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{base} New Base module: High counsel
http://galaxylegion.com/forum/viewtopic.php?f=6&t=13217
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Author:  spyder [ Thu Sep 15, 2011 6:54 pm ]
Post subject:  {base} New Base module: High counsel

Base module: High counsel
Size: 2 special.
lvl3 base or higher.

Every base level, the council gets a new "chamber". The legion can recruit counsellors to fill these chambers, giving small, passive bonuses to the legion, based on ONLINE (not idle) members. You can only have one of each type of councillor
Counsellors cost various badges to recruit, the cost is paid collectively by the legion.

Here's some counsellor ideas:

Strategist: +2% attack to everyone during base battles for every online member. Cost: 500 silver badges.
Chief Scout: +2% scanning power for every online member. Cost: 1000 flux probes, 200 continuum beacons, 100 tachyon cylinders, 100 subspace seekers.
Head of Intelligence: +2% hacking power for every online member. Cost: 500 blue badges.
Master Technician: +1% base defence for every online member. Cost: 200 silver badges, 1000 grid consoles.
Logistical Manager: +5% raid capacity for every online member. Cost: 500 yellow badges.
Weapons Master: +2% PvP and NPC attack power. Cost: 500 red badges.
Economics Advisor: Reduces mineral tax by 0.25% for every online member. Cost: 10,000 Aidonium
Defensive Co-ordinator: Increases all member's planet's invasion defence by 1% for every online member. Cost: 150 green badges
Shielding Expert: Adds 1% to base max shield and 2 to player shield recharge rate for every online member. Cost: 10 days since base was last disabled, 250 shield amps, 250 shield restorers.
Chancellor: Gives 0.1 x Number of councillors boost to planet production and population for every online member. Cost: 2 Million production points. That's mining, artifact or research.

There could be loads more counsellors, but you'd have to make a choice for which ones you want.

Author:  webguydan [ Thu Sep 15, 2011 7:15 pm ]
Post subject:  Re: New Base module: High counsel

Nice idea - we were already considering something like this, although its not yet in the works. We've also wanted to come up with new ways to both generate and consume Political Favor.

Author:  JoshFFuller [ Thu Sep 15, 2011 7:42 pm ]
Post subject:  Re: New Base module: High counsel

love this idea, good work as always Spyder

Author:  Empmortakaten [ Thu Sep 15, 2011 10:21 pm ]
Post subject:  Re: New Base module: High counsel

spyder wrote:
Base module: High counsel
Size: 2 special.
lvl3 base or higher.

Every base level, the council gets a new "chamber". The legion can recruit counsellors to fill these chambers, giving small, passive bonuses to the legion, based on ONLINE (not idle) members. You can only have one of each type of councillor
Counsellors cost various badges to recruit, the cost is paid collectively by the legion.

Here's some counsellor ideas:

Strategist: +2% attack to everyone during base battles for every online member. Cost: 500 silver badges.
Chief Scout: +2% scanning power for every online member. Cost: 1000 flux probes, 200 continuum beacons, 100 tachyon cylinders, 100 subspace seekers.
Head of Intelligence: +2% hacking power for every online member. Cost: 500 blue badges.
Master Technician: +1% base defence for every online member. Cost: 200 silver badges, 1000 grid consoles.
Logistical Manager: +5% raid capacity for every online member. Cost: 500 yellow badges.
Weapons Master: +2% PvP and NPC attack power. Cost: 500 red badges.
Economics Advisor: Reduces mineral tax by 0.25% for every online member. Cost: 10,000 Aidonium
Defensive Co-ordinator: Increases all member's planet's invasion defence by 1% for every online member. Cost: 150 green badges

There could be loads more counsellors, but you'd have to make a choice for which ones you want.


I'm assuming these are one time payments, then you have the bonuses forever? If so, then good idea. If these are only active for a certain time period ( such as 24, 48, 72 hours, or something similiar. ) then it's far too expensive, especially for lower level legions.

Author:  MitchellN [ Thu Sep 15, 2011 11:37 pm ]
Post subject:  Re: New Base module: High counsel

Getting Dan's Approval Straight away! Grats!
+1 Though, really solid idea.

Author:  spyder [ Fri Sep 16, 2011 3:59 pm ]
Post subject:  Re: New Base module: High counsel

Empmortakaten wrote:
I'm assuming these are one time payments, then you have the bonuses forever? If so, then good idea. If these are only active for a certain time period ( such as 24, 48, 72 hours, or something similiar. ) then it's far too expensive, especially for lower level legions.


Yes, they're one time payments, but you can "fire" council members if you want but you don't get refunded. If you want them back at a later date, you have to re-pay the cost.

Author:  LeBKC [ Sat Sep 17, 2011 5:11 am ]
Post subject:  Re: New Base module: High counsel

I gotta say, I'm not a big fan of the bonus being dependant on online members. Small legions already have it rough in dealing with base kills and with the legion bonus to planetary defenses. I also don't like bonus fluxuating based on who else is online... particularly if I want to do a scanning run :P

Author:  Matress_of_evil [ Sat Sep 17, 2011 10:29 am ]
Post subject:  Re: New Base module: High counsel

I for one like the idea of players online based bonuses. Afterall, why should players that are offline provide bonuses to a legion?

Of course, this brings in certain accuracy problems. I for one leave Galaxy Legion open 24 hours a day on my computer (I really do), so perhaps the online indicator should be updated to be based on time since last action performed (Clicking something, using something, etc etc), if it doesn't already.

Definitely +1 for this. +1 for more uses for Political Favor as well, Dan.

Author:  spyder [ Sat Sep 17, 2011 11:14 am ]
Post subject:  Re: New Base module: High counsel

If you're not doing anything for a while, it is considered IDLE, rather than ONLINE. IDLE would't count towards the bonus.

Author:  Maico [ Sat Sep 17, 2011 12:15 pm ]
Post subject:  Re: New Base module: High counsel

The bonuses should also be varied depending on the appropriateness of the person holding the position.
For instance a chief scout with 200 scan would only give a 1% bonus (minimum) but a person with 4,000 scan would give a 5% bonus (max)
The numbers can be changed but this would be a nice addition.

Author:  spyder [ Sat Sep 17, 2011 6:55 pm ]
Post subject:  Re: New Base module: High counsel

Another council member:

Shielding Expert: Adds 1% to base max shield and 2 to player shield recharge rate for every online member. Cost: 10 days since base was last disabled, 250 shield amps, 250 shield restorers.

Although these costs may seem like a lot, divide them by 50, and that's how much each member is expected to pay. Take the Scout, that's 20 flux probes, 4 beacons, 2 cylinders and 2 seekers each. Not really a lot.

Author:  spyder [ Wed Sep 21, 2011 5:56 pm ]
Post subject:  Re: New Base module: High counsel

Chancellor: Gives 0.1 x Number of councillors boost to planet production and population for every online member. Cost: 2 Million production points. That's mining, artifact or research.

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