may be put in place and will act as nothing more than in depth queues (see below). A GB is just like any other base location, guilds are able to blob there if they wish.

Can a GB be seen on the Galaxy map? / Where can GB be built? [idBa]

The hue of the galaxy will change as GB are built, changing from its current black to a green hue in the following manner.

Bases Hue
1-5 Slate Grey
6-10 Brown
11-15 Dark Green
16+ Green

The color changes will appear on the galaxy map screen in all places in which you can see the full galaxy in its grid format, completely replacing the black background that is normally in place in areas that do not contain any system. When you are looking at the system that has a GB within it, you will see the tag of the guild that owns said GB.

Any GB that is constructed will be randomly placed within the region and viewable 24 hours after it is constructed. The view is available to anyone in all galaxies. Meaning everyone has permanent eyes on all GB. The GB is able to be built in any place that does not have any systems already present. You know those black spots in the galaxies that noting exists in? That’s the only place that GB can be built in, with up to 99 GB per system.

After creating your GB it will occupy what can be considered a planet slot. It will also create 3 moon slots which can not be built upon. Any member of that guild, or person who was a member of that guild in the prior 7 days, will receive 50% less power while on those areas.


What does it cost? / How many can you have? [idBb]

The costing of GB is as follows:

Code: Select all

Guild base   Cost
1   15,000,000
2   45,000,000
3   135,000,000
4   405,000,000
5   1,215,000,000
6   3,645,000,000
7   10,935,000,000
8   32,805,000,000
9   98,415,000,000
10   295,245,000,000
11   885,735,000,000
12   2,657,205,000,000
13   7,971,615,000,000
14   23,914,845,000,000
15   71,744,535,000,000
16   215,233,605,000,000
17   645,700,815,000,000
18   1,937,102,445,000,000
19   5,811,307,335,000,000
20   17,433,922,005,000,000


Here are some quick numbers for everyone. The cost for 10 bases is 442,860,000,000. The cost for 11 bases is 1,328,580,000,000. The cost for 12 bases is 3,985,740,000,000
This is important, see next section for the reason of this importance.

GB does not follow the standard cost increases compared to normal bases. This allows for a much lower starting cost, prior to deciding to use a 3x multiplier the first base cost was 100,000,000. Smaller guilds will be able to create and build upon bases sooner so they will get some advantage from this idea quickly while allowing those larger guilds ability to advance quickly but at a cost. The soft cap for a top ranked guild would be 11 bases, which would account for just over 50% of the total amount of credits that could be accrued over the course of 2 years. This also does not include the costing for structures to give bonuses for the base.

You can have as many GB as you are able to afford. Just remember that structures will also come out of the Guild Bank just like the cost of constructing the GB.

What do you get when you build a GB? [idBc]

Your first GB will get 1 of every structure automatically. If you disband any of those structures you will not receive any credits towards the guild bank. If you should disband this base you will not automatically receive the structures again. Upon creating a base beyond the first a GM will have the option to start with level 1 of every structure against at 4 times the base cost of every structure. Should you disband any structure build in that manner the value of the structure will be considered base, not the increased cost of the structure.


Where do the credits come from? [idBd]

The Guild Bank idea ‘provides’ the credits. The credits are ‘subtracted’ from the total and are considered used, lowering the total amount of credits available for bonuses from the Guild Bank. The credits for construction of structures on the GB come from the Guild Bank as well. This does not actually remove credits from the Guild Bank. How about I break out [TEST] to explain this a bit more so hopefully everyone will get it. [TEST] has been able to stock up some credits for the past 6 months and now has a total of 45,990,000 credits sitting in their Guild Bank. Now [TEST]’s GM had decided to go out and build a GB for them to start giving them some new bonuses. Base 1 costs 15,000,000 credits. [TEST] will have, after paying for that base, 30,990,000 useable credits left to spend on structures or get bonuses for having that many credits in the Guild Bank. What happens to those 15,000,000 credits that were used from the Guild Bank? They aren’t actually spent like they would be if a normal player built a base or structure. The total remains the same, but usable credits decreases. To give a point of reference that everyone knows and might help people understand it a bit better. Think of it like XP. You have a total XP value that doesn’t decrease even when you spend it on commanders.


Who Controls the GB and who is able to use the GB? [idBe]

The Guild Master of your guild is able to build up the GB. They will be able to select structure groupings (explained in the structure section below), set up fleet production (explained in the fleet section below), and establish research (explained in the research section below).

