Galaxy Legion Forum http://galaxylegion.com/forum/ |
|
Modules and their Research Trees http://galaxylegion.com/forum/viewtopic.php?f=6&t=1120 |
Page 1 of 1 |
Author: | zophah [ Mon Jul 19, 2010 3:58 am ] |
Post subject: | Modules and their Research Trees |
As my crew overhaul idea requires too much time and effort to implement, I changed some of my skill ideas into "Superior Crew Training". The modules, called Training Facilities, require only a small amount of space (to accomidate the equipment) and provide minor (but far-reaching) benefits. Crew training modules can only stack 2 per crew type (otherwise you will overwork the crew). Here are a few training facilities- Hand-to-Hand Combat: grants bonus to raid and to counter raiding based on tactical officers Trapsmithing: bonus time added to set traps based on engineers Medical: decreased chance of crew death based on scientists And my second research tree is "Advanced Digital Technologies". The modules are called upgrades (with some space taken to put the servers that store the programing), and are limited to 6 (otherwise the ship's computers can't keep up with the data). I also added one of Odragon's ideas on my thread and Redlaw's targeting thread Here are a few servers- Comunications Upgrade: decrease to the amount of energy needed to post on someone's comm Shield Routing: increase shield charge rate Targeting System: increase the damage cap of attacks against smaller ships Targeting Scrambler: decrease the damage cap of attacks from larger ships Cyber Security: decrease the research lost from an opponent's successful hack Cyber Infiltration: increase the research gained from a successful hack |
Author: | Robert [ Mon Jul 19, 2010 11:29 pm ] |
Post subject: | Re: Modules and their Research Trees |
I like the idea of making skills for crew, as I have said in the two other threads about it. I hope this gets implemented. Good ideas for skills BTW. |
Author: | zophah [ Mon Jul 26, 2010 9:36 pm ] |
Post subject: | Re: Modules and their Research Trees |
As there has been no negative feedback, I will continue to make more: training facilities- XTS-9 Chemical Treatment: increased chance of obtaining XTS-9 from XTS-9 Refinement mission based on scientists Ship Maintenance: decreased upkeep cost based on engineers Dynamic Evasion: increased defence for every round of combat with the same ship, bonus capped based on helmsmen Dynamic Combat: increased attack for every round of combat with the same ship, bonus capped based on tactical officers servers- Ion Countermeasures: deals 10 damage to opponent when hit with a Containment Missle or Omnicron Net Pulse Countermeasures: removes 5 energy from opponent when hit with a Positron Clouder or Quantum Flare Advanced A.I.: +3 to attack, defense, scan, and cloak Stryll Recognition Seeker: +10% timer duration on rare NPC's |
Page 1 of 1 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |