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 Spyders' Ideas for New Game Features (Artifacts, Races, etc) 
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Joined: Sat May 22, 2010 6:22 pm
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Here is my opinion: (with the usual disclaimer that I will try to be objective and don't take what I say personally)
If I don't speak of something then I think it's fine.

Artifacts
Evasive Surge: because NPCs and enemy players are 'on your scans' and not actually all in one place, I think the name could be changed to something more digital-related.
Unwanted Helpbot: potential for griefing other players
Dysfunctional Nano drones: I like the idea of direct-damage artifacts, but if you are in a combat situation it is more likely to use a weapon instead of using faulty equipment.
Planetary distress beacon: discussed many times before, but still a good idea.
Vortex Disperser: I would believe that the only reason you would want to turn back a day on your planet's production is if you wanted to make a 'new colony' again for using a Assimilation Locus on a recently conquered planet.
Quantum Planetary Blast: having any artifact ignore immunity can potentially be unbalanced.

Modules
Drone fleet bay: like it, but has an extremely high cost, and equally extreme 10:1 bonus:size ratio.

Badge Rewards
Dominion Surger: I think the name is a bit odd, and an alternative name I thought of is Dominion Artillery Unit.
Dominion Flash: too similar to the Tactical Inner-Bypass
Stormtrooper Ship Barracks: A bit overpowered, as it has a 5:1 attack ratio, a crew bonus, and a large invasion bonus. And remember to not use copyrighted material (Stormtroopers)
Sabotage Bomb: Similar to Crimson Cluster Missiles, but has a complex mechanic that will require more programming.

NPCs
Zolazin Raiding Vessel: A unique ability and a good reward.
Sha'din Distress Predator: the reward is a bit too powerful, and remember it is the Stryll who take prisoners.

Missions
Combat Training: it can work as a renewable mission, and I would change the description to include "sharpen your skills" or similar.
Harnessing the Singularity: the reward is actually under powered, except that energy charge gets unreasonable if it is improved any further than the 20 second recharge peak currently.
Meteor Defences: (a little nit-pick, but defenses is spelled with an 'S') the 10% boost to both attack and defense is less than common planet defenses (for a size 3 building) unless your planet has 5 shields and 5 minefields built.
Unintentional Benefits: a ship boosting a planet's production by just guarding it will require some more programming and balancing.
Taking Care of the Competition: A good mission and a good reward.
Reaping the Rewards: An interesting reward to a completed mission chain. A module that gives more invasion attack based on a planet's resources can change the way players defend their planets.

And again,
zophah wrote:
when laying out details in energy cost, experience, number of turns, etc it is easier to leave it up to Dan to decide. (and you won't have to worry about it)

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Fri Jul 15, 2011 1:03 am
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zophah wrote:
Stormtrooper Ship Barracks: A bit overpowered, as it has a 5:1 attack ratio, a crew bonus, and a large invasion bonus. And remember to not use copyrighted material (Stormtroopers)


Space Marines ... you would be pretty safe with that ;)

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Fri Jul 15, 2011 1:51 am
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Here's my responses to your comments zophah:
Artifacts:
Evasive surge: Maybe re-name it scan reset?
Unwanted helpbot: There are some players out there that DESERVE to be disabled twice. Maybe limit it to one repair every 8-12 hours on targeted ship to prevent excessive farming?
Dysfunctional Nanodrones: my description says that "someone has found a use for them". Maybe, to make it more realistic/fairer you can only use them as your first hit on the target, and they directly damage the hull?
Vortex Disperser: That was a typo - I meant it negates the effect of a planetary vortex deflector on one of your planets.
Quantum Planetary Blast: I thought that at first, so making it a costly CT lab artifact may weigh out some of the imbalance.

Module:
Drone Fleet bay: Intended to be similar to Velox thruster - an endgame CT lab creation to burn the ship bots which are pretty worthless at that time.