All members of the guild have the opportunity to receive all possible bonuses from the GB. The amount of bonus they receive will be based around the amount they donate to the guild. Each 1% of income you donate will grant you 10% of the possible bonus. So if you donated 5% you would get 50% of the possible bonuses available. Before the question arises this does include JG speed.

Does it use normal con/prod/res caps? [idBf]

No. It does not use construction, production or research as we know it. The methods by which all normal aspects of bases are built are based around a set construction, production or research time with a base cost. The cost is increased by a factor of 2 for all, excluding production. The time is increased based along the type of structure, with each grouping requiring differing levels of increase. For example Jump Gates will have a lower increase per level than Defenses. The increase is the same amount regardless of level. For example, Structure A has an increase of 35 minutes per level and a start construction of 3 hours at level 1. When you go to build level 2 the time will be 3 hours 35 minutes. When you go to build level 3 it will be 4 hours 10 minutes to build it. Every level will just add 35 minutes. This is, again, only for the example structure.

To put is simply, when building a GB the time to construct structures is not a function of the cost, just a function of the type of structure and level.


Does it provide income to the guild bank? [idBg]

No. The GB does not provide any sort of income from any structures it has on it. As such without any form of income the GB can not contribute to the Guild Bank.


How do you build one? [idBh]

On the Guild page the GM will have the option to construct a GB in an empty region. It is constructed instantly with some structures already on it. Those structures are produced at no cost to the guild and do not return any amount of credits to the Guild Bank should they be reduced. The base is not visible by non-guild members for 24 hours. This status is negated if any Guild fleet over 1,000 in size travels to the base.


What happens when the guild is deleted? [idBi]

The GB will remain in position for 30 days, much like a UC. After 30 days it will disappear. Unlike UC, however, it will auto move any player owned fleet present to the nearest non-base astro. UC fleet will be deleted along with the base at the end of 30 days.


Can you disband a GB? [idBj]

Yes you can disband a GB. It will return 50% of the cost of all structures present on the GB. There is no return for or cost reduction from the disbanding of the GB. Any player owned fleet will be automatically moved to the nearest non-base astro.

Can you relocate a GB? [idBk]

No. Once a GB it built in a particular location it can only be built further upon or deleted. It can not be moved.


Can the GB be attacked? [idBl]

Yes. It can. It can only be attacked by player fleets. GB produced units are not moveable. Meaning once they produce they stay put. GB produced units do not provide debris. However when attacking GB units / defenses your own units will have a set rate of 90% when calculating debris. This is to offset the difficulty of killing off a GB and the lack of reward from killing GB units.


Does it give pillages? [idBm]

No. However it does generate extra XP for all persons who attacked it within the past 2 hours. The bonus XP is equal to 50% of the cost of units destroyed in those attacks. The person who is able to bring all defenses to 0% is able to get 150% of the total cost of defenses, not including shields or swarmer, as a bonus XP. The bonus XP is only generated if the base is OCC’d. Bonus XP can only occur once every 120 hours.

What happens when a GB is occupied? [idBn]

Bonuses from that GB are negated. The only exception is Jump Gates. Jump Gates are reduced to 50% of their optimal bonus. Production of units, construction and research all stop. Construction and research will start up as soon as the GB is released. Production of units will start 24 hours after the GB is released and the first production will provide 7x the base amount for that first round and then provide the normal amounts thereafter.

All bonuses recover at a rate of 2% per level, this includes Jump Gates. Defenses recover at 4% per hour. Hub and Spoke bonus is not affected by occupation nor does it need any time to recover. Once set the Hub and Spoke bonus stays in effect until the GM decides to change settings.

What happens to GB when players leave, and your guild bank is in the negative? [idC]

All construction, production and research that are currently running on all GB stop. All bonuses that a guild would receive from Guild Banks no longer come into play. All bonuses that you receive from GB structures no longer affect guild members. Finally, the power of all units and defenses are reduced to 50% on GB. The bonus XP that also would occur no longer comes into play if the guild has been in the negative for more than 24 hours.


Can you make defenses? [idD]

Yes. You will find all information regarding this in the defenses section below.

What structures can you build? [idE]

The structures that you can build fall into one of three categories; Logistical and Support, Production, Defenses.

Structures will be taking the following format in presentation

Name
Function
Cost for first level (cost multiplier for each increase in level)
Start production time (increase in time for production in each level)
All special notes regarding the structure will be right below.


