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 Spyders' Ideas for New Game Features (Artifacts, Races, etc) 
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Mission: Trade Clearance
As a result our recent large scale battle with the rogue science league, the space near to our trade centre in sector T has become very dangerous due to all the debris that is floating around. The merchants will pay you very well if you clear the space for them. You may also keep anything that you happen to find.

Risks: Collision with space debris (minor damage), Damaged Weapon Malfunction (high damage), Damage to trade ship (costs you xxxxx credits), Explosion (instant disable and you lose extra energy).
Chance to find: CTP (1-5), damaged experiment (minor RP), Reactivated ship (random RSL uncommon or better ship appears on your BT).

Rewards on completion: xxxxc Credits, Merchant's reward (artifact which grants 4 hours of EITHER artifact or mineral production)

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Mon Jul 25, 2011 9:58 am
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Trade Clearance seems like a really good mission, but I think "Explosion (instant disable and you lose extra energy)" is overpowered.

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Mon Jul 25, 2011 12:24 pm
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So just one or the other then?

And if you get the time, can you have a look at the other ideas like the races and planets?

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Mon Jul 25, 2011 1:13 pm
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New Artifact:
Planet Transferrance certificate.
EXTREMELY rare NPC drop for high ranks. Allows you to give one of your planets to someone else, with their consent, if they have a free planet slot. Cannot be used on mission planets. When the planet is transferred, all structures on it are lost. Only one may be used every 14 days, and you may only receive one planet every 28 days.

I've tried to make this one fair, without it being easily exploitable my multis

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Last edited by spyder on Tue Jul 26, 2011 3:10 pm, edited 1 time in total.



Tue Jul 26, 2011 8:12 am
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dont say fortnight... not many people will understand plus it sounds stupid.

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Tue Jul 26, 2011 12:26 pm
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Shuttle

Abandons one of your planets. Plain and simple.

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Tue Jul 26, 2011 12:28 pm
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Joshball98 wrote:
dont say fortnight... not many people will understand plus it sounds stupid.


Changed it to every 14 days. Apart form that, is it fair and (relatively) unexploitable?

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Tue Jul 26, 2011 3:12 pm
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New NPC Race: The Swarm
The Swarm are a collection of rogue nanodrones. Individually, they are no bigger than a Konqul's fist, but they hunt in massive swarms, devouring stars to quench their thirst for energy. They are also able to re-animate broken electrical devices, even spaceships, by connecting themselves into their power matrix. Beware when fighting them, as they will be targeting your energy supply.

I'll think up some actual ships later.

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Wed Jul 27, 2011 1:09 pm
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spyder wrote:
New NPC Race: The Swarm
The Swarm are a collection of rogue nanodrones. Individually, they are no bigger than a Konqul's fist, but they hunt in massive swarms, devouring stars to quench their thirst for energy. They are also able to re-animate broken electrical devices, even spaceships, by connecting themselves into their power matrix. Beware when fighting them, as they will be targeting your energy supply.

I'll think up some actual ships later.

Sounds similar to the Zepther:
zophah wrote:
Utilizing a liquid nanodrone technology assimilated from a rebel force...

Though reanimation is not the Zepther's goal, they do take in a wide range of materials to use in making more drones.

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Thu Jul 28, 2011 11:55 am
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Swarm NPCs:
Common:
Reanimated Scout
This small ship has been possessed by a single swarm drone, and therefore can't sustain very high energy levels
Rank 50
Mid Hull, Low shield
Mid Attack
Low defence

Small swarm
This is a collection of only 1000 or so drones - they are well armoured, but have minimal attack due to their small numbers
Rank 100
High hull, No Shield
Low Attack
High defence

Swarmed trader
This is a large trade vessel that has been repossessed by the swarm. They target these as they usually have large energy reactors to generate shields.
Rank 150
Mid Hull, High Shield
Low Attack
High defence

Uncommon:
Large Swarm
This is a collection of up to 3 smaller swarms - this large group will be able to cause some serious damage.
Rank 75
High hull, no shield
Mid Attack
High defence
Drops: Deactivated swarm drone (artifact), can be traded in for 1000 RP.

