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 New High Rank Content 

Do you
Like Mega Elite NPCs 26%  26%  [ 11 ]
Dislike Mega Elite NPCs 5%  5%  [ 2 ]
Like the King of the Hill Planets 14%  14%  [ 6 ]
Disike the King of the Hill Planets 12%  12%  [ 5 ]
Like the Race And Mission Chain 19%  19%  [ 8 ]
Dislike the Race and Mission Chain 5%  5%  [ 2 ]
Like the "Swarm" NPC race 19%  19%  [ 8 ]
Dislike the "Swarm" NPC race 2%  2%  [ 1 ]
Total votes : 43

 New High Rank Content 
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Joined: Tue Jun 21, 2011 6:32 pm
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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 thought up race Done
Lots of new NPCs and new NPC races Partially Done
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 (like exotica) Done
Mega NPCs - VERY difficult and rare NPCs with 100+ drop slots, which will require legions to use battle pacts to take down. Done
New ship modules.
Badge Artifacts (for blues and yellows mainly) Not a high priority, due to recent releases
Drop/mission reward artifacts. Ongoing

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.

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Last edited by spyder on Sat Aug 20, 2011 8:17 am, edited 6 times in total.



Tue Aug 16, 2011 8:22 am
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I'll start off with a new NPC concept - Mega Elites.
These are like high level bases - Very High stats, multiple abilities, and you can use battle pacts to call in help. They'd have 50-100 drop slots each. Here's one Mega Elite I can think of now, and I will think of more if high rankers like the concept:

RSL Moon Station
Faction: Rogue Science League
Description: This is one of the RSL's few experimental facilities. Nearly all research conducted in this moon which has been converted into a giant lab is highly illegal, and must be shut down at once.
Sharable Ranks/Pacts: Ranks 300+, Maximum of 2 pacts can be called in.
Drop Slots: Top 60 damagers
Prominent Stats: Attack and Shields
Abilities: Laser blast (double damage), Dampener lock (halves defence from dampeners), Hypersonic wave (halves helmsmen and tactical officer effectiveness), Pacifying blast (pacifies you for 15 minutes, unremovable)
Also, evry hour, it regenerates 5% of it's shields.
Time: 3 days

Rewards:
Planetary Production Randomiser
Takes all the production points of a chosen planet, and randomly re-allocates them into 2 chosen productions.
eg, a desert with Very rich artifact (9 pts), rich research(8 pts) and abundant mining (5 pts) would have 22 production points randomly reallocated into 2 chosen stats (could be 21 into one, 1 into another, or 11 into both)

Salvaged Laser
Weapon which can be restored by using X crimson obelisks and ancient crystal foci.
Upon restoration, you receive a RSL amplified laser, which gives 200 attack for 20 space (limit 2).

Observational Database
Constructs a RSL database on your ship, reducing your scanned planet total by 5% for purposes of scanning, limit of 2/ship.

Research Notes
Upon use, fills you RP total up to capacity.

Experiment Co-ordinates
Reveals the location of a Cyber planet, which has a passive 1000 attack, size very large, and it's only production is 5x mega research. Also, any planet data optimisers used on it have twice the effect.

Anomaly Generator
Generates a small, unstable anomaly, which draws in RSL ships to observe.
For the next 2 hours, you will ONLY have some new RSL spawns. They will drop RP, be easy to kill, and have a good exp:energy ratio.
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This is the sort of thing I am thinking of - do any high rankers have any comments?

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Tue Aug 16, 2011 1:39 pm
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spyder wrote:
Rewards:
Planetary Production Randomiser
Takes all the production points of a chosen planet, and randomly re-allocates them into 2 chosen productions.
eg, a desert with Very rich artifact (9 pts), rich research(8 pts) and abundant mining (5 pts) would have 22 production points randomly reallocated into 2 chosen stats (could be 21 into one, 1 into another, or 11 into both)


So if I take a mission dyson and use this, I can make it so it has stupidly high production in just 2 stats? :|

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Tue Aug 16, 2011 1:42 pm
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It'd be limited to planets with <X production points (30-50?)

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Tue Aug 16, 2011 1:44 pm
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Due to the abundance of feedback (of 1, from strm), I'm going to give 5 King of the hill planet ideas. These are like exotica, and some will give very nice bonuses, but will be difficult to take/hold for various reasons:

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
Large 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.

