Spyders' Ideas for New Game Features (Artifacts, Races, etc)
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Alz
Joined: Fri Jul 22, 2011 3:17 am Posts: 170
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I am going to answer your comments as they come numericly  1) Noted I like extra opptions thats fine 2) still has the potental too be a #*&$ move, Maybe it restores half the sheilds as well (give the poor guy a chance) 3) Just depends on how rare the drop is. 4) sounds good 5)If you say so, currently I can't see extra decks as anything but an asset. ALL IN DECKS!! 6) I see your point. 7) My point was people who need this are the victims of being raided so they wouldn't have the badages in the first place too buy that. 8) yes crew can be lost via missions HOWEVER That is at the players own decision I can choose not too do that mission. this takes away that ability from the player, (unless you are willing too offer a raid opt out button where I click it and I can NEVER be raided again.....) I mean this is just me but like 10 badages is WAY too cheep maybe like 10,000 each only good for 1 raid (reguardless of outcome) I am VERY strongly against stealing of stats PEROID. 9) they are hard but this is pretty brutal since you get too CHOOSE the building... 10) good to see we are still on the same wave lenth. 11) Ahh noted. 12) No problem 13) Noted 14) no problem. 15) I ment as a risk for compleating the mission. 16) good good 17) Thanks for clearing that up. 18) ok, just seems like a VERY long wait.  19) I would almost be tempted to say the Guardian profession should make it so that the planet you are guarding can not be invaided peroid. unless its a "king of the hill planet" 20) That was sort of my point why why would I be humans over this race? 21) even with guards thats a VERY tempting planet so many players.... 22) I would be tempted too hit the energy side harder, like 10x energy type thing. 10% stat hurts but energy ALWAYS hurts... 23) agreed!
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Sun Jul 31, 2011 4:28 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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As before, I'll only respond to things that could be "problematic". Alz wrote: I am going to answer your comments as they come numericly  2) still has the potental too be a #*&$ move, Maybe it restores half the sheilds as well (give the poor guy a chance) That's why the "Only one may be used on the target every 8 hours" thing is there.5)If you say so, currently I can't see extra decks as anything but an asset. ALL IN DECKS!! once you have enough decks for everything, all they do is increase your damage cap.7) My point was people who need this are the victims of being raided so they wouldn't have the badages in the first place too buy that. No other badges really fit8) yes crew can be lost via missions HOWEVER That is at the players own decision I can choose not too do that mission. this takes away that ability from the player, (unless you are willing too offer a raid opt out button where I click it and I can NEVER be raided again.....) I mean this is just me but like 10 badages is WAY too cheep maybe like 10,000 each only good for 1 raid (reguardless of outcome) I am VERY strongly against stealing of stats PEROID. Everyone has their own opinion on this. Perhaps instead make it a "captured prisoner" who you can release for a rank point. Nothing happens to the target though.9) they are hard but this is pretty brutal since you get too CHOOSE the building... 1 use it is then15) I ment as a risk for compleating the mission. Oh. in that case, sure, I'll add a bit18) ok, just seems like a VERY long wait. To eventually abandon a planet for free?19) I would almost be tempted to say the Guardian profession should make it so that the planet you are guarding can not be invaided peroid. unless its a "king of the hill planet" You steal a planet, then guard it. Nothing the other person can do. This still makes it fair but beneficial (passive immunity to sabs on "natural" planets)20) That was sort of my point why why would I be humans over this race? Overall, it'd be a 20% bonus, which is standard for most professions. The defence makes it very attractive to people who don't like PvP. 21) even with guards thats a VERY tempting planet so many players.... Make use of it while you have it. You also have the passive defence to overcome in the invasion.22) I would be tempted too hit the energy side harder, like 10x energy type thing. 10% stat hurts but energy ALWAYS hurts... Sure thing
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Sun Jul 31, 2011 5:31 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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made changes to top post.
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Sun Jul 31, 2011 5:40 pm |
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Alz
Joined: Fri Jul 22, 2011 3:17 am Posts: 170
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Everyone has their own opinion on this. Perhaps instead make it a "captured prisoner" who you can release for a rank point. Nothing happens to the target though.