Swarm Megadrones
This small collection of swarm drones seem larger than others, and appear to have salvaged some weapons too...
Rank 100
Mid Hull, No shield
High Attack
Low defence
Drops: Megadrone swarm (artifact), planet trap, the first ship to attack the planet will have X energy drained from it.

Solo Rares
Reanimated Leviathan
A whole swarm has reanimated this massive battleship - however, the immense amount of energy involved with doing this may cost them dearly.
Rank M
Very High Hull, Low shield
High Attack
Mid defence
Drops: Swarm energy implant (artifact), ship module, +50 max energy, limit 3 per ship
Salvaged Cannon, can be restored with X ancient crystal foci to make a crystal cannon (ship module), with 100 attack for 16 space, limit 2/ship.

The Swarm
This is one of the main swarms, consisting of hundreds of thousands of drones. They have locked onto your energy signal, and are hungry.
Rank M
Very Very High Hull, No shield
High Attack
High defence
Ability: Energy swarm, can drain you of 20 energy when you attack them (low chance)
Drops: Deactivated swarm fleet, can be reprogrammed with X alien data discs, to create a reprogrammed swarm fleet, which gives a 60 attack and 60 defence bonus for 20 space. Limit 2/ship

Elites
Swarm Starsapper
This is a reanimated station which is focussed on draining the energy from stars, feeding the swarm.
Rank 150
3 person elite
High Hull, very High shield
High Attack
Mid defence
Ability: Star Explosion, deals an extra 500 damage to the attacking ship.
Drops: Star Capacitor (artifact), ship artifact, permanently gives +10 to max energy.
Star Sapper (artifact), ship module, size 5, reduces energy loss from relays by 20, limit 2/ship

Swarm Communications centre
This base is where all swarm drones report to and receive orders from. It is heavily defended and shielded, but taking it out will send the swarm into disarray
Rank 250
High Hull, High shield
High Attack
Very high defence
Drops: Swarm Scrambler (artifact), ship module, size 20, gives +20 cloak (limit 1/ship), unlocks the ability "scramble", which may be used to Jam the abilities of an enemy base for 30 minutes. Can only be used once per targeted base. Cooldown 3 days.
Swarm Salvager (artifact), can be used on a common NPC ship to completely destroy it, transfer all hull and shield to your ship (cannot go beyond maximum) and you get (npc rank/25) CTP.
Swarm Co-ordinator (artifact), ship module, size 10, scan +50, Passively reduces all swarm ship's defences by 5%, limit 2/ship

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Sat Jul 30, 2011 9:23 am
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Ideas:
Races:
Ancients:
The ancients are a peaceful exploring race that ascended a long time ago, though they left their entire civilisation behind now you may control these new "toys."
Race Bonus: 20% to scan bonus and 20% to research.
If you watch SG(Stargate) then you will know what I am talking about
Asgard:
The Asgard are a race of clones and are dying from millions of years of cloning, their technology has become obsolete to the Ancients and their cloning technology can not withstand more of the duplication process.
Race Bonus: 20% to shields can be stackable to the Physicist profession, 20% to power generation, and 30% to hull integrity
Tau'ri(for human):
Same as the original.
Goa'uld:
The Gou'ald are parasites and they live in a hosts body to survive, the Gou'ald like to have human slaves and they usually start by burning a planet from orbit, however they do not want to kill potential worshippers and they dial down their weapon so that they can install fear into the planets population.
Race Bonus: 50% more population can be stackable with the longevity serum.
Replicator:
Replicators were found in the galaxy of Ida, they are very formidable and can adapt themselves to new situations very quickly, they overwhelmed the Asgard. The replicators body can form anything at will and may power a ship over 400000 times the speed of light if necessary. Then they look for new places to replicate.
Race Bonus: 25% more energy, 25% more attack, 25% more defense, 25% more shields, 25% more hacking success, 25% more raiding success, 25% more crew members. Disadvantages: -25% credit.