]The ONLY way that this planet can have it's attack and defence increased is by guarding it.

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.

This is both difficult to attack and defend. Attackers run the risk of a reduced energy recharge rate, and the only defences are what you can build. Will you choose to get a high, short term research production, or a minuscule, long term production?

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 a random planet - very useful to have, because it can get you an extra 240 energy every hour, but difficult to defend. This is what I'd call a "fun" planet.

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.

Anyone have any comments on this, or the Mega NPC idea?

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Tue Aug 16, 2011 9:42 pm
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Gotta say that I am loving the RSL Boss Idea.

Aside from just some new NPC, lvl 300+ players could use some more missions. unfortunately i happened to hit lvl 300 just a couple weeks ago and am finishing up some missions I have left.

Edit:
Need more bosses like that, and that give some nice drops of that sort.

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Last edited by Delta62 on Wed Aug 17, 2011 6:56 am, edited 1 time in total.



Wed Aug 17, 2011 6:54 am
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Delta62 wrote:
Gotta say that I am loving the RSL Boss Idea.

Really? Why?

And what about my king of the hill planets?

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Wed Aug 17, 2011 6:56 am
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When I'm thinking of high rank content, what I usually am talking about is something persistent instead of one shot missions (since you do it and then it's done, back to the drawing board).

Single player content would be like new matched NPC dropping planet passives for example; or repeatable randomized missions spawning unique NPCs with multiple races represented as targets with interesting abilities. Legion content is like legion level bosses (ala raids I guess) that is a huge thing with like 1M+ health and a week time limit, that takes 20-30 people to take out.

The problem is the story line missions are one-shot. Need a set of randomized things to keep occupied. Like "next mission available in 4 or 8 hours".

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Wed Aug 17, 2011 7:39 am
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spyder wrote:
Delta62 wrote:
Gotta say that I am loving the RSL Boss Idea.

Really? Why?

And what about my king of the hill planets?


The RSL Boss makes more use out of the Battle Pacts other than just attacking a base once every 8 hours. It also makes it less likely to be knocked off the rewards. More bosses like this would be great. It would add some more "teamwork" to the game. Question: Would Genetarr ability be useable against an NPC of this caliber?

I also saw your other post and like a lot of it.
I edited some (a lot) out.* The stuff that remains are items that I would really love to see in GL.

spyder wrote:

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.
---------------------------------------------------------------------------------------------
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.
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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)
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Ship Modules
Drone fleet bay
Size 30 Attack 150 defense 150, limit 2/ship
CT lab: 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards
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Badge Artifacts
Hired Mercenaries
5 yellow badges
Increases your raiding crew size by 25% for 4 hours.
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Hypersonic Armoury
40 blue and 40 yellow badges
Ship module, size 12, +10% raid defense and attack FROM CREW, +25 attack and defense
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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.
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9V battery
5 blue and yellow badges
Permanently increases max energy by 10.
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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?
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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.
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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)
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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.

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
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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).
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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).
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)
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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
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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.
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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)
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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.
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Playable Races

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%.
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NPC Races

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.

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




*The items edited out were either OP (ability to shorten raid time, energy, raise critical chance), a bit useless, didn't quite make sense (like the ability to make a planet smaller), or just conflicting with the game (such as the ability to remove a vortex deflector from a planet).





As for the KotH planets, I haven't done the mission for exotica because I read how many players wish they could just remove it due to the fact they'll never take it and it's not that great of a planet. Now your planets are good, yes; but I personally am not into KotH ideas. I can't speak for the rest of the community, so maybe they would like some like that.

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Wed Aug 17, 2011 8:21 am
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Delta62 wrote:
spyder wrote:
Delta62 wrote:
Gotta say that I am loving the RSL Boss Idea.

Really? Why?

And what about my king of the hill planets?


The RSL Boss makes more use out of the Battle Pacts other than just attacking a base once every 8 hours. It also makes it less likely to be knocked off the rewards. More bosses like this would be great. It would add some more "teamwork" to the game. Question: Would Genetarr ability be useable against an NPC of this caliber?

I also saw your other post and like a lot of it.
I edited some (a lot) out.* The stuff that remains are items that I would really love to see in GL.


