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 Suggestion: Increase Stryll Assassin cloak to 31 
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Joined: Tue Oct 19, 2010 8:12 pm
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Increasing the cloak of Stryll Assassins to 31 would make it possible -- by removing all +scan modules and using Quantum Flares -- to lower my scan to the point where I would not see them on my BT.

This would increase the value of Quantum Flares, and help increase the monetization of the game without seriously unbalancing game play.

Yes, my energy-spent-to-experience-gained ratio would increase significantly, but so would the effort I would have to spend maintaining the Quantum Flare debuff, since I would have to A.) find someone outside my legion with my ship on their BT, and B.) convince them to flare me every 15 minutes via bribery of some kind.

Thanks for reading and bumping if you support this idea.

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Sat Oct 29, 2011 8:08 pm
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Show up on my tab and I'll flare you gladly. Still waiting on the body shop to fix the dents from base. Only fee is all your research points. :mrgreen:

Oh wait, your still on my list... can't hit you, sorry...

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Sat Oct 29, 2011 9:37 pm
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Why not 50. Or 150. Or 1500.

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Sat Oct 29, 2011 9:47 pm
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Darth Flagitious wrote:
Show up on my tab and I'll flare you gladly. Still waiting on the body shop to fix the dents from base. Only fee is all your research points. :mrgreen:

Oh wait, your still on my list... can't hit you, sorry...


lawl, tease

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Sat Oct 29, 2011 10:15 pm
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DMDMDM wrote:
Why not 50. Or 150. Or 1500.


Tis a good question sir.. my only thought is that since the assassin does have cloak, and at such a low value, that if they did make a change to it, that they would want to keep it close to its original value to continue accomplishing whatever it is that it happens to be accomplishing by having any cloak at all.

That the assassin does have any cloak at all is interesting, because it really serves no purpose. Those of us high enough level to see it are probably all way too far into mission completion rewards to get our scan low enough to avoid it. There might be a very few players who have chosen not to complete missions thereby maintaining super low scanning power, but for the vast majority of us, that level of cloak is kind of like a slap in the face. I'm having a very difficult time seeing this situation as something other than: "Haha, if you hadn't chosen to complete missions, you'd be able to avoid this ridiculously common NPC that has a 50% chance of popping up any time you have a slot open and taking your XP-earned-to-energy-spent ratio from 5:1 to 3:1".

Ranting aside, I've got a lot of faith in Dan, and since GL is always a work in progress, I suspect he has plans in the works. Maybe the plan is to let higher ranks chew on these for a while, get all the Dark Badges we need to buy 4+ of those sweet Composite Rays, then turn down the spawn rates and release more tiers of the things (kind of like what happened with Dominion Cannons). Or maybe he'll be releasing some new artis that allow you to reduce your scan somehow. I dunno..

As it stands right now, I'd just really appreciate the ability to go to extreme lengths to avoid those things if I really want to.

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Sat Oct 29, 2011 10:30 pm
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Im neither for nor against this idea since I have enough mission completetions that I cant get rid of them. Saying that though, I am actually at the point where they are too bad :) they take 9 hits for me to kill only 1 more than Flamehawks.

Currently rank 493 with npc attack of 15785.

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Sat Oct 29, 2011 11:31 pm
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-1

Goes back to the whole idea of people wanting a perfect NPC. We asked for more commons, it's an attempt to discourage auto-ranking from being too easy, and it gives a badge that gives access to very nice items.

But, because they lower the exp ratio, they are bad and must be done away with?


What about the production item? What about the item to boost attack, defense, and cloak passively (unbelievably useful!)? And the Decoy for only 26, +10% base defense boost or +10% NPC attack ... all three infinitely useful. Unless you don't want to protect your planets, don't want the absolute best production, and really don't want the best stats in a base/npc fight.


Just sayin' ...

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Sun Oct 30, 2011 2:22 am
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Thanks for the feedback Vette. I suspect you're looking at this from a purely endgame perspective though. I would expect that from you, pesky Dysonian! :D

I'm definitely not saying get rid of em. The artifacts are epic to be sure, and if you want to stack up those Dark badges and beef up a set of epic planets to the point where you command an unasailable empire of undetectable, unconquerable planets, then I'm all for it.

For most of us however, the focus is not so much on endgame wall-building, but rather improving resources and turning crappy planets into good ones. For me, the focus is Blade Harvesters and Rogue LapPods. What good to me are a bunch of planets maxxed out on defense and cloak when their production is super low?

You did give me an idea though.. another simpler solution to this would be to offer a Dark Badge item that improves resources.......

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Last edited by zapbrannigan on Sun Oct 30, 2011 8:54 pm, edited 1 time in total.



Sun Oct 30, 2011 8:46 pm
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The reason Tech Collectors and Assassins have these useless cloaks is because they are, frankly, there to stop end-game auto ranking. Low ranks can still avoid them.

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Sun Oct 30, 2011 8:50 pm
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zapbrannigan wrote:
Thanks for the feedback Vette. I suspect you're looking at this from a purely endgame perspective though. I would expect that from you, pesky Dysonian! :D

I'm definitely not saying get rid of em. The artifacts are epic to be sure, and if you want to stack up those Dark badges and beef up a set of epic planets to the point where you command an unasailable empire of undetectable, unconquerable planets, then I'm all for it.

For most of us however, the focus is not so much on endgame wall-building, but rather improving resources and turning crappy planets into good ones. For me, the focus is Blade Harvesters and Rogue LapPods. What good to me are a bunch of planets maxxed out on defense and cloak when their production is super low?

You did give me an idea though.. another simpler solution to this would be to offer a Dark Badge item that improves resources.......


I'll reserve comments on the first half >.>;;

+1 to the last statement though ... they would need to be very high dark badge cost and unable to increase above 15x, but still a good suggestion. They would have to be between 500-999 dark badges though because honestly farming them is ridiculously easy. I got well over 400 in less than a day of farming and I doubt dan would want it to be an every single day or even multiple times a day thing, that would be overpowered.

I have always given +1 to ideas for ways to increase production in a logical and non-overpowered way though.

So, +1

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Sun Oct 30, 2011 11:46 pm
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