Sat Jul 30, 2011 11:05 am
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battle market idea:
Kidnapping Crew
10 Yellow badges
Adds 10 to your raid crew size, and if the raid is successful you will kidnap one of the targeted ship's crew. They will appear in the cargo, and can be put to work on your crew. (the game randomly chooses which type of crew you get.

You can only kidnap from a single ship once every 8 hours.
The effect lasts for 30 minutes.
Should you fail a raid, the kidnapping crew dies.

also, if anyone has the time, could you criticise every idea I've had, so I can improve them/balance them? Everything I've come up with is on the first post.

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Sat Jul 30, 2011 2:31 pm
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I don't like the idea of stealing peoples crew members. Crew should only be lost becuase of the player doing something stupied. I don't mind the idea of a badage purchase that adds afew extra crew soley for the purpose of raiding however.

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Sat Jul 30, 2011 8:34 pm
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These are all my ideas - look at the top thread, under badge artifacts. I've suggested something similar.

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Sat Jul 30, 2011 8:44 pm
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For NPCs we should have these ideas-

Ability to attack players

Can have traps

Increase power if left alone for too long

Increase expire time to 1 day or more


Sat Jul 30, 2011 11:22 pm
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James2003 wrote:
For NPCs we should have these ideas-

Ability to attack players That's what other players are for

Can have traps Some have abilities which are similar

Increase power if left alone for too long Again, abilities which can weaken you

Increase expire time to 1 day or more Rarer ones do

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Sun Jul 31, 2011 4:41 am
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Quote:
Increase power if left alone for too long

Uh no regenerating shields is too annoying on NPCs.

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Sun Jul 31, 2011 5:24 am
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If anyone has the time, could you criticise every idea I've had, so I can improve them/balance them? Everything I've come up with is on the first post.

I especially need feedback on my Races, planets and Missions.

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Sun Jul 31, 2011 1:57 pm
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Battle Artifacts:
Drannik Tracking Drone:
Attaches itself to the hull of a NPC ship, sending a faint signal to your ship's sensors at all times.
Allows you to keep the targeted NPC in your battle tab for 50% longer.
Dropped by Drannik NPCs.

I see no problem with this
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Hyper Frequency Chip:
Switches your scans to a different frequency, allowing them to find new ships.
COMPLETELY refreshes the battle tab, removing ALL NPCs (except those shared with you) AND other player's ships.
Dropped by Sha'din NPCs.

I think there is already an ability that does this for npcs but I guess an artifact that does it might be nice for the player side of things.

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Unwanted Helpbot:
This will repair your ship whether you want it or not...
Repairs a disabled player with 1/2 their hull. Can only be used on someone who has performed an offensive action against you. Only one may be used on the target every 8 hours.
Dropped by Drannik NPCs? (they are rogue drones afterall)

Not really fond of this, Maybe make it so that you can't get extra red badges from disabling them again? alterativly make it so that while it does restore them it grants then an extra X% defense as well?
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Dysfunctional Nano drones
These were defective models of Repair Nanodrones, but someone has found a use for them...
Deals damage directly to target's hull. Damage scales with target's rank. Can only be used as your FIRST attack on the player, and damage is dealt directly to the hull.
Dropped by Laluzi NPCs (they're the engineers aren't they?)

make this work on NPCS too please :)
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RSL Power foci
Adds 7.5% to attack power for 2 hours. Cannot be removed by effects. Stacks with Crimson Obelisk and Ancient crystal foci.
Occasionally dropped by RSL siege cannon (to account for the 50 RP you get for a LOT of work otherwise).

Should be able to still be removed other then that I like extra buffs.
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Ship Modules
Drone fleet bay
Size 30 Attack 150 defence 150, limit 2/ship
CT lab: 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards

Who would give up 50 ship bots for this?
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Void Manipulation Core
Size 20 cloak 40, decreases raid and hack cooldown by 30 seconds. Limit 2/ship.
CT lab: 200 void shells, 100 Time manipulators and 5 Drannik Power Cores.

I like it :)
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Badge Artifacts
L.A.S.E.R (Light amplifying spacial extermination redoubt)
80 Red badges
Constructs a L.A.S.E.R on the planet (limit 1 per planet)
(size 1) Gives a bonus of 2000 attack to the planet.
Bonus doubles if NO defences (including invasion defences and passive bonuses) are present on the planet.