The Genetarr ability would effect it - but maybe have it last for a reduced time?

And the "make a planet smaller" thing is effectively a free way to abandon a planet, if used when it is very tiny.
I'll think up another Mega Elite or 2 later, and a mission chain for my "Questar" race.

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Wed Aug 17, 2011 9:46 am
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BinaryMan wrote:
When I'm thinking of high rank content, what I usually am talking about is something persistent instead of one shot missions (since you do it and then it's done, back to the drawing board).

Single player content would be like new matched NPC dropping planet passives for example; or repeatable randomized missions spawning unique NPCs with multiple races represented as targets with interesting abilities. Legion content is like legion level bosses (ala raids I guess) that is a huge thing with like 1M+ health and a week time limit, that takes 20-30 people to take out.

The problem is the story line missions are one-shot. Need a set of randomized things to keep occupied. Like "next mission available in 4 or 8 hours".


I've already got 1 thing like that:

Quote:
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.


This mission needs more and more PvP kills to re-unlock each time. I'll also be thinking of some repeatable missions, NPCs, and other stuff.

I already have one "legion" boss (The RSL Moon Station towards the start of this thread). I'll take your feedback and see what I can come up with.

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Wed Aug 17, 2011 10:03 am
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How about a mission that requires 10000 FlameHawk kills, not sure what the reward would be though

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Wed Aug 17, 2011 10:36 am
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Sparky wrote:
How about a mission that requires 10000 FlameHawk kills, not sure what the reward would be though

No more flamehawks :mrgreen:

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Wed Aug 17, 2011 10:37 am
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How about the reward being no more of them? you killed them all type deal?

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Joshball98 wrote:
Sparky wrote:
How about a mission that requires 10000 FlameHawk kills, not sure what the reward would be though

No more flamehawks :mrgreen:

Actually, this next Mega Elite will do something similar, and will be found in a unusual way:
Flamehawks will be made to have a 1-5% chance of dropping a "Flamehawk Base Transponder"
The "Flamehawk Base Transponder can be reprogrammed with X RP to make a "Flamehawk Base Tracker", a single use artifact which reveals the location of:

Flamehawk Hanger/b]
[b]Faction:
Crimson Blades
Description: The main focal point where Flamehawks are sent out on missions, the loss of this base would greatly reduce the threat from the Crimson Blades
Sharable Ranks/Pacts: Ranks 350+, Maximum of 3 pacts can be called in.
Drop Slots: Top 100 damagers
Prominent Stats: Attack and Hull
Abilities: Scramble happens every 24 hours, every player must help to destroy a Flamehawk to be able to hit the base again. Lockdown - Base takes NO damage for the next 3 attacks. Crimson Overload - disables your crimson modules for 1 hour. Backup - happens when the Hanger drops below 10% health. Attack and defence increase by 50%
Time: 1 week

Rewards:
EVERY CONTRIBUTOR: Crimson Disarray (effect, cannot be removed) for the next 48 hours, you will not see ANY Flamehawks on your BT

Top 100:
Flamehawk Schematics
After investing X RP into these, you receive a Flamehawk Sabotage Drone Factory (FSDS), ship module, size 20. Every 8 hours, you can use the "launch Drone" ability to reduce a flamehawk's defences by 20% for 4 hours, and take away 20% of it's hull.

Weapons Cache
Can be distributed to your crew, increasing their raid capabilities by 50% for a week. Also, Tactical officers have their effects doubled for the week.

Half-Constructed Hanger
After building with X Aidonium, you can place a Crimson Hanger on one of your planets.
This grants 500 attack and 250 defence for 1 space, limit 2/planet.

Crimson Co-ordinates
Reveals the location of a "crimson" planet. This has a passive 1500 attack, size large, artifacts and minerals 2x Mega rich.

Flamehawk Plating
Ship module, size 20, adds 1000 hull to your ship, and gives +10% defence when fighting crimson NPCs. Limit 2/ship.

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Last edited by spyder on Thu Aug 18, 2011 11:28 am, edited 1 time in total.



Thu Aug 18, 2011 10:59 am
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Its kinda like a curse and a gift? No more flamehawks but no chance of Blade Harvesters... I wouldnt take that risk :/

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Thu Aug 18, 2011 11:06 am
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Ok - I'll change it then.

