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Kithsom
Joined: Mon Sep 24, 2012 6:18 pm Posts: 50
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I will look into the this, Thank you  I'll update it in aobut an hour *Edit: Updated Ability and artifact uses, Added analyze restraints
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Wed Mar 06, 2013 5:39 pm |
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Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
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DarkMar wrote: For example, to go from 1X -> 2X Artifact production might cost 100k AP. Research production would cost research, etc. Costs would start off low and rise, of course, and there'd be a (high) cap for each type. It might only be possible to upgrade each type once per day, to skirt people just emptying 20 Smugglers' caches at once.
100K AP, is basickly nothing, you can easily get 50K from an atrtifact base even at low rank My thinking is that getting it as productive as a natural terra (2x-3x) should be pretty easy to do. Getting it to 15X should be sort of hard, and past 20X should be a substantial investment, even for higher level folks. It shouldn't be so much that you lose all hope (aka, the cost to upgrade a base to level 9), but it should take time. Like Golgotha said though, the production aspect isn't what I see as the main reason for people to want a Homeworld. The planet should offer special abilities or passive bonuses that tweak your gameplay a bit. These should not be game-breaking, but instead things that complement your style. It should not be possible to have all the rewards - something like, your planet has five special building slots, there's 20 to choose from. Perhaps a good system would be that a starting Average size world could hold 3 special buildings. Every two size increases would allow an additional building. So like, 3 at Average, 4 at VL, 5 at VM, 6 at MC. Special buildings could either produce artifacts, give a passive bonus, or power activated abilities. Each special building would be unique, so no doubling up, although they might have different varieties (Terrestrial/Volcanic/Metallic Guerrilla Corps, for example) Possible examples: Regional Defense HeadquartersComes in five tiers, I-V Charged by putting energy into it. When it has enough stored energy, it can be activated. Costs Tier Level*2,500 energy to fully charge. When activated, gives Tier *5% bonus to defense to all your planets for 48 hours. Ministry of WarReduces your invasion timer to 22 hours Cybernetics ManufactoryProduces a Neural-Linked Defender once per day Neural-Linked Defender Planet Structure - Size 2 Provides 400 defense and 400 attack for each Neural-Linked Defender on the planet (Limit 5) Terrestrial Guerrilla CorpsThe maximum successful invade chance for all of your Terra planets is now 75% instead of 90% Paradoxical Studies AcademyYou may use 150 Time Manipulators in a 24 hour period. Mylarai Mechanics Contractor(Requires Mylarai mission chain to be complete) Produces a AX-9 Guardian every 40 hours AX-9 Guardian Planet Structure: Size 2 Defense: 1500 No limit to the number on a planet The AX-9 is *always* able to be extracted from a planet without requiring an additional item. Again, I'll strongly emphasize that these are just brainstorms at this point. I also know full well that none of this will likely ever happen, I'm just having fun with throwing some ideas out. A big contribution I see to things like this is a chance to have bonuses tied to the player rather than just their ship or an individual planet.
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Last edited by Toastar on Wed Mar 06, 2013 9:13 pm, edited 4 times in total.
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Wed Mar 06, 2013 8:44 pm |
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Vanir
Joined: Tue Sep 27, 2011 9:34 pm Posts: 108
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Love this idea!
would also be kinda cool if said homworld had a space station, like a Alliance base, but very small in max size so people also get the idea of what a legion can offer. more like a taste of what a legion is. maybe a max size of 10 sort of international space station....nothing amazing but gives people a taste of what a legion base is.
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Wed Mar 06, 2013 9:06 pm |
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Kithsom
Joined: Mon Sep 24, 2012 6:18 pm Posts: 50
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If anyone has anything they want me to add to it to make it better, Please let me know. I am trying to find out something that would be good for newbies and experienced players, I am always open to suggestions.