I can see this as a fair compermise, I don't care if you gain stats I just don't want too lose mine.
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Sun Jul 31, 2011 5:41 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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spyder wrote: As before, I'll only respond to things that could be "problematic". Alz wrote: 7) My point was people who need this are the victims of being raided so they wouldn't have the badages in the first place too buy that. No other badges really fit
Perhaps Spyder, if you changed the way it prevented raids you could make it work? EM Weapons Jammer 40 Blue Badges Raid defense+20% (200 crew is minimal. I have over 400 at just rank 110. Many people have far more.) Defense +50 12 size Limit 2. That's just how I would work it if I was trying to make it a different type of badge.
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Sun Jul 31, 2011 5:48 pm |
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Alz
Joined: Fri Jul 22, 2011 3:17 am Posts: 170
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I like that maybe something like this?
Cost 100 Blue badges Transport relocator 20% chance of any raid auto failing Space 20, Limit 2 per ship. ?
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Sun Jul 31, 2011 6:11 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Hypersonic Armoury: 40 blue and 40 yellow badges Ship module, size 12, +10% raid defence and attack FROM CREW, +25 attack and defence
In real life, they are using sonic weapons to incapacitate people.
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Fri Aug 05, 2011 9:14 am |
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lothar
Joined: Wed Mar 02, 2011 5:30 am Posts: 92
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Quote: 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.
Risks per round: Singularity pull (additional energy loss) Two completions. Reward on Completion: Ship module: Dark Void Power Generator Size 20, +20 Energy capacity, -40 energy loss from relays this is potentially available to a low level player. A low level player will most likely not have a -40 from relays. I suggest changing the -40 to 10-25% reduction.
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Fri Aug 05, 2011 11:02 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Silver badge items (can't get enough of them):
Thetacron Bomb Storage Unit 64 silver badges Ship module, size 20, limit 1/ship Gives the ability "bombardment", which delivers a flat rate of damage to an enemy base's hull. Can be used once every 24 hours.
The damage calculation is (something like): Base level cubed*100 This gives: Level 1 = 100 damage Level 2 = 800 damage Level 3 = 2700 damage Level 4 = 6400 damage Level 5 = 12500 damage Level 6 = 21600 damage Level 7 = 34300 damage
The damage is applied Directly to the base's hull, and isn't affected by any defensive modules. --------------------------------------------------------------------------------------------- Thrust Charge Unit. 48 Silver badges. Ship module, size 20, limit 3/ship Provides a 10% chance to only take 1/3 of the damage you would normally have taken against an enemy base.
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Sun Aug 07, 2011 8:10 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Artifact: Aura of Rage Removes all pacification effects on your ship and prevents you from being pacified for 2 hours. Artifact draw for a bit more than a null?
This helps counter H traps and is useful if you've been an idiot and accidentally triggered a calming amp.
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Tue Aug 09, 2011 10:11 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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New badge artifacts:
Firewall package 10 Blue badges Permanently increases your ship's scan and cloak by 5
Counter-attack mainframe 160 blue badges Ship module, size 20, gives + 20 scan and cloak, gives a passive 5% chance to counter-hack for free. Limit 1/2 per ship?
Computer cooling systems 100 blue badges Reduces the energy cost of hacking by 1, and reduces the success cooldown timer by 150s. Limit 2/ship (giving 1 hack every 10 minutes and 3 energy/hack)
Superfood Storage facility 75 yellow badges Reduces the energy cost of raiding by 1, and reduces the success cooldown timer by 150s. Limit 2/ship (giving 1 raid every 10 minutes and 3 energy/raid)
Energy Blaster 30 green badges Gives the ability "energy blast". costs 500 energy. Instantly halves a planet's population. Usable once every 8 hours.
9V battery 5 blue and yellow badges Permanently increases max energy by 10.
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Tue Aug 09, 2011 10:29 pm |
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DariousTheDark
Joined: Mon Aug 09, 2010 2:43 pm Posts: 1978 Location: Pirate Space
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Space Leviathan as a usable race ship.
