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---------------------------------------------------------------------------------------------
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.---------------------------------------------------------------------------------------------
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?---------------------------------------------------------------------------------------------
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? ---------------------------------------------------------------------------------------------
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. ---------------------------------------------------------------------------------------------
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.---------------------------------------------------------------------------------------------
Hired Mercenaries
5 yellow badges
Increases your raiding crew size by 25% for 4 hours.
No problems here---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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!!! ---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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.---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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.---------------------------------------------------------------------------------------------
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 ---------------------------------------------------------------------------------------------
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.---------------------------------------------------------------------------------------------
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....---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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?---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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.....---------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------
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....