Cluster Nodes
Alright another crazy idea for introducing geography into planetarion using an idea I call cluster nodes. The way these work is that each cluster will have a x.0 galaxy with one planet in it called the cluster node. This node planet will have no value or score to it, just one roid. This roid will be called the cluster roid and it cannot be stolen, it can however be gaurded and anyone can park ships at it. Why might you ask? Because this roid will be the cluster node, the controling point for the resource bonus for the cluster. If only ships from the cluster x are resident at this node EVERY member of the cluster will receive a 1% resource bonus. If however ships from a particular alliance gain control of the node only the members of that particular alliance in that cluster receive the bonus, but then they receive a 10% resource bonus (all of these percentages are negotiable to make it worthwhile while not abusive). Now in terms of how to control the nodes. I propose we give everyone a forth fleet slot that can only be used for two purposes, defending incluster (including the node) or attacking/defending nodes (including their own cluster node). Regular universe and incluster eta rules apply except for attacking your own node where you get the -1 advantage.
In terms of how to attack/defend an out of cluster node, to attack one, attack as normal, but have the caviot that you can leave the attack fleet there indefinitely as a defensive fleet if the battle is won. HOWEVER there should be a resource cost for leaving your fleet at a non incluster node (call it a supply cost) of 1% of your resources, or alternatively some ratio worked out by the value of the fleet left for defending the node.
Combat at nodes:
The way combat will work is the battle runs like normal battles run now, the only difference is at the end the total values of the remaining fleets is added up, if the difference of value is less then 20% the results are inconclusive and all ships are allowed to stay for battle the following tick unless recalled. If the difference of remaining value is greater then 20% one side is declared the victor and the loosing side is forced to withdraw to fight another day. In the event of a draw the 'owner' of the node is not changed, if the attackers win the 'owner' of the node changes to the attacking alliance who represents the greatest value, their ships become the defending ships for the next tick (as long as they are not withdrawn), all other allies remaining ships are forced to withdraw even if they attacked the same tick (this is to keep allies from being able to help each other defend nodes). There should be a small amount of XP given every tick for holding an out of cluster node.
The whole point of this is to encourage in-cluster cooperation, and to provide a new interesting approach to gaining XP for allies. Unoccupied nodes revert to the cluster, in addition because you can only attack/defend nodes with your 'cluster' fleet if your fleet is out attacking/defending an out of cluster node you must rely on your ally mates to hold your own node from other allies or your own cluster.
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Romans 10:9-10
#strategy
Last edited by Monroe; 11 Oct 2006 at 00:24.
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