_________________Request Your Banners Here Message Posted on your Comm: Can you please stop disabling me. It's costing me too much to repair
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Sat Aug 13, 2011 1:27 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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I'm planning on thinking up some new high rank content soon, aimed at 350+, which I believe is where the flamehawks start to kill your NPC slots. I think this will include: Mission chains for my 3 thought up races Lots of new NPCs and a new NPC race New planet types from short mission chains Stand alone or 2 part missions "Drop" started missions (see here: viewtopic.php?f=6&t=11187) "King of the Hill" planets - lots of. Mega NPCs - VERY difficult and rare NPCs with 100+ drop slots, which will require legions to use battle pacts to take down. New ship modules. Badge Artifacts (for blues and yellows mainly) I would like some feedback though from some high ranked players regarding their thoughts on the above, and some of the ideas I will be working with so I don't waste my time. Some of the ideas I'll be working with are below, and I'd like people's honest opinions on them. My Own Playable RacesInfernitesThese 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. --------------------------------------------------------------------------------------------- ErutansThis 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. --------------------------------------------------------------------------------------------- QuestarsThese 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%. NPC RaceThe swarm, see the top post of this thread (I'd change the ranks) King of the hill planetsBricket: 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), have your energy recharge rate halved for 1 hour (ie if you have 30/hour you'll end up with 15/hour), or to have your attack cut by 10% for 30 minutes. Immune to all artifacts. --------------------------------------------------------------------------------------------- PulsoronThis 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
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Mon Aug 15, 2011 8:06 pm |
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Deathlisk
Joined: Tue Jul 19, 2011 8:55 am Posts: 12
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spyder wrote: 5 blue and yellow badges Permanently increases max energy by 10. this seems very imbalanced. 2 hours worth of playing.. you can get 4 blues and 4 yellows. (in 2 hours NATURALLY *without usage of time manipulators*) and i do believe a 9V battery is like stone-age tech for a space ship. thats if V = Volts as i learned in Physics.. god.. the horrors....
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Tue Aug 30, 2011 8:40 am |
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Deathlisk
Joined: Tue Jul 19, 2011 8:55 am Posts: 12
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King of the hill planets 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 a planet so close to sun and having a thick crust of clay. the immense temp of the sun and its extreme proximity to the sun means YES the surface is both uninhabitable but also means it is also very unstable.
A)being too close to a star means there will be no atmosphere B)no atmosphere means SUDDEN extreme temperature spikes and drops C) what happens to something exposed to extreme heat then cold repeatedly? D) being rich in resources... and following the res availability of the game... the planet would've already exploded due to its massive resource reserves which include the infamous "Pawlacite" that greatly intensifies heat. E) too high def/res output (if the person had a legion with 50 members... planet def would be 20k) 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. DARK MATTER doesnt produce gravity. it passes through everything and is said to be the cause of the accelerating dispersion of the universe 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), have your energy recharge rate halved for 1 hour (ie if you have 30/hour you'll end up with 15/hour), or to have your attack cut by 10% for 30 minutes. Immune to all artifacts. --------------------------------------------------------------------------------------------- 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. this is the best idea IMO among your king of the hill planets. the effects are a bit high on the weight scale though its as though a lottery planet instead of a ticket IMO/ 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[/quote]
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Wed Aug 31, 2011 5:43 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Two things: 1) with Bricket, you CAN'T have any more planet attack or defence. You can only guard it (the passive is like 9 of the top defences). Mission dysons were taken, and they had 40K invasion defence minimum. These aren't meant to be easy to take. 2) I thought dark matter was made up to explain why the universe isn't expanding as fast as it theoretically should.
here's 2 more ideas from another thread:
Derelict Nucleic Analysing station This is a small "planet", completely manmade out of metal. It hasn't been used in a while, but if you can recharge it, then you will be able to use it's advanced technology for your own ends. 0 Space. 0 attack and defence. 500 population No productions. Every 20 hours for which it is defended, the owner can nominate one of their legion members (including themselves) to use the station. This allows a free race change. Also, every 4 hours, it produces a biological weapon of the owner's choice (engineered virus, mutagenic cartridge, quantum bio vaporiser, etc) Immune to all artifacts.