Badge Rewards:
Dominion Surger: Just thought of L.A.S.E.R (Light amplifying spacial extermination redoubt), I like yours too.
Dominion flash: it was intended to be - a cheap, one-off combat boost.
Stormtrooper Ship Barracks: Just looked up stormtrooper in a dictionary: "A member of a force of shock troops", but yes, I see your point. Also, would upping the badge cost make it better balanced?

NPCs
Sha'din distress predator: This was intended to be a replacement for the Sha'din ambusher, which dropped rescued prisoners and stopped at around rank 300. Maybe lowering the Rank points reward to 5, and/or making the ship rare instaed of uncommon.

Missions
Combat training: I just had the idea to make it repeatable every so many player kills (maybe 30), so you could do it once at rank 30, then 60, 90, 120, etc player kills.
Harnessing the Singularity: I tried to make it a fair recharge bonus, keeping in mind that I read somewhere that the best you can do is 1 energy every 30s
Meteor Defences: Would making it a affect passives, size 2 or a 20% boost be any better?
Unintentional Benefits: it is only a minor bonus to one planet - it also raises a new strategy to guarding. Do you guard your most vulnerable, most mining productive, or a friends planet to give them a small boost?

I didn't know about:

when laying out details in energy cost, experience, number of turns, etc it is easier to leave it up to Dan to decide. (and you won't have to worry about it)

I was just trying to think up reasonable costs for the rewards.
Thanks for the feedback zophah.

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Fri Jul 15, 2011 5:33 pm
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Then here is another idea. And remember to update your opening post on your conclusions.

Artifacts:
Evasive surge: I remember the high-level ability 'Tactical Re-Modulation' that does half of what an Evasive Surge does, so perhaps we can call it a 'Correction Frequency Chip' and have to drop from Sha'din NPCs instead.

Unwanted helpbot: A suppose a good balance would include the "can only be used on someone who hacked, disabled, raided or invaded you in the last 24 hours" disclaimer. An alternate choice would prevent the target ship from being alerted, but I cant think of what to call it.

Dysfunctional Nanodrones: By their name, I would assume they only work on ships that have no shields left. As an alternative name, how about 'Weaponized Disrepair Drones"

Vortex Disperser: So it removes the vortex deflection from your own planet? That is useful, especially if it is recently conquered and you want to use an assimilation Locus on it!

Quantum Planetary Blast: It seems like a high cost for a specific and small benefit.

Module:
Drone Fleet bay: Yes, as an endgame module, high cost and high reward go hand in hand.

Badge Rewards:
Stormtrooper Ship Barracks: Perhaps change the name to Marine Garrison, reduce the invasion bonus, and greatly raise the crew bonus? And yes, raise the badge cost.

NPCs
Sha'din Distress Predator: I see. Then perhaps the reward would be guaranteed rescued prisoners instead of the Ambusher's small chance?

Missions
Harnessing the Singularity: I adopted the idea of "energy recharge" instead of 'energy charge' for my modules to avoid the time cap. 'Recharge' modules reduce the energy penalty of other modules as long as they are installed.

Meteor Defences: Current example buildings that grant passive percent bonuses (such as the Ergosphere Filter) also include a normal bonus as well. And for balancing purposes, I would think size 1, 100 defense, and +5% bonus attack would be good.

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Fri Jul 15, 2011 10:40 pm
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Thanks for your feedback zophah - I've just updated the top thread

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Sat Jul 16, 2011 10:25 am
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what about a artifact for the lab:

Crimson Decimation Cannon-
250 attack, plus 5% total, limit 2 per ship, does not count towards the limit of 4 crimson weapons. Cost: 200-Crimson Obelisk, 100-Ancient Crystal Foci, 100-Crimson Amplifiers

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Sat Jul 16, 2011 1:34 pm
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Here's my two race ideas from another thread:

Infernites
These fiery creatures of destruction arise from the cores of the tortured, daemonic worlds, eager for war. They were imprisoned long ago, but have somehow broken free, and will stop at nothing to take their revenge on the galaxy. However, they are also very organised and wise, and have managed to work out how to salvage and enhance space ships. They understand the importance of superior defence as well as attack. They hunt in swarms, as there is a great strength in numbers.