_________________ Based in Alliance Fleet X and always looking for new members rank 200+
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Wed Mar 06, 2013 9:10 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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I have no problem with, it beeing cheap to get up to around x5-x10 that should give low rank players a nice production planet, that cant be stolen
getting it past x22, should cost quite a few recurces.......
middle / high ranks, can easily go Mylarai, Taltherian, Kronyn and/or hunt NPC (Toxic Purifier, Terraforming Device, and Planet Data Optimizer) to make x15 - x18 planets - so one more x10 planets shouldnt make to mutch difrence
the part I have a problem with is High rank players getting free GC artifacts by spending the recurces to upgrade it to x20 or higher
but the other abilityes you sugest here could add some more options to the game, that could be quite nice, and help players optimize theire stradegy to the way they like to play
the trick would be, that you wouldnt be able to build all off them, but would have to pick around 5 special buildings
other buildings / abilityes could include
galatic marked - decreasing your upkeep or increasing the price you get for selling your minerals
Recearch center - increasing your recearch production and decrease hack timer to 2.5 min / 10 min
space dock - slowly repairing any dammage to your ship systems, and taking your systems offline doesnt dammage them
pirate base - bonus to raid other ships + decrease raid timer to 2.5 min / 10 min
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Wed Mar 06, 2013 9:15 pm |
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Kithsom
Joined: Mon Sep 24, 2012 6:18 pm Posts: 50
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Ignore this comment
_________________ Based in Alliance Fleet X and always looking for new members rank 200+
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Last edited by Kithsom on Wed Mar 06, 2013 11:55 pm, edited 1 time in total.
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Wed Mar 06, 2013 9:20 pm |
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Elliot_Plur
Joined: Sun Jul 29, 2012 3:51 pm Posts: 42
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I'd have to say +1 from me. But a homeworld feature would make players too self-reliant and could progress in certain areas too fast, such as the QSE module idea. It would make rift planets and mission dysons a little less valuable. It would really take away from having a legion as well. Why have a legion when you can just have a souped up home world, ykno? But regardless, I like the idea, and it would make a great update.
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Wed Mar 06, 2013 10:03 pm |
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Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
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Elliot_Plur wrote: I'd have to say +1 from me. But a homeworld feature would make players too self-reliant and could progress in certain areas too fast, such as the QSE module idea. It would make rift planets and mission dysons a little less valuable. It would really take away from having a legion as well. Why have a legion when you can just have a souped up home world, ykno? But regardless, I like the idea, and it would make a great update. Mission planets are already much less valuable at high levels - my mission Dyson produces about 2% of my total AP/hr, and it's one of my most productive planets. And honestly, giving more power to people at early ranks is probably not the worst thing - people shouldn't feel like it's totally hopeless to catch up to high rankers, or they'll give up. If low ranking folks benefit proportionally more, that's not a bad thing. In general I think you guys are drastically overemphasizing the production aspect of this - I'm envisioning this being something that's roughly putting out about your rank's worth of AP (Rank 500 -> 500 APish) at any given moment - a nice boost but hardly game-changing. I don't see that it would have to take away from having a legion at all - legions protect your planets, give you bases to hunt and CTLab items to make, provide UST buffs, people to talk to, people to alert planets and back up your invasions - none of what I've proposed would give any kind of benefit like that (And I've already said the QSE idea was probably too strong).
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Thu Mar 07, 2013 12:11 am |
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PLURVIOUS
Joined: Fri Jan 06, 2012 3:10 am Posts: 1653 Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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Elliot_Plur wrote: I'd have to say +1 from me. But a homeworld feature would make players too self-reliant and could progress in certain areas too fast, such as the QSE module idea. It would make rift planets and mission dysons a little less valuable. It would really take away from having a legion as well. Why have a legion when you can just have a souped up home world, ykno? But regardless, I like the idea, and it would make a great update. Elliot_ plur, eh? I have a tariff on using my name. It's only 10 ctp per post.