Too much cost for too little effect.
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Dominion Flash
5 red badges
Temporarily disables up 5 defensive modules on the enemy ship.
Enemy ship MUST have all the shields removed before this can be used.
Sounds good.

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Hired Mercenaries
5 yellow badges
Increases your raiding crew size by 25% for 4 hours.
No problems here
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Bridge Defensive Lasers
50 Yellow badges
Small lasers which are located in the bridge of the ship.
Ship module, size 10, attack +10 and defence +20, Count as 50 crew each for raid defence. limit 4 per ship.
Maybe make this a different color badge, People who would want this most are likely the victim of being raided

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Kidnapping Crew
10 Yellow badges
Adds 10 to your raid crew size, and if the raid is successful you will kidnap one of the targeted ship's crew. They will appear in the cargo, and can be put to work on your crew. (the game randomly chooses which type of crew you get.
You can only kidnap from a single ship once every 8 hours.
The effect lasts for 30 minutes.
Should you fail a raid, the kidnapping crew dies.
No, I don't want people stealing my stats, neither do you. NO NO NO!!!! Stats should only be lost by the idoicy of that player not by some jerk attacking you!!!

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Space Marine Barracks
15 green badges
A place where stormtroopers are cloned and trained, ready to invade.
Ship module, size 20, Attack+75, Raid crew size +75, Attack Bonus triples when invading a planet. Limit 2 per ship.

Sounds good
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Sabotage Bomb
1 green badge for 3 uses
When dropped on a planet, temporarily disables 1 selected, non-production structure for 24 hours.
Limit 1 use every 24 hours, and only one may affect a planet at any given time. Also, the targeted structure cannot be removed while it is disabled

Why not just make this one use per shot?
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Planet Artifacts
Planetary distress beacon:
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Rare NPC drop?

Sounds good.
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Vortex Disperser:
Can be used to negate the effect of a planet vortex deflector on a planet you currently own. only one can be used on a planet in a 24 hour period.
Very rare NPC drop OR CT lab creation for 25 planetary time vortexes and 25 planet vortex deflectors.

I don't see a problem with this, CT option please
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Quantum Planetary Blast
Reduces planet attack and defence by 20%, ignores planet vortex deflectors.
CT lab: 25 Ion Storms, 25 Quantum Flares, 25 Containment Missiles.
(credit to Thundabolta for balancing)
Sounds fair.
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Planet Transferrance certificate.
Allows you to give one of your planets to someone else, with their consent, if they have a free planet slot. Cannot be used on mission planets. When the planet is transferred, all structures on it are lost. Only one may be used every 14 days, and you may only receive one planet every 28 days.
EXTREMELY rare NPC drop for high ranks.

The only problem i can see with this is how are you going to convince someone too take the planet you don't want? maybe the buildings should stay as extra incentive?
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NPCs
Zolazin Raiding Vessel
These massive, silent ships are used by the Zolazin for hit-and-run thefts, meaning that they have very high attack power and are heavily shielded and cloaked.

Rank: 150
Shields: 80,000
Hull: 40,000
Ability: Stealth Strike - 10% chance for the Vessel's attack power to double and Damage recieved to half for 1 attack.
Attack: 1500
Defence: 800
Cloak: 200
Rewards top 10 damagers
Shareable Ranks 100 - 600

Drops:
Engine Silencer
Ship Module: Size 12, Attack 50, Cloak 50 Limit 2/ship

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Sha'din Distress Predator:
This sha'din hunter masquerades as a rescue ship, scanning for distress signals. Once it locks onto one, it gets in close, the crew boards the ship, and takes anyone important as a hostage, killing the rest.