+20% attack and defence
Unlockable Race Via mission chain (which I will think of if this idea is well received)

Unique profession: Demolisher.

Allows the player to decrease a planet's size by 1 for 200 energy every 60 hours. Will only be available if a) you own the planet and b) there is enough "free space" to lower it by one (you have to remove structures). If the planet is "Very Tiny", then using this ability will destroy it, removing it from everyone's databases and abandoning it.

Erutans
This is a peace loving race, who are renowned for their distaste for war, but ferocious protection of their colonies. They are strongest when they are on solid ground, but have found a way to use their powers from afar.

Adds passive 10% bonus to planetary attack and defence.
Unlockable Race Via mission chain (which I will think of if this idea is well received)

Unique profession: Guardian
Allows you to DOUBLE a planet's defence for 12 hours, costs 100 energy, 36 hour cooldown. Also grants passive immunity to saboteurs on Gaia, oceanic, exotic and Terra planets.

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Mon Jul 18, 2011 6:35 pm
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i was thinking of a new "better" trap that utilizes the thetacron mine trap as a component. maybe have this as a Discovery for the Theory Lab..
Cluster Thetacron Mine Trap CTMT for short...
=================================================
Duration: forever UNTIL tripped..

Effects: deals 15,000 damage instantly ,if Attacking vessel is disabled from the trap ALL modules (weaps/defenses/hull/energy/EVERYTHING) takes damage.

Ingredients:
5 Thetacron Mine Traps
500 Pawlacite


Tue Jul 19, 2011 9:09 am
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New Race IDEA!!!

"The Plague" it has been countless eons ago when life first emerged. When the Silthion race started to expand to the outer reaches of the Galaxy. They encountered "The Plague" a super virus like organism that was able to mimic the process of the Silthion evolution down to its very DNA and then enhancing and mutating the host to become pro-efficient with it's surroundings. Millions of years passed ever since this CHANCE encounter. Now "The Plague" has spread far and wide enough to threaten the very life of other sentient intelligent life forms. Just what horrors will befall the Galaxy if "The Plague" assimilate technology and race into their genetic library.

Race Specialty Class
"The Complete" grants +10% attack/defense +5% energy/experience gain/planetary invasion.
"Special race trait"
lets say, if you are Konqul which provides +20% attack it will still remain as your bonus and add "The Plagues" specialty class attributes to it (if you choose it)
[same goes for every other race]

Race Skills
Gigamorph- allows the RE-allocation of 25% of all gained ship stats. Costs 500 Aidonium

Planetary Assimilation - grants +75 permanent planetary attack/defense cooldown (48hours)

Pandemic - Grants temporary bonus of +20% to Planetary invasion and decreases targeted planets attack/defense by 10% (requires 50Energy ,Engineered Virus artifact, and 20 XTS-9) Cooldown (12 hours)


Tue Jul 19, 2011 7:40 pm
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@Deathlisk:

Why don't you make your own thread for your ideas? It'll be a lot easier to organise them, and it will also be easier for others to see them. You have some very good ideas.

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Tue Jul 19, 2011 7:46 pm
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whoops.. thought it was a public thing to post new ideas and stuff will do mate. ;)


Wed Jul 20, 2011 4:29 am
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I've had some new "king of the hill" planet ideas (like Exotica):