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Thu Aug 18, 2011 11:28 am
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I thought of a Mega Elite/Boss:

Rouge Planetary Destroyer
Rouge Science League
Mega Elite Invader

This massive ship was built by the Rouge Science League in order to invade heavily guarded planets in the galaxy in trade for Complex Tech Parts. Many planets have fallen due to this ship, and it will find more planets using an advanced scanner. Those who oppose this ship may end in disarray.

Rank Range: 250+
Pact Range: 3 NPC Pacts max can be called in.
Prominent Stats: Attack and Shield
Drop Slots: Top 75 damagers
Abilities:
1. Invade - Can invade opposing ships, decreasing attack and defense by 10%.
2. Invasive Action - Orders Invasive Action, increasing attack by 20%.
3. Chaostatic Inhibitor - Launches a a small inhibitor on your ship, preventing shield charge for 1 hour.
Time: 1 week

Rewards:
Every Contributer: 50 Complex Tech Parts

Top 75:
Prototype Purifier - Increases a planet's mining production by 2. Max of 15x Mega Rich

Rouge Star Charts - Reveals a location of a random rare planet.

Scientific Discovery - Grants 10 hours of research production, can go past limit.

Invasive Lab - Planet Building: Size: 1, Invasion Defense: 750, Research: 3

Invasive Reactor - Module: Size: 20, Energy: 100, Invasion Attack: 100


Thu Aug 18, 2011 12:28 pm
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The Questar Mission Chain/Race

This will be a 7 part mission chain, and the final reward will be unlocking the race:

Distant Intrusion
Our long-range scanners have picked up a faint heat signal, which appears to be made up of a very small, living object - we need you to investigate, but first we must build a communicator so you can report back to us.

2 completions.
On completion: Hyper Frequency Communicator, ship module, size 10, scan +60

A Long Journey
Now you can report back to us, you must now travel to the edge of our territory, where the signal is coming from. You will have to stop by our checkpoints along the way to keep up your ship's energy if it is ever going to make it.

10 completions.
On completion: Energy recharge pack, restores 500 energy on use.

Crash Landing
The object has crash-landed onto the surface of a nearby desert planet. Our scans show that the life form is still alive. Search the wreckage for the survivor.

10 completions.
On completion: Meditation Chamber, planet structure, size 1, increases a planet's invasion defence by 20%, limit 1/planet.

A Plea for Help
... Strange being... We are the Questar... Our homeworlds are under attack... By ones caling themselves the crimson blades... We are dying... Help us... Use these plans to build thrusters to reach us... Hurry...

2 completions
On Completion: Hyperspace Thruster, ship module, size 10, +60 defence.

Leading the Attack
Greetings! So you are the (race)... we were hoping you would come. These Crimson Blades have been attacking us for months, and we are slowly losing the war. We are a peaceful race, and have no experience with combat. Please help us defeat these invaders - taking out their flagships should bring the attack to a halt.

Similar to the Zolazin Battle, you must kill some new Crimson Blade Spawns in your BT to earn Crimson Scraps, which are needed to advance the mission.

5 completions
On completion: Battle with Crimson Flagship (matched NPC), which drops Crimson Scrambler, artifact which stops Common Crimson NPCs from appearing in your BT for 24 hours.

Re-Location
Our sentient worlds have been all but destroyed during this conflict. Also, our weakness in combat will be our downfall one day, as has been proven by our last confrontation. Please, let us move to within your territory - we will work for your government in return for protection.

10 completions.
On completion: Questar evac pod, upon use grants 20 engineers, tactical officers and helmsmen.

The Questar's Agreement
You have done much for us, and now we are forever in your race's debt. We shall do our best to repay you, but it would be in our best interests to make your protection official, to deter any future attacks.

1 completion.
On completion: Questar Protection Notification, allows you to become the Questar race:

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
Professions: Biologist, Physicist, Explorer, Builder, Fixer, Missionary
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%.

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Thu Aug 18, 2011 2:03 pm
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Here's my thought up 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.

Common:
Reanimated Scout
This small ship has been possessed by a single swarm drone, and therefore can't sustain very high energy levels
Rank 250
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 300
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 350
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 275
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 M
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 400
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 500
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 Aug 20, 2011 8:15 am
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