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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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SuronIce wrote: nice  its one thing to look at the mods of ur legion mate n go yeah i would win, but to be able to do it  lol thunderbolta wrote: What rewards could there be? Light badges?
Rewards could include things like: VR Console, XP +5% Training dome, +5% attack from crew Hologram Emitter, disguises your ship for 1 week SuronIce-Thankyou glad u like the idea,i could definetly see it going in the game,One Dan needs to see it he'll probably like it 2,more things need to be worked on like the rewards u get fro the badges. Thunderbolta-I discussed a new badge type and called it train badge,and light badge works better (alot better) lol,now the XP +5% won't happen, there is the human abilty of 10%,neurals which give 15% xp,and somthing else which i forget,it gives u 10% xp aswell.Perhaps somthing else like a ship module there should at least be 1 ship module. What somthing like "Reinforced crew"-special module,size 15,increases att/def/shield/hull/scan/cloak and energy by 10,limit 4 per ship. Now that one could be the most expensive reward for say 500 badges.
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Thu Nov 03, 2011 12:52 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Zargor, as i said, this would mostly benefit lower ranks, but i also said it would be used by higher ranks aswell, but for different reasons. Take the dysonians. They usually dont leave their legion, so they have no idea what it would be like to fight a legionmates ship. Higher levels would use this for bragging rights, whereas lower levels would actually use it to train. as for rewards spyder, i guess i can quote myself on suggested rewards.  Vekno wrote: Module: pvp xp boost by 2% up to 5 installable. *150 Training Badges
Planet Building: Training Barracks- Invasion defense boosted 50% players with the same legion symbol (so players that use the same legion symbol will have to deal with 150% invasion defense (defense+attack on a planet) instead on 100% OR completely the opposite. Players with a different legion symbol will have to deal with 150% invasion defense, while players with the same symbol will have to deal will 100% *60 Training Badges
Artifact: Trained Tactical Officers- +10 attack (+2 to crew count under tactical officers) *5 Training Badges
Ability: Tactical Infiltration- Crew count is doubled when raiding and being raided for 2 hours. 300 minute cooldown. (5 hours) *350 Training Badges
Ability: Security Specialist- Allows a second raid attempt on a disabled base. Cooldown 24 hours. *500 Training Badges +10 for everything is a weak ass module. It may be nice when you have the low end of tech for everything, but as you level up, youll see that it is nothing compared to some of the other things you can get simply from NPCs. Researched tech is even better (obviously). So when you have a few thousand of each stat, +10 is just another drop in the bucket. Which would be ok if it only cost around 30 badges, but for 500 it just seems overpriced for something that most players might not even waste deck space on. I dont mean to sound condescending, its just battle market modules need to be as balanced as possible because of the range of players it applies to. Thats why most of the modules are percentage based. 7% invasion attack is ok at lower levels, but at higher levels its a near god module. Thats why it comes at the highest cost on the battle market. Red badges imo are meant to scan for bases. Dominion cannons were just if you have extra of them. The guns are VERY nice, but they arnt percentage based. and because of that, their value decreases as the player levels. If you were to give a gun with 125 attack to a level 100, i'm sure its one of the best weapons on their ship. If you were to give a weapon with 125 attack to a level 600, 800, or 1000, its the equivalent to maybe a week of tac officers from prisoners (i am being generous. thats only 21 prisoners. i get maybe 2+ a day at 425, so i'm absolutely positive players double my rank pull at least twice that. plus i'm behind on my production, as i cannot afford another scan run so i havent colonized any planets in over 100 ranks, save for one.) In other words, the module rewards NEED to be percentage based, or have a really good ratio, and then have multiple versions for purchase like the dommies. Because of how the training sim is set up, modules specifically for that would be useless, as it would disguise the true power of your ship for battle. Modules that increase stats specifically for pvp would be unfair, as its supposed to be a player's ship versus another player's ship and the only thing thats really left to buff is pvp attack, which would allow some players to dominate. especially if it was over a 10% attack increase. The reason i stated a 2% pvp xp buff is i've never gotten over 20 xp for a hit on someone. so if you install all 5, a 10% xp boost would amount to 2 more xp. which isnt alot. especially if the game rounds down (so a 1.5 xp boost would amount to 1 xp). I honestly cant think of any other modules that would be purchased that wouldnt be overpowered. We already have percentage hull, defense, and shield boosts, so those are out. The only thing really left in a general sense is attack and energy, and since players primarily put their rank points in those two categories, i dont think dan wants to put them in.