Uncommon
Rank: Matched, starts at rank 300, with:
Shields: 5000
Hull: 2000
Attack: 5000
Defence: 3000
Cloak: 100
Ability: Engine Jammer - chance to halve attacker's defence for 30 minutes
Expires after 24 hours

Drops:
50% chance to drop 5 Political Favour
50% Chance to drop Intergalactic Dignitary, who can either:
Give you 5 rank points OR
Reveal the location of a random, unoccupied, uncommon or better planet. (some balancing may be needed here)

Despite how much I would LOVE an uncommon npc who drops rank points somehow I don't think that is balanced.
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Missions
Combat Training:
Ungrey requirements: Rank 100, 50 PvP kills. This mission will be non-terminating, but you will need 25 more PvP kills than last time to un-grey it again.
(Race), Your fighting skills are very good, as is proven by your record in the field. However, recently we have noticed you have been using our repair bay a lot. You need to sharpen your skills...

Reward per completion: heightened combat senses: give +10% attack and defence for a week. cannot be removed. Stacks with other artifacts.
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Harnessing the Singularity (Follow on mission to Investigating a black hole)
Using your findings, our scientists may have found a way to harness the sheer gravitational pull of black holes to reduce energy loss. Assist them with gathering more data and constructing a prototype.

Two completions.
Reward on Completion: Ship module: Dark Void Power Generator
Size 20, +20 Energy capacity, -40 energy loss from relays

I like more energy in any and every form :) I think a risk of massive powerdrain (energy reduced by like 50-100 ) would be acceptable
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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).

I like extra stat boosing items from missions :)
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Trade Clearance
Ungrey requirements: Rank xxx
As a result our recent large scale battle with the rogue science league, the space near to our trade centre in sector T has become very dangerous due to all the debris that is floating around. The merchants will pay you very well if you clear the space for them. You may also keep anything that you happen to find.

Risks: Collision with space debris (minor damage), Damaged Weapon Malfunction (high damage), Damage to trade ship (costs you xxxxx credits), Explosion (instant disable and you lose extra energy).
Chance to find: CTP (1-5), damaged experiment (minor RP), Reactivated ship (random RSL uncommon or better ship appears on your BT).

Rewards on completion: xxxxx Credits, Merchant's reward (artifact which grants 4 hours of EITHER artifact or mineral production)

Drop the Explosion bit and this seems good
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Mission chain

Meteor Defences (follow on mission to Prevent Meteor Impact)
If it wasn't for your timely actions, we would have lost several valuable colonies. However, a greater challenge is ahead of us. Our scientists predict there will be a huge meteor storm in Sector M soon. The meteors you destroyed were only the start. Help us to develop some effective defences.

5-10 completions?
Reward on Completion: C.O.M.E.T (counter obliteration meteorite extermination turret)
Planet structure, Size 1, adds 100 defence and 5% attack bonus. Limit 1/planet

Sounds good.
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Unintentional Benefits:
Intergalactic merchants are currently searching for a rare form of mineral known as astrodon. Initial analysis of the early meteors shows that their cores are in fact very rich in this mineral. We must not pass up this opportunity - help us develop a way to collect the debris from the meteors we will have to destroy.

Two completions
Reward on Completion: Ship module: Space dust Vacuum (on completion)
Size 10, +20 scan, +5% mining production to the planet you are currently guarding.

Interesting, I like the idea of mods that make the planet your guarding better....
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Taking Care of the Competition...
With our vacuums complete, we are ready to take full advantage of the meteor storm. However, some of our rivals have heard of our plans to collect the debris. Give them a friendly "Warning" to stay away, or else.

Risks: Return fire (minor damage), diplomatic problems (small chance of mission failure)

5 completions?
Reward on Completion: Battle with astro-miner (matched ship, drops mineral hold which grants 8 hours of mineral production)

Sounds like fun
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Reaping the Rewards
The storm has started, as predicted, and with no competition there will be a LOT of minerals to gather. Keep an eye out for the astrodon cores - one merchant claims he can fashion something special out of it if he gets enough, for a small fee of course.

Risks: Stray asteroid (heavy damage)
One completion
Astrodon infused phaser (on completion)
Ship module, size 10, attack 40. Bonus doubles when invading. Bonus Triples when mining is the most abundant resource (including joint most abundant) on the target planet.

How does this bonus work when I am invaiding a planet that has mining as its best resorce? do I get x5 or x6
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Playable Races

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

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.