Logistical and Support [idEa]

JG Network
Increases speed of all guild ships by 100% per level
35,000 (2x)
12 hours (3 hours)
NOTE: This modifier is added to the modifier to the Hub & Spoke system
NOTE: This structure does not allow travel outside of the galaxy unless going to another GB or satellites around a GB
NOTE: To send stellar units out from a galaxy level 5 JG Network is required
NOTE: This structure does not affect travel time when moving to and from satellites around any GB.
NOTE: Power of Guild units on this astro will have -2% power per level, this does not affect GB produced units.

Stealth Structure
Reduces detection time by 1% per level for guild fleets (Doubled for any unit in recall)
Reduces detection time by 0.25% per level for non guild fleets (No affect on units in recall)
300,000 (2x)
72 hours (24 hours)
NOTE: It only applies to units traveling to that specific GB and its satellites.
NOTE: Power of Guild units on this astro will have -2% power per level, this does not affect GB produced units.

Debris Denier
Reduces debris pile by 1% credits per level
50,000 (2x)
48 hours (12 hours)
NOTE: It only affects piles that have been over the GB for longer than 24 hours. This structure does not recycle debris, it just reduces the pile.
NOTE: The reduction takes place after all recyclers at location have taken their share.
NOTE: The Debris Denier can not remove more than the total value of the structure.
NOTE: Power of Guild units on this astro will have -2% power per level, this does not affect GB produced units.

Offense Booster
Increases Power of GB Produced Units by 10% per level when attacking
35,000 (2x)
12 hours (3 hours)
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

Defense Booster
Increase Armor of GB Produced Units by 5% per level when attacking
35,000 (2x)
12 hours (3 hours)
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

Shielding Booster
Increases Shielding of GB Produced Units by 5% per level when attacking
50,000 (2x)
16 hours (4 hours)
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

Research Wing
Allows access to the Guild Research technology tree
350,000 (one time cost)
96 hours
Note: The Research Wing only unlocks the technology tree and allows basic level research to be performed
Note: Upon completion the Research Wing will automatically create 1 level of Research Labs.

Research Lab
Increases the availability of higher tiered technology and allows more increases in levels of already completed research
15,000 (2x)
16 hours (4 hours)


Production [idEb]

GB Fighter and Bomber assembly (T1)
Produces 500 fighters and 250 bombers per level per day
10,000 (2x)
8 hours (2 hours)
NOTE: GB Fighters have 6 power and 6 armor and are considered a 5 cost unit for XP determination
NOTE: GB Bombers have 12 power and 6 armor and are considered a 10 cost unit for XP
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

GB Corvette and Destroyer assembly (T1)
Produces 150 Corvettes and 75 destroyers per level per day
15,000 (2x)
12 hours (3 hours)
NOTE: GB Corvettes have 12 power and 12 armor and are considered a 20 cost unit for XP
NOTE: GB Destroyers have 24 power and 24 armor and are considered a 40 cost unit for XP
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

GB Cruiser assembly (T2)
Produces 15 Cruisers per level per day
30,000 (2x)
12 hours (4 hours)
NOTE: GB Cruisers have 62 power, 62 armor and 10 shielding and are considered a 200 cost unit for XP.
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

GB Heavy Cruiser assembly (T3)
Produces 10 Heavy Cruisers per level per day
55,000 (2x)
16 hours (6 hours)
NOTE: GB Heavy Cruisers have 124 power, 124 armor and 15 shielding and are considered a 500 cost unit for XP.
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

GB Battleship assembly (T3)
Produces 2 Battleships per level per day
125,000 (2x)
24 hours (8 hours)
NOTE: GB Battleships have 350 power, 330 armor and 30 shielding and are considered a 2,000 cost unit for XP.
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.


Produced Fleet [idEbi]

What is going to be said here has been said above. However due to the confusion of some it is going to be repeated again here. The produced fleet on GB, called Gfleet here on out, is special in a few ways. Gfleet can not be moved by anyone. Once produced on the GB the Gfleet can not even move to the surrounding satellites. Gfleet can not be commanded to attack by any person in the guild, not even the Guild Leader. Gfleet will automatically attack any non-guild fleet on the GB after a period of time.


Fleet Capacity [idEbii]

I’m going to put a form of fleet capacity on Guild Bases? You bet. After doing some numbers and checking over how much fleet would be produced the potential for massive GB produced fleets over each base.

Cap Mechanics [idEbiii]

An average of top 15 guilds' fleet is performed once a week. A check on each Guild Base is then done. The check is done to see which of the two following conditions are met. The first condition is below the value. The second condition is if the guild fleet present is equal to or greater than that number.

