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New Types of Minerals, Artifacts, Special Artifacts
http://galaxylegion.com/forum/viewtopic.php?f=6&t=10563
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Author:  Jay15451 [ Thu Jul 28, 2011 8:10 am ]
Post subject:  New Types of Minerals, Artifacts, Special Artifacts

Some new Ideas that I came up with. After Base Combat would be helpful to most players and Dan.

New Minerals
Even having a lot of cargo with Aidonium every shipment, I'm not making enough for upgrading most of my modules/buildings. I was thinking of some more minerals that are more costly than Aidonium, but takes up same or a little more space.

Galaxite
Cost: 30 Mill CR
Space/1: 5
Unlock: Rank 320

Tachyite
Minerals that move faster than the speed of light.
Cost: 50 Mill CR
Space/1: 10
Unlock: Rank 500
----------------

New Artifacts:

Spy Probe - Exterior
This probe shows you how much hull the enemy has total.
AP Cost: 500
------------------------

New Special Artifacts

Fuel Cells
Description: Fuel Cells are highly explosive and great for those who want to take the enemy down without using weapons.
Effect: Does 500 damage to NPCs only.
Limit: Cannot use if the NPC is 25% stable or less.
Obtained: Uncommon NPC. New NPC race.

Purified Ore
Description: These special ores seem to purify the ores and minerals around them.
Effect: Increases Mining Production of a planet by 1. (Average > Abundant)
Limit: Cannot purify a planet's mining production if production is 5x Mega Rich or higher.
Obtained: Rare Mylari NPCs
-------------------------

This is all I though of. Any having issues?

Author:  FerrusManus [ Thu Jul 28, 2011 8:14 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

What's the point of the Chrono-Warp? Why not just use the artifacts yourself?

Author:  spyder [ Thu Jul 28, 2011 8:15 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

Jay15451 wrote:
New Artifacts:

Spy Probe - Exterior
This probe shows you how much hull the enemy has total.
AP Cost: 500 No Problems here

Chrono Warp
This artifact will warp your ship into an earlier time, with temporary boost.
Type: CT-Lab Artifact
Cost: 25 Tachyon Cylinders, 40 Nanite Swarm Capsules, 30 Time Manipulators, 50 Repair Nandrones, 50 Shield Restorers, 40 Shield Amplifiers, 150 Energy
Effect: Activates Nanite Swarm Capsules (+50% Hull) and Shield Amplifiers (x2 shields), then restores all hull and shields.
Limit: One use / 6 hours Total waste - why not just use 1 Amp, 1 restorer, 1 nanite swarm and and nanodrone? SOOO much cheaper for the same effect
------------------------

New Special Artifacts

Fuel Cells
Description: Fuel Cells are highly explosive and great for those who want to take the enemy down without using weapons.
Effect: Does 500 damage to NPCs only.
Limit: Cannot use if the NPC is 25% stable or less.
Obtained: 5% chance / 3k minerals, 7% chance / 5k Minerals, 10% chance / 8k minerals. Must be from one shipment for the chances of getting a Fuel Cell.NPC drop would be better I think

Purified Ore
Description: These special ores seem to purify the ores and minerals around them.
Effect: Increases Mining Production of a planet by one level. (Very Abundant > Extremely Abundant)
Limit: Cannot purify a planet's mining production if production is 5x Mega Rich or higher.
Obtained: Rare Mylari NPCs
-------------------------

This is all I though of. Any having issues?


Red are changes I'd make

Author:  FuriousRage [ Thu Jul 28, 2011 8:24 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

Jay15451 wrote:
I was thinking of some more minerals that are more costly than Aidonium, but takes up more space.



Why? Aidonium takes up way too much space, i can barely store 5-700 aidoniums because it takes 5 space each (i got other junk in my cargo too)

Author:  Jay15451 [ Thu Jul 28, 2011 8:29 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

Chrono warp: I think I will delete that. True it is a total waste. These are just Ideas so it's not it'll be implemented soon.

Fuel Cells: Maybe some uncommon NPCs that are a different NPC Race.

Purified Ore: There are Planet Data Optimizer (permanent +1 research), Taltherian "Urbanize" Ability (Permanent +1 artifact), and Mylari "Enrich" Ability (Permanent +1 mining). Maybe add one for artifacts, but artifact production is harder to come by, so I'll update that.

FuriousRage wrote:
Jay15451 wrote:
I was thinking of some more minerals that are more costly than Aidonium, but takes up more space.



Why? Aidonium takes up way too much space, i can barely store 5-700 aidoniums because it takes 5 space each (i got other junk in my cargo too)

You want it to be the same space? I now get Aidonium and I'm rank 180, and I have close to 2k cargo space, 1k used up. I barely get aidonium because some other minerals get close or over 1k which is 100 cargo space. Either that, take the mineral idea out completely. It'll be hard for Dan to implement other modules/buildings/etc, for uses of the new minerals.

Author:  Rice crusader [ Thu Jul 28, 2011 8:57 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

I like all of your ideas especially the purfied ore and interior flux.

Author:  FerrusManus [ Thu Jul 28, 2011 9:09 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

Yeah, new mineral types could be cool, especially if new research tiers came with them.

Author:  Vekno [ Fri Jul 29, 2011 6:01 am ]
Post subject:  Re: New Types of Minerals, Artifacts, Special Artifacts

i totally agree we need new minerals. lol, i even made a post about 3 months ago about it

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