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Thu Nov 03, 2011 5:16 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Vekno-You have shown me those rewards already,and i said they are pretty good apart from the trained tactical officers,coz the only cost 5 badges and u can get an unlimited amount.Now about the reward i suggested the reinforced crew i will make it +50 evrything now the ship limit is 4 per ship so that totals +200 everything and for 500 badges that looks much better.You were right that +10 and a total of +40 was too low. So +50 evrything and +200 total.And thankyou for sticking around to help with ideas and such,now with the trained tactical officers the one u suggested it could be the second last reward costing 250 badges,the next one down would cost 100 badges and the first reward would cost 50 badges. But yeah the reason for the trained officers being 250 is 5 badges for that reward is too low,now not only that but its crew so there wouldn't be a limit to that reward.Infact i like your rewards but two of them we wont use because the one i suggested and adjusted,i think the other two we should use though is,the "planet building"(invasion defense one) for 100 badges,and then "security specialist" for 50 badges(500 badges is way too high for that).
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Thu Nov 03, 2011 6:56 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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srry bout that. just quoted what i had said before, and didnt bother editing it... spyder had asked what kind of rewards would be offered, since he didnt read the front page (i assume) i just quoted it so he could see it. however, for 500 badges each, +50 everything still isnt that great. and yes, i see that youre trying to balance it so its not overpowered for lower levels, but +50 everything i feel would cost around 250 badges each... i realize that its about 35 badges per stat, but considering its gonna have to be a 35 space module at least, i figure the cost should not be as high because of the deck cost. i figure in the deck requirement because that would be a 10:1 ratio. which is pretty damn good ratiowise.
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Thu Nov 03, 2011 7:07 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Vekno wrote: srry bout that. just quoted what i had said before, and didnt bother editing it... spyder had asked what kind of rewards would be offered, since he didnt read the front page (i assume) i just quoted it so he could see it. however, for 500 badges each, +50 everything still isnt that great. and yes, i see that youre trying to balance it so its not overpowered for lower levels, but +50 everything i feel would cost around 250 badges each... i realize that its about 35 badges per stat, but considering its gonna have to be a 35 space module at least, i figure the cost should not be as high because of the deck cost. i figure in the deck requirement because that would be a 10:1 ratio. which is pretty damn good ratiowise. Vekno-Ok if u think +50 still isn't that great what do u suggest then,and 35 space thats alot for lower lvls but considering the boost to crew it works,i like it size:35,+?evrything,limit 4 per ship,cost 250 light badges(there are dark badges now so it makes sense to add light badges).
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Thu Nov 03, 2011 7:30 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Zargor wrote: Vekno-Ok if u think +50 still isn't that great what do u suggest then,and 35 space thats alot for lower lvls but considering the boost to crew it works,i like it size:35,+?evrything,limit 4 per ship,cost 250 light badges(there are dark badges now so it makes sense to add light badges). the +50 is good. but i didnt think it would be worth 500 badges each. that would be 2000 badges for all four of em. plus, if you look at the ratios of effect to deck space, only the very top tier of tech has a 10:1 ratio. thats why i figure it would have to be a minimum of 35 decks. thats why hard values are difficult. because either the module is good, and it has a good ratio but requires alot of deck space, or the module is lame, and requires a small amount of deck space. The mark 3 dominion cannons really only have an 8:1 ratio. the total effects of this module would be +350 total effects. if you take that at a 10:1 ratio, thats 35 deck space. if you take it at an 8:1 ratio (same as the mk3 dommies) its about 44 decks per module, so it would be rounded up to 45 (i assume).
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Thu Nov 03, 2011 8:01 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Vekno wrote: Zargor wrote: Vekno-Ok if u think +50 still isn't that great what do u suggest then,and 35 space thats alot for lower lvls but considering the boost to crew it works,i like it size:35,+?evrything,limit 4 per ship,cost 250 light badges(there are dark badges now so it makes sense to add light badges). the +50 is good. but i didnt think it would be worth 500 badges each. that would be 2000 badges for all four of em. plus, if you look at the ratios of effect to deck space, only the very top tier of tech has a 10:1 ratio. thats why i figure it would have to be a minimum of 35 decks. thats why hard values are difficult. because either the module is good, and it has a good ratio but requires alot of deck space, or the module is lame, and requires a small amount of deck space. The mark 3 dominion cannons really only have an 8:1 ratio. the total effects of this module would be +350 total effects. if you take that at a 10:1 ratio, thats 35 deck space. if you take it at an 8:1 ratio (same as the mk3 dommies) its about 44 decks per module, so it would be rounded up to 45 (i assume). Vekno-Ok sweet,now u chose the other rewards which i liked,but could u help me decide.Do u think thats good now for the rewards. 50 badges-Security specialist(Allows a second raid attempt on a disabled base,cooldown time 24hrs) 100 badges-Training barracks(Invasion defense boost by 50%)...With this one y not make it 50% more invasion def against players of same race. 150 badges-Trained tactical officers(+10 attack(+2 crew count under tactical officers)...) 200 badges-Reinforced crew(+50 all stats,except cargo and deck)
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Thu Nov 03, 2011 8:20 am |
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yappy
Joined: Wed Nov 02, 2011 6:28 am Posts: 37
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You might want Dan to see this before taking it into TOO much detail?
