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Scan and Cloak expansion
http://galaxylegion.com/forum/viewtopic.php?f=6&t=16584
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Author:  Wolfy Minion [ Thu Nov 24, 2011 3:38 am ]
Post subject:  Scan and Cloak expansion

New crew

The Astronomer +1 to scan
The Technician (I am not creative with names can be subject to change) +1 to cloak

+2 Astronomers for each rank point
and +3 Technician for each rank point

with new artifacts to go with them

Android Astronomer +3 Astronomers
Android Technician +4 Technician

Right now scan and cloak have a cap unlike anything else in the game. Once you get the all the modules you are done. No way to improve and hacking becomes impossible unless you hit the opponent with a bunch of debuffs. This allows for hackers to be able to continue to play as hackers in late game.



This can open up a few new aspects of the game as well. Including but not limited to NPCs with cloak and scan varying with rank. (The idea of npc's with scan is not mine but I like it so i am adding it into this), Also NPCs that are hackable (again not my idea but still one I like) and new recipes in the ctl that require the artifacts, probably scan and cloak modules.

Author:  detregets [ Thu Nov 24, 2011 4:24 am ]
Post subject:  Re: Scan and Cloak expansion

Littlefluffy wrote:
New crew

The Astronomer +1 to scan
The Technician (I am not creative with names can be subject to change) +1 to cloak

+2 Astronomers for each rank point
and +3 Technician for each rank point

with new artifacts to go with them

Android Astronomer +3 Astronomers
Android Technician +4 Technician

Right now scan and cloak have a cap unlike anything else in the game. Once you get the all the modules you are done. No way to improve and hacking becomes impossible unless you hit the opponent with a bunch of debuffs. This allows for hackers to be able to continue to play as hackers in late game.



This can open up a few new aspects of the game as well. Including but not limited to NPCs with cloak and scan varying with rank. (The idea of npc's with scan is not mine but I like it so i am adding it into this), Also NPCs that are hackable (again not my idea but still one I like) and new recipes in the ctl that require the artifacts, probably scan and cloak modules.

+1
or make 'em badge items, like the ex0clamp

Author:  wolfprince01 [ Thu Nov 24, 2011 8:28 am ]
Post subject:  Re: Scan and Cloak expansion

I have to say -1 just for the fact that it took a lot of work to get my planet to 17k cloak , making it imposable to scan , This would undermined that.

Author:  kirkeastment [ Thu Nov 24, 2011 9:10 am ]
Post subject:  Re: Scan and Cloak expansion

wolfprince01 wrote:
I have to say -1 just for the fact that it took a lot of work to get my planet to 17k cloak , making it imposable to scan , This would undermined that.


Have to agree -1 to the idea.

I'll start with the OP's reasons for wanting passive scan added to ships.

"Once you get the all the modules you are done. No way to improve and hacking becomes impossible unless you hit the opponent with a bunch of debuffs."

I don't see the issue, nothing wrong with a debuff every now and then to grab a badge, heck i bet its highly preferable to the higher ranks that you debuff them rather than CM or tactical inner bypass them, as that'd pissed anyone off, but a nice debuff thats a-ok.

As for the NPC's with cloak. The highest cloak on an NPC is only 2000 right now, so you certainly don't require any extra scan modules to see that with all modules installed.

---------------------

I think its fairly obvious though, why people want these things added and thats because other people are using their wits more and realizing that by sacrificing say 50-75 resources on a Very Massive 15x MR planet they can get its cloak to 17K+, using artifacts and passive cloak boosts.

Its also a much more preferable tactic too, especially if you think longterm and factor in invasion costs at higher ranks, because although they lose say 50-75 resources per planet, they no longer have to worry about losing that planet anymore and as such won't need to fork out a tonne of cash and energy to do more scan runs to find better planets to invade and colonize.

Plus as more and more people start to adopt this approach it will mean less finds of 17x MR Collosal Gaia's or 17x MR Collosal Plasma's through scan runs, people will actually need to take the time needed to improve their planets the regular slow way.

Author:  Moonblade [ Thu Nov 24, 2011 2:29 pm ]
Post subject:  Re: Scan and Cloak expansion

+1 to cloak but -1 to scan
I agree with kirkeastment and wolfprince in as much that removing the cap for scan would unbalance the game far too much but removing or even just increasing the cap for cloak, say with new modules would be ok and has been suggested before.

Author:  Wolfy Minion [ Thu Nov 24, 2011 8:06 pm ]
Post subject:  Re: Scan and Cloak expansion

kirkeastment wrote:
I don't see the issue, nothing wrong with a debuff every now and then to grab a badge, heck i bet its highly preferable to the higher ranks that you debuff them rather than CM or tactical inner bypass them, as that'd pissed anyone off, but a nice debuff thats a-ok.


I am okay with debuffing, it's the fact you have to do it in order to do a hack. You can disable anyone in the game without arts just need patience and a lot of energy, arts assist you in speeding up the process, but they are not required.

kirkeastment wrote:
As for the NPC's with cloak. The highest cloak on an NPC is only 2000 right now, so you certainly don't require any extra scan modules to see that with all modules installed.


As my post stated about making npcs having varying cloak with rank, this would change that and if hacking npcs came along then they would be able to npc as well.

kirkeastment wrote:
I think its fairly obvious though, why people want these things added and thats because other people are using their wits more and realizing that by sacrificing say 50-75 resources on a Very Massive 15x MR planet they can get its cloak to 17K+, using artifacts and passive cloak boosts.


I want hacking to be a late game option. Nothing to do with planets, yes the 17k cloak will become scannable, very very slowly. i believe the formula for scanning a planet successfully is 1- (cloak/scan). so 17k/(17k+1) gives like a .006% chance of successfully scanning it. the chance will rise and people will have to defend their planet with more than just cloak.

This allows for a few things, more artifacts for dan to create to help those cloak their planets, which can be bought or from new npcs (again possibly the hacking ones) which generates more interest in the game and more people buying items.

Your reason to shoot down my idea is not good enough imo. If there is a better reason not to implement this please someone say it.

I

Author:  secret person. [ Thu Nov 24, 2011 8:18 pm ]
Post subject:  Re: Scan and Cloak expansion

I think we could change what a astronomer does. Like instead, it could improve your chance to get the planetary events :) .

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