A VERY useful reward for defending it, and the only way to keep hold of it is for the legion to guard it.
Galaxia This planet has been confirmed to be at the centre of the galaxy. It is a true status symbol, and those who own it feel a great sense of pride.
10 space. No production 2000 passive attack and defence. 100 population Unguardable The controling legion gains: +50% bonus from crew. +50% base production. +5 energy recharge rate. Double base AP recharge.
HOWEVER: Due to the massive status of this planet, the owner's legion BASE "guards" it - it is target-able by all who can see the planet. If the base is disabled, the top 100 damagers gain 10 silver badges, and the planet is then open to attacks for 10 minutes.
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Wed Aug 31, 2011 8:08 am |
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Deathlisk
Joined: Tue Jul 19, 2011 8:55 am Posts: 12
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spyder wrote: Two things: 1) with Bricket, you CAN'T have any more planet attack or defence. You can only guard it (the passive is like 5 of the top defences). Mission dysons were taken, and they had 40K invasion defence minimum. These aren't meant to be easy to take. oooh i would suggest maybe like something you can park your legion base on AND then that awesome planet can gear towards BASE supplies on lets say.. 2 hours basis? *push the button claim res shipment to get an equal share of the loot  2) I thought dark matter was made up to explain why the universe isn't expanding as fast as it theoretically should. no no the universe is speeding up in its expanse because of the said Dark matter..here's 2 more ideas from another thread: Derelict Nucleic Analysing stationThis is a small "planet", completely manmade out of metal. It hasn't been used in a while, but if you can recharge it, then you will be able to use it's advanced technology for your own ends. 0 Space. 0 attack and defence. 500 population No productions. Every 20 hours for which it is defended, the owner can nominate one of their legion members (including themselves) to use the station. This allows a free race change. Also, every 4 hours, it produces a biological weapon of the owner's choice (engineered virus, mutagenic cartridge, quantum bio vaporiser, etc) Immune to all artifacts. A VERY useful reward for defending it, and the only way to keep hold of it is for the legion to guard it. "i AGAIN suggest that the loots be available to not just 1 player but to legion as well and also the defending process etc etc" BTW.. this tops your lotto planet.. HAHAHA! id rather have 5 bio vaporizers than 400 energy xDGalaxiaThis planet has been confirmed to be at the centre of the galaxy. It is a true status symbol, and those who own it feel a great sense of pride. center of GALAXY = Quasar ... Quasar = mother F@cking badass/ top Don/ big boss/daddy/GOD of all blackholes 10 space. No production 2000 passive attack and defence. 100 population Unguardable The controling legion gains: +50% bonus from crew. +50% base production. +5 energy recharge rate. Double base AP recharge. HOWEVER: Due to the massive status of this planet, the owner's legion BASE "guards" it - it is target-able by all who can see the planet. If the base is disabled, the top 100 damagers gain 10 silver badges, and the planet is then open to attacks for 10 minutes.
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Wed Aug 31, 2011 8:24 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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With the DNA station, there is a reward to the whole logion - one member gets a free race change every 20 hours, as long as the "planet" is defended.
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Wed Aug 31, 2011 9:24 am |
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zytron
Joined: Thu Mar 29, 2012 6:31 pm Posts: 29
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All of these ideas are exellent, and most would requrie little to no balancing whatsoever but the last king-of-the-hill planet you suggested, pulsoron just doesn't seem worth the immensly difficult job of holding it, of the top of my head, two balancing ideas are- 1000 passive attack and defence ( could turn on and off every ten minutes to mimick the energy pulsing) and, say X5 energy regen per hour (i.e. instead of 30 you would get 150) however this is just my personal opinion and other players might think the origional idea would be totally worth defending.
_________________"Listen to them, the children of the night, what music they make" -Dracula 
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Wed Apr 04, 2012 10:43 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Wed Apr 04, 2012 10:49 pm |
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