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Thu Mar 07, 2013 12:20 am |
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Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
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huge +1 from me....! would bring alot of fun to GL.
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Thu Mar 07, 2013 1:32 pm |
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Silens
Joined: Tue Feb 28, 2012 11:42 am Posts: 779
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DarkMar wrote: KJReed wrote: Wow.... That's was just an example. And nowhere did it say the cost. What if 20x mining cost 100b mineral points? the cost was listed as Quote: For example, to go from 1X -> 2X Artifact production might cost 100k AP. Research production would cost research, etc. Costs would start off low and rise, of course, and there'd be a (high) cap for each type. It might only be possible to upgrade each type once per day, to skirt people just emptying 20 Smugglers' caches at once. 100K AP, is basickly nothing, you can easily get 50K from an atrtifact base even at low rank 100 bil on the otherhand might be a bit to mutch if you get 30K units pr hour, it would take 100.000.000.000 / 30.000 = 3.333.333 hours to get the minerals = 138.888 days = 380 years make it to cheap, and the high rank players will have it in a few weeks, and the low ranks wont get it for a few years, depending on how farst they rank and make it cost GC's and you limit it to paying players who are already getting quite an avantage from 1 mission exotic, 1 mission dyson and 3 Rift planets There is not a single mineral which sells for one credit. I get about 250,000,000 credits an hour from mineral shipments; that's 400 hours = 57 days + 1 hour = Less than two months Not exactly fast, but I'm more just criticising your hugely flawed math. You're also supposed to use commas where you used period; a period denotes a decimal point in mathematics. 100k AP is basically nothing, yeah... But 1xMR to 2xMR is basically nothing. 3xMR might cost 120k AP, 4xMR might be 150k, 5xMR might be 200k, 6xMR might be 300k, 7xMR might be 450k, 8xMR might be 650k, 9xMR might be 900k, 10xMR might be another 1.2m AP. By this point you've spent a lot more for a decent artifact planet; almost 5m Artifact Points. The numbers here are made up and probably won't reflect the actual values; my point is that cost to upgrade will increase exponentially.
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Thu Mar 07, 2013 2:12 pm |
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Kithsom
Joined: Mon Sep 24, 2012 6:18 pm Posts: 50
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Bump
_________________ Based in Alliance Fleet X and always looking for new members rank 200+
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Thu Mar 07, 2013 2:33 pm |
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Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
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The Resource costs need to be balanced towards the gain you get from upgrading if it's costing 1m ap to gain say 200 production it will take 200 days for that to give you any gain to your spending.
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Thu Mar 07, 2013 2:41 pm |
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Clangeddin
Joined: Thu May 31, 2012 12:46 pm Posts: 292
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I like it .. personally .. I think 75x is a bit nuts.. I would say this planet should max out somewhere between the mission exotic and mission dyson.. maybe 25x or something .. and since this would change the time needed to max it out .. drop the cooldown to a weekly upgrade. I would remove the cool down on the size increase as it's already limited by the level requirements though I would change it to every 75 levels .. free mega-colossal by rank 200 seems a little op too me ..I like the cool downs but why bother with requiring resources to upgrade? The way I look at homeworlds is it should be a decent planet for a player to start with so new players aren't screwed by RNG for their first bunch of levels if they don't get fantastic scans and its a planet that can't be taken away. It should grow with you as you grow but it shouldn't give you a crazy bump in your production that would prevent you from NEEDING to play the game and colonizing/invading other planets.
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Thu Mar 07, 2013 4:51 pm |
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failname
Joined: Sun Nov 06, 2011 9:13 am Posts: 1695
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If anything like this would be implemented i want my trellith energizers back.
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Thu Mar 07, 2013 6:06 pm |
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Silens
Joined: Tue Feb 28, 2012 11:42 am Posts: 779
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IMO still belongs in the other thread. You did maths? Hooray. You thought it out? Hooray. Still belongs in the other thread.
