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Mission Unlockable Tech Modules! (aka Blueprints)
http://galaxylegion.com/forum/viewtopic.php?f=6&t=17920
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Author:  RogueReign [ Thu Dec 22, 2011 11:56 am ]
Post subject:  Mission Unlockable Tech Modules! (aka Blueprints)

Dan...

We have, Co-Align Signal Processor (scan), Prejoran Power-Diffuser(def)..
As far as i know they are the only two blueprints that are available for your ship (and are unlocked by missions)
Why are there only these two blueprints, scan and def? An odd couple i might add..

We should have the same blueprint ability with each ship area (weapons/def/shield/hull/energy/scan/cloak)

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I would suggest something comparable to the scan and def blueprints that already exist, and would open up from a weekly mission so it can be inserted so everyone can adapt at the same time "OR" make it an extension of some race missions (of the appropriate race for the module ability) (not to have it placed as a top rank mission with "Empty Arrival", "Zortah's Abduction" and "The Crimson Defector") so it isn't only available to the higher ranked players.

Ideas starting like this:
Last in a chain of missions "possible previous race mission extension" (or a single random mission)
Has to do with its type of effect .ie. for weapons it would be some kind of aggressive battle, shields would be some kind of mission of guarding, hull would be like either the weapon or the shield mission, energy ???, cloak would be like the shield mission.. (or they could be entirely different)

Thank you, RR

Author:  BlackheartedKnight [ Thu Dec 22, 2011 4:53 pm ]
Post subject:  Re: Mission Unlockable Tech Modules! (aka Blueprints)

RogueReign wrote:
Dan...

We have, Co-Align Signal Processor (scan), Prejoran Power-Diffuser(def)..
As far as i know they are the only two blueprints that are available (and are unlocked by missions)
Why are there only these two blueprints, scan and def? An odd couple i might add..

We should have the same blueprint ability with each ship area (weapons/def/shield/hull/energy/scan/cloak)

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

I would suggest something comparable to the scan and def blueprints that already exist, and would open up from a weekly mission so it can be inserted so everyone can adapt at the same time "OR" make it an extension of some race missions (of the appropriate race for the module ability) (not to have it placed as a top rank mission with "Empty Arrival", "Zortah's Abduction" and "The Crimson Defector") so it isn't only available to the higher ranked players.

Ideas starting like this:
Last in a chain of missions "possible previous race mission extension" (or a single random mission)
Has to do with its type of effect .ie. for weapons it would be some kind of aggressive battle, shields would be some kind of mission of guarding, hull would be like either the weapon or the shield mission, energy ???, cloak would be like the shield mission.. (or they could be entirely different)

Thank you, RR


There's a mission chain requiring Exotic Matter that gives out blueprints. Exotic Turret, Exotic Barrier, and Exotic Lab are the ones I know of so far.

Author:  RogueReign [ Thu Dec 22, 2011 11:36 pm ]
Post subject:  Re: Mission Unlockable Tech Modules! (aka Blueprints)

oh forgot to add .... i was only talking about ship module bluprints.. tho i thought it was fairly obvious.. but yeah i did forget about them blueprints for planet buildings

Author:  Remric [ Thu Dec 22, 2011 11:44 pm ]
Post subject:  Re: Mission Unlockable Tech Modules! (aka Blueprints)

Yah seems dan has forgotten about the blue prints.

Author:  RogueReign [ Fri Dec 23, 2011 6:34 pm ]
Post subject:  Re: Mission Unlockable Tech Modules! (aka Blueprints)

bumping this back to the top for more views and responses..

WHAT DO YOU ALL THINK ABOUT THIS

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