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Fri Nov 04, 2011 5:39 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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yappy wrote: You might want Dan to see this before taking it into TOO much detail? I have sent a PM to Dan to have a look at this,he probably hasn't gotten around to it yet.
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Fri Nov 04, 2011 5:50 am |
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Shadow0utlaw
Joined: Mon Jan 31, 2011 9:47 pm Posts: 445
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i still like my idea most..., nothing lost, nothing gained, no special buffs. just a stripped down bare dogfight with your most expensive equipment on 
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Fri Nov 04, 2011 6:02 pm |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Shadow0utlaw wrote: i still like my idea most..., nothing lost, nothing gained, no special buffs. just a stripped down bare dogfight with your most expensive equipment on  Everything ive put is same as yours except u gain a badge,5 daily. And i think that a new badge should go with this simulator(light badge),i mean there is no traps or artifact use,you don't lose anything but the entry fee,so i don't know y you don't like the badge part but anyway its your opinion and i respect that.
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Sat Nov 05, 2011 12:43 am |
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secret person.
Joined: Tue Jul 05, 2011 10:10 pm Posts: 1960 Location: Lihim Tao is my Name, Fear me as I Sit and Type at you on my Computer!!!!
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Zargor wrote: SMMARY: The idea=an added feature to the legion base to pvp against teammates.And is called "Training Simulator".Entry fee of 25 energy. A new badge type put in the game called "Light" badge(there are dark badges now so it makes sense to bring in light badges). Rewards for the light badge are. 50 badges-Security specialist(Allows a second raid attempt on a disabled base,cooldown time 24hrs) 100 badges-Training barracks(Planet building:Invasion defense boost by 50%)...With this one y not make it 50% more invasion def against players of same race. 150 badges-Trained tactical officers(+10 attack(+2 crew count under tactical officers)...) 200 badges-Reinforced crew(Special module:size 30,+50 all stats,except cargo and deck,limit=4 per ship) The daily limit for the light badges is 5. A lvl limit to who u can battle,which is 5-10 lvls below u and 15-20 maybe even 25 higher than u.You cannot forfit.You don't lose hull,shield,crew,and other stats,energy outside of the simulator,also if your disabled u can still enter providing u have 25 energy,once u leaved u r back to being disabled.No traps allowed or artifacts(maybe if they were unlimited inside the simulator).BOTH players need to agree to the battle b4 it takes place.If u win your hull,shield,energy restore to full. Winner stays on til he/she gains 5 badges. As of internet connection,well depends on the internet u get,plus if the game itself is fine the simulator should be too. When battling a teammate the hitting is done in rounds,(to determine who goes first u just send a comm or decide via legion chat)one goes thewn the other til there's a winner,winner gets a badge and stays on. And yes u do use energy inside the simulator but when your outside you won't have lost any,i mean this game is also based on using energy.Now the energy cost will be based on your lvl see for example a lvl 800 will mostlikely have all proxy-universe reactors mrkIV,whereas a rank say 20 would have for example would have 3 graviton cores mrkIV,so u will pay based on lvl range otherwise its no good paying 100 energy for entry when most of the rank 20's energy is gone. So my thought is from rank 1-99=50 energy,rank 100-299=100,rank 300-599=150 energy,rank 600-999=200 energy,rank 1k+=250 energy. Now if u don't like the energy cost and u have a better idea plz let me know thnx.And finally keep those thoughts coming . 1+
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Sat Nov 05, 2011 4:39 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Secret Person- Thankyou,glad u like it.
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Sat Nov 05, 2011 6:53 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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I know i made this idea a while ago but i think it's a great idea that would make the game more exciting and interesting. So i would like more feedback on this. Thnx 
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Sun Dec 04, 2011 5:09 am |
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Zargor
Joined: Sat Oct 29, 2011 12:39 pm Posts: 1430
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Bump!! this was made ages ago but with Maude helping with suggestions and ideas i will bring it up again plus it's a good idea,and it would be good to get more feedback.
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Sun Jan 15, 2012 4:15 pm |
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