I don't have a problem with this, Maybe make the cool down timer only 24 hours?
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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

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.

interesting
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Questars
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
Unlockable race via mission chain.
Reduces the energy cost of all missions by 10%, and increases all experience gains from missions by 10%.

I like reducing mission cost... might want too break this down so that the profession and race together do what this profession does
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King of the Hill Planets (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.

I don't see anyone keeping this planet long enough too actuly get the resources.....
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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.

with a planet damage cap of 20, that means on average (due too the 0 defense on this planet) each attacking (from full too zip) will only get effected by these effects on average once. either make the downside worse or increase the chance
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Pulsoron
This strange, tiny planet seems alive, and often emits bursts of an unknown energy form. This energy may be containable, but it will be dangerous...
Tiny size
No resources, but gives you 2 hours worth of energy extra every hour (so if your charge rate is 30/hour, you'd get a bonus 60 energy with your delivered productions)
200 population.
Every 12 hours, one of the following effects will randomly happen:
Flare: For the next 4 hours, the energy bonus doubles.
Flux: For the next 4 hours, the energy bonus halves, but the planet is immune to all attacks.
Storm: For the next 4 hours, one structure is removed at random every hour, and no new structures can be built.
Aura: For the next 4 hours, any ships that attack will have their attack doubled but defence halved.
Pulse: All guarding ships are removed, disabled and cannot re-guard the planet for 12 hours.
Purge: The population halves, and the population rate drops to 90% for 12 hours.
Immune to all Artifacts

This is kinda weird but I would like too have these as random naturaly occuring planets....

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Sun Jul 31, 2011 3:38 pm
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Thanks for the feedback - I'll highlight anything I say in red, and ignore things you say are fine.

Alz wrote:
Battle Artifacts:

Hyper Frequency Chip:
Switches your scans to a different frequency, allowing them to find new ships.
COMPLETELY refreshes the battle tab, removing ALL NPCs (except those shared with you) AND other player's ships.
Dropped by Sha'din NPCs.

I think there is already an ability that does this for npcs but I guess an artifact that does it might be nice for the player side of things.
There is an ability, and it does only work on NPCs - this does both and is independent of the timer
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Unwanted Helpbot:
This will repair your ship whether you want it or not...
Repairs a disabled player with 1/2 their hull. Can only be used on someone who has performed an offensive action against you. Only one may be used on the target every 8 hours.
Dropped by Drannik NPCs? (they are rogue drones afterall)

Not really fond of this, Maybe make it so that you can't get extra red badges from disabling them again? alterativly make it so that while it does restore them it grants then an extra X% defense as well?
You can't get a red badge for the same target in 12 hours anyway. This is a "revenge" artifact for people who take your planets and such
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Dysfunctional Nano drones
These were defective models of Repair Nanodrones, but someone has found a use for them...
Deals damage directly to target's hull. Damage scales with target's rank. Can only be used as your FIRST attack on the player, and damage is dealt directly to the hull.
Dropped by Laluzi NPCs (they're the engineers aren't they?)

make this work on NPCS too please :)
I don't know - could make bosses too easy.
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RSL Power foci
Adds 7.5% to attack power for 2 hours. Cannot be removed by effects. Stacks with Crimson Obelisk and Ancient crystal foci.
Occasionally dropped by RSL siege cannon (to account for the 50 RP you get for a LOT of work otherwise).

Should be able to still be removed other then that I like extra buffs.
OK, I'll change it
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Ship Modules
Drone fleet bay
Size 30 Attack 150 defence 150, limit 2/ship
CT lab: 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards

Who would give up 50 ship bots for this?
"Endgame" players have a tonne of extra ship bots - the extra decks are a liability later on
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Badge Artifacts
L.A.S.E.R (Light amplifying spacial extermination redoubt)
80 Red badges
Constructs a L.A.S.E.R on the planet (limit 1 per planet)
(size 1) Gives a bonus of 2000 attack to the planet.
Bonus doubles if NO defences (including invasion defences and passive bonuses) are present on the planet.