Should the first condition be met, then nothing occurs. Should the second condition be met then the following events transpire. Should any fleet be currently in production that fleet will finish without any affect taking place. The auto fleet production will immediately cease once the queue finishes. The Guild Master can override this auto-off by clicking a confirmation box and accepting the following conditions.

Should the Guild Master decide to continue fleet production the produced amount per time period will be cut by 50%. The production will return back to normal after 1 production cycle after the first condition, as mentioned above, is met.

Reasoning and Justification [idEbiv]

So why am I putting this limitation on guild fleet in? Well as it was brought up in the original thread unchecked production could become an issue in time. AstroEmpires has existed for quite some time now and assuming it continues along for even longer assume the following to be true. A guild has decided to make one of their bases purely for storing their fleet and they will have the ability to fund virtually any amount of base improvements. They spend 2 years worth of time (17,520 hours) in creating a base that will have a very large fleet over it. They know the power of fighters very well as well as see some use in having bombers. They want to have some more damage absorption so they will include destroyers and corvettes. They also decide that rather than trying to produce either of the Cruiser class ships they will go with the Battleship. At the end of 2 years of producing structures each day they will make 102 Battleships, 6,900 corvettes, 3,450 destroyers, 23,000 fighters and 11,500 bombers a day (level 51 BS, level 46 for CT,DT,FT and BO).

That is 710,000 fleet a day every day. If the same amount of time goes by, 2 years (that will be 730 days of production), without an attack happening there will be 518,300,000 fleet over the base that will instantly react and cause an automatic 10% loss to anyone attacking.

Before anyone goes and points out that this would be insanely expensive, I know that. Like I said in the opener, if the guild had enough money to do it this is what the result would be. Even looking at it realistically, and cutting the numbers down to 10%. 51.8 million fleet after 2 years that will automatically and instantly respond the moment anything non-guild lands is still very difficult to deal with. Again, it will ALWAYS cause a loss against anyone attacking it.



Defenses [idEc]

GB Ring
Establishes 5 defense units per level
75,000 (2x)
16 hours (8 hours)
NOTE: GB Ring has 8,000 power, 4,000 armor and 25 shields per unit
NOTE: Cost of GB Ring is added into fleet total killed in regards to generating XP

GB Shield
Establishes 5 defense units per level
75,000 (2x)
16 hours (8 hours)
NOTE: GB Shield has 8 power, 12,000 armor and 45 shields per unit
NOTE: Cost of GB Shield is not added into fleet total killed in regards to generating XP
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

GB Swarm
Establishes 5,000 defense units per level
100,000 (2x)
48 hours (12 hours)
NOTE: GB Swarm has 8 power, 8 armor and 3 shielding per unit
NOTE: GB Swarm only comes into play when hanger unit fleet value exceeds all others combined.
NOTE: Cost of GB Swarm is not added into fleet total killed in regards to generating XP.
NOTE: Power of Guild units on this astro will have -1% power per level, this does not affect GB produced units.

What do those -X% power notes mean? [idEd]

Simple really, it means the power of guild units, and those who were in the guild in the past 7 days will have a reduced power based on the total effect of the structures. For example if you have Level 5 JG, Level 3 Debris Denier, Level 5 Offense Booster and Level 4 GB Battleship Assembly, you will have a total of -25% power for guild units at that location.


So where are those templates you talked about?[idF]

They are going to be added right here as well as an explanation of how this system can become ‘automated’ by using preexisting templates or by setting up templates of your own.

Pre-made Templates [idFa]

Starting off [idFai]

This template is going to be pretty obvious. It will produce 1 of every structure listed in this thread in order under the headings; Production, Logistical and Support, Defenses. Any other structures that come from the Guild Technology thread will not be added under this template.

Social Networking [idFaii]

This template will produce 3 JG networks 2 Stealth Structures and 2 Research structures in the following order; JG, S, R, JG, S, R, JG. Once it completes one cycle the production is done.

Wartime Preparations [idFaiii]
This template will produce 2 Swarm and 1 Ring from defenses and 2 FT / BO Assembly, 2 CR Assembly and 2 HC Assembly from unit Production. The order will be S, R, FT/BO, CR, HC, HC CR, FT/BO, S.

[b]Defend the Fleet [/ b] [idFaiv]

This template is longer than any of the above, and as such will have abnormally long run times should a guild decide to run this multiple times. This template will produce 2 Debris Deniers, 2 Offense Boosters, 2 Defense Boosters and 1 Shield Booster from Logistical and Support. Additionally 1 FT/BO, 1 CV/DT, 1 CR, 1 HC and 1 BS assembly will be produced. The order of production is as follows; DD, OB, DB, SB, OB, DB, FT/BO, CV/DR, HC, CR, BS, DD.