Bricket:
This planet's is made entirely out of solid clay, a result of it's dangerously close orbit to the nearby star. The surface is completely uninhabitable, but just below the crust is very rich in minerals
Average size
20x Mega Rich Mining. No other resources.
Passive 10,000 defence.
1000 population.
NO non-production structures can be built on it at all.
Immune to all artifacts.
---------------------------------------------------------------------------------------------
Astorbit:
A huge asteroid belt surrounds a dense core of dark matter. It is not safe for anything to come even close to it, unless it can land on one of the orbiting asteroids, which somehow aren't pulled into the centre.
Massive Size
10x Mega Rich Mining and Artifact, 30x Mega Rich Research.
Passive 5000 attack.
400 Population.
No attack structures may be built, and no ships are able to guard this planet due to the immense gravitational pull of the core.
5% chance when attacking to either lose quadruple the energy in the attack (20 instead of 5) or to have your attack cut by 10% for 30 minutes.
Immune to all artifacts.

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Wed Jul 20, 2011 8:55 pm
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Ship Module:
Void Manipulation Core.
Size 20 cloak 40, decreases raid and hack cooldown by 30 seconds. Limit 2 per ship.
CT lab Creation made from 200 void shells, 100 Time manipulators and 5 Drannik Power Cores.

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Thu Jul 21, 2011 7:17 pm
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spyder wrote:
Ship Module:
Void Manipulation Core.
Size 20 cloak 40, decreases raid and hack cooldown by 30 seconds. Limit 2 per ship.
CT lab Creation made from 200 void shells, 100 Time manipulators and 5 Drannik Power Cores.


I would never have thought of this... 100 TMs seems rather steep though. +1!

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Thu Jul 21, 2011 7:19 pm
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strm avenger wrote:
spyder wrote:
Ship Module:
Void Manipulation Core.
Size 20 cloak 40, decreases raid and hack cooldown by 30 seconds. Limit 2 per ship.
CT lab Creation made from 200 void shells, 100 Time manipulators and 5 Drannik Power Cores.


I would never have thought of this... 100 TMs seems rather steep though. +1!


200 TMs in total. It solves a few problems too:
With the new rules, TM's are now limited, therefore less useful to high rankers.
High rankers have a lot of void shells that they usually just scrap.
Drannik power cores are useless after you have 3 - you just scrap them when you get them instead.

Time manipulators are used to cancel out the cooldown on raids and hacks - having a 1 minute permanent reduction would appeal to some players.

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Thu Jul 21, 2011 7:23 pm
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New Playable Race: Questar

These strange, omnipotent beings seem to have no concern for anything except what they are currently focusing on, even if they are attacked. They are hardy creatures who show massive resilience, and once they start something they see it through to the end.

Race Bonus: +40% defence

Unique profession: Missionary
Reduces the energy cost of all missions by 10%, and increases all experience gains from missions by 10%.

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Fri Jul 22, 2011 3:38 pm
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spyder wrote:
Unique profession: Demolisher.

Allows the player to decrease a planet's size by 1 for 200 energy every 60 hours. Will only be available if a) you own the planet and b) there is enough "free space" to lower it by one (you have to remove structures). If the planet is "Very Tiny", then using this ability will destroy it, removing it from everyone's databases and abandoning it.


lol at first i thought "why would anyone want to do that?" but then i got it

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Fri Jul 22, 2011 3:43 pm
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well you already have artifacts for every stat except energy, What about an energy boosting artifact +2 engeneers?

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Fri Jul 22, 2011 4:07 pm
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Alz wrote:
well you already have artifacts for every stat except energy, What about an energy boosting artifact +2 engeneers?


there is also none for attack. Dan tends to limit these stats.

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Fri Jul 22, 2011 4:13 pm
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Mission: Trade Embargo (follow on mission to Disrupt Trade Route)
Our efforts to disrupt our enemies' trade routes have only caused them minor problems. They are still receiving more than enough resources to keep attacking us. We must stop this at the source. Follow one of their trade frigates to their base, and form a blockade. Don't let a single ship leave.

Risks per round: return fire (mid chance for mid damage), Trade ship escapes (small chance, mission failure)
Chance to earn: Mass storage pod or Tessarect container (low chance).

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Fri Jul 22, 2011 8:52 pm
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