Too much cost for too little effect.
Potentially 4000 attack (8000 with legion bonus) for 1 space is a little effect? This was thought of before the new D. Cannons came out though.
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Bridge Defensive Lasers
50 Yellow badges
Small lasers which are located in the bridge of the ship.
Ship module, size 10, attack +10 and defence +20, Count as 50 crew each for raid defence. limit 4 per ship.
Maybe make this a different color badge, People who would want this most are likely the victim of being raided
I thought yellow because it's associated with raiding
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Kidnapping Crew
10 Yellow badges
Adds 10 to your raid crew size, and if the raid is successful you will kidnap one of the targeted ship's crew. They will appear in the cargo, and can be put to work on your crew. (the game randomly chooses which type of crew you get.
You can only kidnap from a single ship once every 8 hours.
The effect lasts for 30 minutes.
Should you fail a raid, the kidnapping crew dies.
No, I don't want people stealing my stats, neither do you. NO NO NO!!!! Stats should only be lost by the idoicy of that player not by some jerk attacking you!!!
It'd work both ways. And one failed raid ends it. And it'd be limited to 1 crew member anyway, which can be lost via missions.
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Sabotage Bomb
1 green badge for 3 uses
When dropped on a planet, temporarily disables 1 selected, non-production structure for 24 hours.
Limit 1 use every 24 hours, and only one may affect a planet at any given time. Also, the targeted structure cannot be removed while it is disabled

Why not just make this one use per shot?
I was unsure about whether it'd be 1 or 3 - greens are the hardest type to acquire.
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Vortex Disperser:
Can be used to negate the effect of a planet vortex deflector on a planet you currently own. only one can be used on a planet in a 24 hour period.
Very rare NPC drop OR CT lab creation for 25 planetary time vortexes and 25 planet vortex deflectors.

I don't see a problem with this, CT option please
I was leaning more towards the CT lab option myself.
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Planet Transferrance certificate.
Allows you to give one of your planets to someone else, with their consent, if they have a free planet slot. Cannot be used on mission planets. When the planet is transferred, all structures on it are lost. Only one may be used every 14 days, and you may only receive one planet every 28 days.
EXTREMELY rare NPC drop for high ranks.

The only problem i can see with this is how are you going to convince someone too take the planet you don't want? maybe the buildings should stay as extra incentive?
This is more intended for when someone wants to give away a planet to a legion member, either because they can't defend it or invaded it on the other person't behalf
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NPCs
Zolazin Raiding Vessel
These massive, silent ships are used by the Zolazin for hit-and-run thefts, meaning that they have very high attack power and are heavily shielded and cloaked.

Rank: 150
Shields: 80,000
Hull: 40,000
Ability: Stealth Strike - 10% chance for the Vessel's attack power to double and Damage recieved to half for 1 attack.
Attack: 1500
Defence: 800
Cloak: 200
Rewards top 10 damagers
Shareable Ranks 100 - 600

Drops:
Engine Silencer
Ship Module: Size 12, Attack 50, Cloak 50 Limit 2/ship
No Problems?
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Sha'din Distress Predator:
This sha'din hunter masquerades as a rescue ship, scanning for distress signals. Once it locks onto one, it gets in close, the crew boards the ship, and takes anyone important as a hostage, killing the rest.

Uncommon
Rank: Matched, starts at rank 300, with:
Shields: 5000
Hull: 2000
Attack: 5000
Defence: 3000
Cloak: 100
Ability: Engine Jammer - chance to halve attacker's defence for 30 minutes
Expires after 24 hours

Drops:
50% chance to drop 5 Political Favour
50% Chance to drop Intergalactic Dignitary, who can either:
Give you 5 rank points OR
Reveal the location of a random, unoccupied, uncommon or better planet. (some balancing may be needed here)

Despite how much I would LOVE an uncommon npc who drops rank points somehow I don't think that is balanced.
Look at this:http://galaxylegion.com/wiki/index.php/Sha%27din_Ambusher this ends at rank 300 - this is intended as a replacement
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Missions
Combat Training:
Ungrey requirements: Rank 100, 50 PvP kills. This mission will be non-terminating, but you will need 25 more PvP kills than last time to un-grey it again.
(Race), Your fighting skills are very good, as is proven by your record in the field. However, recently we have noticed you have been using our repair bay a lot. You need to sharpen your skills...

