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 ALERT: TUE02: The VARA Integration 
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Joined: Mon May 27, 2013 3:49 pm
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Release Date: 2013-07-02

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The Uldri Expanse (Rank 50+):
The Ventar Research Vessel remains missing within the Uldri Expanse, and no signals have yet been received. A special guide, VARA, is chosen to assist with the complex calcuations and facilitate communications during the rescue attempt.

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Chapter 2: The VARA Integration
We recently lost contact with a covert research vessel, the Ventar, after it entered an uncharted region known as the Uldri expanse. Scans are unable to penetrate the anomalistic region, and we're concerned that the ship may be in trouble.

Cost Per Round: 100 Energy + 1 Subspace Seeker
40 Rounds, daily mission, can be completed 11 times.
Reward: 205 experience + Uldri Spacial Marker

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Initial Statistics: [Ship Module - Size: 20, Defense: +40, Shields: +70]
If this device is already installed on your ship, this will instead upgrade its stats by 50%, up to 500% max. When fully upgraded, it will unlock an ability.
Scrap Value (ea): 7-15 CTP

Fully-Upgraded Statistics: [Module - Size: 20, Defense: +240, Shields: +420,
Activated Ability: Boosts planet production by 4% for 2 days - plus an additional 4% for planets attacked in the last 2 weeks. Cost: 200 energy, Cool down: 2 days


Mon Jul 01, 2013 1:27 am
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Cool. Thanks* for summarizing the mission information for us.

*Unless that thanks constitutes publicly discussing the decision you made to post it - in which case, please disregard. And also disregard this disregardment itself (being a discussion about a moderator decision).

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Mon Jul 01, 2013 2:08 am
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PLURVIOUS wrote:
Cool. Thanks* for summarizing the mission information for us.

*Unless that thanks constitutes publicly discussing the decision you made to post it - in which case, please disregard. And also disregard this disregardment itself (being a discussion about a moderator decision).

Cute *


Mon Jul 01, 2013 2:23 am
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The VARA Integration

Costs: 11 Completions of 40 Rounds @ 100 Energy + 1 Subspace Seeker each
Total: 44000 Energy + 440 Subspace Seekers
Awards: 205 xp per Round + 1 VARA Interface per Completion

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Initial Statistics: [Module - Size: 20, Defense: +40, Shields: +70]
If this device is already installed on your ship, this will instead upgrade its stats by 50%, up to 500% max. When fully upgraded, it will unlock an ability. Scrap Value (ea): 7-15 CTP

Fully-Upgraded Statistics: [Module - Size: 20, Defense: +240, Shields: +420, Activated Ability: Yet Unknown]

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Last edited by Annabell on Tue Jul 02, 2013 8:06 am, edited 3 times in total.



Tue Jul 02, 2013 7:09 am
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What artifact is needed to do the mission? I can't mouseover at the moment, as I'm on a phone...

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Tue Jul 02, 2013 7:13 am
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Subspace seekers


Tue Jul 02, 2013 7:21 am
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omg that little robot is a badass, itt reminds me of ED-E from fallout new vegas, love that follower

i so hope this is a new allie






reminds me of him vvvv
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Tue Jul 02, 2013 12:47 pm
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Mission 3: Civil War

After a perfectly innocent comment from an Android Scientist, the Android Helmsmen have rallied to VARA's defense. The androids of your ship are now at war, and pandemonium reigns.
You must subdue the insurrection before it does critical damage to the ship. Lead a squad of loyalists to the cargo hold and then detonate EMP Spheres at key locations to quell the fighting.
There is a strong chance that this may permanently disable some of the androids nearby when this happens.

Put Down Riots
100 Energy 1 EMP Sphere
0/40 - Chance of losing 5 Scientists or Helmsmen per Completion
You have completed this mission 0 of 11 times

Reward: Pile of Android Bodies
Gives +100 Hull and +50 Cloak
Each upgrade gives a 50% boost, up to 500%
(You strap the bodies of the dead androids to the outside of the ship, to serve as an example. As the pile grows, the hull is better protected. The hum of their still-partially-functioning circuitry serves to jam incoming scans)

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Tue Jul 02, 2013 3:45 pm
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Toastar wrote:
Mission 3: Civil War

After a perfectly innocent comment from an Android Scientist, the Android Helmsmen have rallied to VARA's defense. The androids of your ship are now at war, and pandemonium reigns.
You must subdue the insurrection before it does critical damage to the ship. Lead a squad of loyalists to the cargo hold and then detonate EMP Spheres at key locations to quell the fighting.
There is a strong chance that this may permanently disable some of the androids nearby when this happens.

Put Down Riots
100 Energy 1 EMP Sphere
0/40 - Chance of losing 5 Scientists or Helmsmen per Completion
You have completed this mission 0 of 11 times

Reward: Pile of Android Bodies
Gives +100 Hull and +50 Cloak
Each upgrade gives a 50% boost, up to 500%
(You strap the bodies of the dead androids to the outside of the ship, to serve as an example. As the pile grows, the hull is better protected. The hum of their still-partially-functioning circuitry serves to jam incoming scans)


This concept scares me. Very much.

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Tue Jul 02, 2013 4:12 pm
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Vara Ability

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Wed Jul 10, 2013 6:26 pm
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Neat!

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Wed Jul 10, 2013 6:42 pm
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Wow, all planets get a 4% boost or just one of your choosing? Either way, very nice ship mod.

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Wed Jul 10, 2013 6:48 pm
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Cendant wrote:
Vara Ability

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Thank you, I've updated the original post. Siri must be happy you used her alarm feature very much! :D :D


Wed Jul 10, 2013 7:00 pm
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To avoid confusion, we've updated the module ability description. The ability is used on a targeted planet.


Wed Jul 10, 2013 7:13 pm
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Thanks Dan :)

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Wed Jul 10, 2013 7:15 pm
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Like Trellith then. Anyway the cool down could be 46 hrs and it only lasts 46 hrs on a planet so we don't loose time like we do on the Trellith ability?

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Wed Jul 10, 2013 8:39 pm
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Chloron wrote:
Like Trellith then. Anyway the cool down could be 46 hrs and it only lasts 46 hrs on a planet so we don't loose time like we do on the Trellith ability?


Am I missing something, or is it actually a lot worse than Trellith Influence?


Wed Jul 10, 2013 8:50 pm
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A super mini Trellith. When it came out everyone was super excited but then realized that they'd only be using the ability on 3 planets. this one will only be used on 2 planets most of the time. but my point was the trellith goes 72 hrs and if you miss re-setting it by 30 min or 10, then it pushes you back until eventually you lose hours overnight till you can start again in the morning. I'd like this one to be a little under the 48 hrs so we don't have the same problem.

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Wed Jul 10, 2013 9:15 pm
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Chloron wrote:
A super mini Trellith. When it came out everyone was super excited but then realized that they'd only be using the ability on 3 planets. this one will only be used on 2 planets most of the time. but my point was the trellith goes 72 hrs and if you miss re-setting it by 30 min or 10, then it pushes you back until eventually you lose hours overnight till you can start again in the morning. I'd like this one to be a little under the 48 hrs so we don't have the same problem.



Lasts 2 days, 2 days cooldown, doesn't that mean one planet?


Thu Jul 11, 2013 1:14 am
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TheCapzi wrote:
Lasts 2 weeks, 2 days cooldown, doesn't that mean seven planets


Just so people are aware.

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Thu Jul 11, 2013 1:25 am
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