But I can make my own right? [idFb]

Yes. You can make your own templates, 5 total, that have a built order limit of 15 items total. So should you want to make a 45 build order that is possible; just break the build order into 15 items or less and you’re good to go. So if you want 3 groups of 15 or 4 groups of 10 and a group of 5 you can get your desired build order set up.

The system would be something similar to our current mass production screen. Next to each item would be a box. You can input the number of times you want the item to appear for the order selection. No input next to the box assumes 0. The next screen would allow you to set up the order of production.

From there you name the build order and save it. Congratulations you now have made your custom template.

You said I can make these repeat? How? [idFc]

Well that’s simple as well. The Guild Master will be allowed to repeat one or all loaded templates at that particular Guild Base’s construction screen.



Final Notes [idG]

I’m likely forgetting a few things I wanted to put in here. Should I forget something please be clear and concise on where and what I’m missing. Thanks.


TL;DR [idH]
Alt+F4
Last edited by Ferdoc on Sat 06 Aug, 2011 18:43, edited 2 times in total.

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Re: Guild Base <revised>

Postby Ferdoc » Thu 04 Aug, 2011 19:23

This space reserved.

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Re: Guild Base <revised>

Postby Ferdoc » Thu 04 Aug, 2011 19:24

This space also reserved. last reservation for this thread.

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Re: Guild Base <revised>

Postby Hellion » Fri 05 Aug, 2011 17:50

Meh I am against the idea as a whole because the idea in itself promotes larger guilds to a much larger degree (mostly same reason I disliked guild bank which this idea works off of). More or less putting a great deal more power into the hands of much larger guilds while pretty much screwing smaller guilds in comparison.

Though after reading over a good chunk of it GB Swarm would make a decent defense idea (or at least a variation of it) as a normal proposal mostly as an anti-swarm addition.

So for the most part I would say its a bad idea since it drops most of the power to the guilds already holding the power.

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Re: Guild Base <revised>

Postby Ferdoc » Fri 05 Aug, 2011 23:56

Your point is true for virtually all concepts out there. Unless is has specific internal mechanics that degrade or remove the use by large guilds. All ideas are better used by, and to a lesser extent, promote larger guilds. Being unwilling to look at the merits of the idea and determine that, due to facts that can not be changed by myself, the concept is unfounded is to frankly intellectually dishonest.

You voiced your displeasure on the baseline of this concept. Going from the experience in discussing the concept with you in that thread, you'll forgive me if I say we just agree that you will never like this idea and move on.

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Re: Guild Base <revised>

Postby Carnage 101 » Sat 06 Aug, 2011 04:12

Ferdoc wrote:An average of top 15 guild’s player fleet is performed once a week. A check on each Guild Base is then done. The check is done to see which of the two following conditions are met. The first condition is below the value. The second condition is if the guild fleet present is equal to or greater than that number.


I'm assuming value here means the 15 top players in guild average. Why not take the whole guilds average as all players have the potential to share the bonus as well. The top 15 may not be a true representation of the guild especially if the guild is maxed at 250. Guild averages are given in the ranks page why not just use those values?

Overall I see more base and Capital hits being advantageous as it effects econ and also how much can be contributed to a GB. Blobbing would however be encouraged close to or at this structure. Probably can't be helped anyways.

I wouldn't mind seeing this in a trial setting to see how well this system works.

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Re: Guild Base <revised>

Postby Ferdoc » Sat 06 Aug, 2011 18:41

Carnage 101 wrote:
I'm assuming value here means the 15 top players in guild average.


The apostrophe was misplaced, gonna fix that. Its an average of all the players in the top 15 Guilds.

Carnage 101 wrote:Why not take the whole guilds average as all players have the potential to share the bonus as well.


That's what it is. A misplaced apostrophe caused your confusion.



Carnage 101 wrote:Overall I see more base and Capital hits being advantageous as it effects econ and also how much can be contributed to a GB. Blobbing would however be encouraged close to or at this structure. Probably can't be helped anyways.


Why would you blob at a location that reduces your power and significantly so?



Carnage 101 wrote:I wouldn't mind seeing this in a trial setting to see how well this system works.


If this stuff was tried out I'ld love to get my hands on any raw data I could. Also understand this is only part 2 of 3 for my Guild Rework concept (Banks was 1st and Technology is in the works at the moment)

Shameless Pimping - If you got an idea for a Tech go to the concept discussion or PM me.

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