Reward per completion: heightened combat senses: give +10% attack and defence for a week. cannot be removed. Stacks with other artifacts.
No problems?
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Harnessing the Singularity (Follow on mission to Investigating a black hole)
Using your findings, our scientists may have found a way to harness the sheer gravitational pull of black holes to reduce energy loss. Assist them with gathering more data and constructing a prototype.

Two completions.
Reward on Completion: Ship module: Dark Void Power Generator
Size 20, +20 Energy capacity, -40 energy loss from relays

I like more energy in any and every form :) I think a risk of massive powerdrain (energy reduced by like 50-100 ) would be acceptable
What do you mean? This negates some of a relay's effects.
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Trade Clearance
Ungrey requirements: Rank xxx
As a result our recent large scale battle with the rogue science league, the space near to our trade centre in sector T has become very dangerous due to all the debris that is floating around. The merchants will pay you very well if you clear the space for them. You may also keep anything that you happen to find.

Risks: Collision with space debris (minor damage), Damaged Weapon Malfunction (high damage), Damage to trade ship (costs you xxxxx credits), Explosion (instant disable and you lose extra energy).
Chance to find: CTP (1-5), damaged experiment (minor RP), Reactivated ship (random RSL uncommon or better ship appears on your BT).

Rewards on completion: xxxxx Credits, Merchant's reward (artifact which grants 4 hours of EITHER artifact or mineral production)

Drop the Explosion bit and this seems good
Will do
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Reaping the Rewards
The storm has started, as predicted, and with no competition there will be a LOT of minerals to gather. Keep an eye out for the astrodon cores - one merchant claims he can fashion something special out of it if he gets enough, for a small fee of course.

Risks: Stray asteroid (heavy damage)
One completion
Astrodon infused phaser (on completion)
Ship module, size 10, attack 40. Bonus doubles when invading. Bonus Triples when mining is the most abundant resource (including joint most abundant) on the target planet.

How does this bonus work when I am invaiding a planet that has mining as its best resorce? do I get x5 or x6
x2 bonus when invading an artifact or research planet, x3 bonus when invading a mining planet
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Playable Races

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

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.

I don't have a problem with this, Maybe make the cool down timer only 24 hours?
40 hours? Like the other race planet abilities
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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

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.

interesting
why?
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Questars
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
Unlockable race via mission chain.
Reduces the energy cost of all missions by 10%, and increases all experience gains from missions by 10%.

I like reducing mission cost... might want too break this down so that the profession and race together do what this profession does
10% exp. gain is the human bonus anyway, and you're giving up any PvP advantage by having the profession
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King of the Hill Planets (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.

I don't see anyone keeping this planet long enough too actuly get the resources.....
Guards???
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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.

with a planet damage cap of 20, that means on average (due too the 0 defense on this planet) each attacking (from full too zip) will only get effected by these effects on average once. either make the downside worse or increase the chance
Look at first red text, you can still build defence. And perhaps make the attack cut bigger or un-removable
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Pulsoron
This strange, tiny planet seems alive, and often emits bursts of an unknown energy form. This energy may be containable, but it will be dangerous...
Tiny size
No resources, but gives you 2 hours worth of energy extra every hour (so if your charge rate is 30/hour, you'd get a bonus 60 energy with your delivered productions)
200 population.
Every 12 hours, one of the following effects will randomly happen:
Flare: For the next 4 hours, the energy bonus doubles.
Flux: For the next 4 hours, the energy bonus halves, but the planet is immune to all attacks.
Storm: For the next 4 hours, one structure is removed at random every hour, and no new structures can be built.
Aura: For the next 4 hours, any ships that attack will have their attack doubled but defence halved.
Pulse: All guarding ships are removed, disabled and cannot re-guard the planet for 12 hours.
Purge: The population halves, and the population rate drops to 90% for 12 hours.
Immune to all Artifacts

This is kinda weird but I would like too have these as random naturaly occuring planets....
Weird = fun :)

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Sun Jul 31, 2011 4:04 pm
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