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Thu Mar 07, 2013 6:15 pm |
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Kithsom
Joined: Mon Sep 24, 2012 6:18 pm Posts: 50
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Silens wrote: IMO still belongs in the other thread. You did maths? Hooray. You thought it out? Hooray. Still belongs in the other thread. It got ignored in the other thread so I made a new one, it's as simple as that failname wrote: If anything like this would be implemented i want my trellith energizers back. Trellith Energizers are one of the artifacts that cannot be used on the homeworld to prevent people from living entirely off their homeworld with minimal other planets Clangeddin wrote: I like it .. personally .. I think 75x is a bit nuts.. I would say this planet should max out somewhere between the mission exotic and mission dyson.. maybe 25x or something .. and since this would change the time needed to max it out .. drop the cooldown to a weekly upgrade. I would remove the cool down on the size increase as it's already limited by the level requirements though I would change it to every 75 levels .. free mega-colossal by rank 200 seems a little op too me ..I like the cool downs but why bother with requiring resources to upgrade? The way I look at homeworlds is it should be a decent planet for a player to start with so new players aren't screwed by RNG for their first bunch of levels if they don't get fantastic scans and its a planet that can't be taken away. It should grow with you as you grow but it shouldn't give you a crazy bump in your production that would prevent you from NEEDING to play the game and colonizing/invading other planets. Thank you, I will alter this to more fit this, Though I do think (given how much higher level players make anyway) that it should end up being more than the mission dyson: 75X Mega-rich might be a bit high, however consider how much resources you put into it to get it that good, All the final upgrades cost a ton of resources and it will take awhile to get back what you put in For size, these are the final upgrade Kithsom wrote: Final upgrade cost: 1.28 Million of each resource and 6.4k energy Final upgrade level requirement: 1600 This is final upgrade for one resource Kithsom wrote: Final upgrade of a resource would cost 1.66 Million of that resource, 1,000,000,000,000 credits, and 8,300 energy Final upgrade level requirement: 1660 Size can be upgraded 1st time at 25, 2nd at 50, then 100, 200, 400, 800, 1600 (it does not go up by every 20 levels) Production can be upgraded every 20 levels Why resources and a timer? Timer so that High level players don't max it out in a day, also some people find ways to rank 60-70 times in a day even at lower levels so level requirement would be moot, resources so that there is an investment in the planet itself and not just a free thing. It wouldn't be a crazy boost since the only production boost artifacts that can be used on it are structures, no summit contracts, trellith influence, trellith energizer or anything like that can be used on it, that way people still have to actually play the game
_________________ Based in Alliance Fleet X and always looking for new members rank 200+
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Thu Mar 07, 2013 7:33 pm |
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blackfox
Joined: Mon May 28, 2012 8:32 pm Posts: 2397
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blackfox wrote: i only hope that if this is implemented that we are given the option to choose our home worlds out of our planets to, id like my home world to be an official home world instead of some random planet being chosen for me
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Fri Mar 08, 2013 9:27 am |
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Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
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I say that they should be called capital planets, because a homeworld does not necessarily mean that one would want to fortify it and make it a bastion of power at the heart of an 'empire' or 'network of planets'.
lets look at star wars and Coruscant, it's a capital, not really a homeworld. I think that it justs adds a bit more realism and sounds a whole lot better calling them capitals planets.
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Sat Mar 09, 2013 11:07 am |
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asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
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Dreadlost wrote: I say that they should be called capital planets, because a homeworld does not necessarily mean that one would want to fortify it and make it a bastion of power at the heart of an 'empire' or 'network of planets'.
lets look at star wars and Coruscant, it's a capital, not really a homeworld. I think that it justs adds a bit more realism and sounds a whole lot better calling them capitals planets. maybe some structure that allows some of the attack/defense be distributed to all planets owned?
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Sat Mar 09, 2013 11:46 am |
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