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{pve planet} Adding a bit of spice to planets...
http://galaxylegion.com/forum/viewtopic.php?f=6&t=19529
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Author:  Zargor [ Thu Jan 19, 2012 1:29 pm ]
Post subject:  {pve planet} Adding a bit of spice to planets...

My suggestion is that Dan can make some more planets (he already does constantly) that have a random NPC race occupying planets, and not just any old planets also make NPC's occupy Invincibles when more come out, if more come out (people speculate maybe a planet coming from this chain). Now Dan is making planets with effects also so in combination with this it would be great,say for example u find a planet that a Kronyn has occupied and u invade that planet u get say for example the effect "Captured Kronyn", gives 5% to research production. I mean we have these races, y not use them other than in missions and NPC'ing.

Author:  Chakotay [ Thu Jan 19, 2012 2:31 pm ]
Post subject:  Re: Adding a bit of spice to planets...

Another source of getting green badges? PVE style.

Author:  Preliator Xzien [ Thu Jan 19, 2012 3:14 pm ]
Post subject:  Re: Adding a bit of spice to planets...

These could be another type of badge that you get from npc planets.
Doesn't nessessarily have to be green.

Author:  Zargor [ Thu Jan 19, 2012 3:26 pm ]
Post subject:  Re: Adding a bit of spice to planets...

Xzien wrote:
These could be another type of badge that you get from npc planets.
Doesn't nessessarily have to be green.


Yeah i know, i wasn't really focused on the badge type used i was more inclined to get the idea out there and see what people think.

Author:  Preliator Xzien [ Thu Jan 19, 2012 3:33 pm ]
Post subject:  Re: Adding a bit of spice to planets...

Badges aside I like the idea. Would add a nice little twist to the game.

Author:  Zargor [ Thu Jan 19, 2012 3:42 pm ]
Post subject:  Re: Adding a bit of spice to planets...

Xzien wrote:
Badges aside I like the idea. Would add a nice little twist to the game.


I agree. Glad u like it :)

Author:  Zargor [ Thu Jan 19, 2012 11:20 pm ]
Post subject:  Re: Adding a bit of spice to planets...

What do others think about this idea?

Author:  Vekno [ Thu Jan 19, 2012 11:33 pm ]
Post subject:  Re: Adding a bit of spice to planets...

i'm glad this has come up again. i suggested this back in december of '10. yes, this would add quite a bit of fun to planets. an additional point that i dont think you touched on is what would be on the planets. i suggested that npc races controlling them would have specific buildings unique to this addition. For example, a lazuli controlled planet would have a lazuli refinery on it. Now with the mylarai extractors, these additions would be much more attractive to people who capture and abandon planets. they could strip the planet of the unique structures and then ditch em. i think either a 25/75 defense/production split would be nice, but even up to a 50/50 split between the two would be cool. give us a bit of challenge. Also, these planets should have NPC guards. they can either be what is currently in the game, or they can be <npc race> sentinel that would drop either new planetary debuffs (maybe only effective against npc planets) or new invasion attack modules/ship buffs. i miss the stryll pathogens, that reward wasnt buffed or even included in higher level versions of that npc.

Author:  Zargor [ Thu Jan 19, 2012 11:56 pm ]
Post subject:  Re: Adding a bit of spice to planets...

Vekno wrote:
i'm glad this has come up again. i suggested this back in december of '10. yes, this would add quite a bit of fun to planets. an additional point that i dont think you touched on is what would be on the planets. i suggested that npc races controlling them would have specific buildings unique to this addition. For example, a lazuli controlled planet would have a lazuli refinery on it. Now with the mylarai extractors, these additions would be much more attractive to people who capture and abandon planets. they could strip the planet of the unique structures and then ditch em. i think either a 25/75 defense/production split would be nice, but even up to a 50/50 split between the two would be cool. give us a bit of challenge. Also, these planets should have NPC guards. they can either be what is currently in the game, or they can be <npc race> sentinel that would drop either new planetary debuffs (maybe only effective against npc planets) or new invasion attack modules/ship buffs. i miss the stryll pathogens, that reward wasnt buffed or even included in higher level versions of that npc.


No stryll pathogens at your rank? i would have thought they were a continuous arti, i mean it gives an extra 200 invasion att. Well im glad u and i are seeing the same picture. And i agree with the defense to make it challenging. And i like the idea of there being NPC guards and dropping planetary debuffs or new invasion buffs (we don't have enough of those tbh) , and what they could also potentially drop is a rare,elite or boss NPC. And i love the unique race buildings too. And maybe there could be some uber tough NPC planets guarded too, that have nice output, and would need to be a legion effort to take.

Author:  Vekno [ Fri Jan 20, 2012 12:03 am ]
Post subject:  Re: Adding a bit of spice to planets...

thats a good idea. have the sentinels spawn more npcs to guard, as that could be their ability. you have to kill the sentinels first, and then contend with the 'normal' guards.

and sadly, no... i had 2 pathogens but i accidently used one, so i'm saving the second one for my cargo museum. theres no invasion attack buffs dropped from npcs after that npc evades scans (i think its 150? its been a while). wish that problem was fixed, and that graxis had an upgraded version that dropped upgraded prisoners and upgraded pathogens (9 rank points, and say 500-1500 invasion attack?)

the only thing is that with the legion oriented takedowns of planets, that falls more into the NPC bases category, which i suggested around the first or second day of base combat... it would be for people that are pacifists, and maybe require dark badges to scan for instead of reds.

Author:  Zargor [ Fri Jan 20, 2012 12:11 am ]
Post subject:  Re: Adding a bit of spice to planets...

Vekno wrote:
thats a good idea. have the sentinels spawn more npcs to guard, as that could be their ability. you have to kill the sentinels first, and then contend with the 'normal' guards.

and sadly, no... i had 2 pathogens but i accidently used one, so i'm saving the second one for my cargo museum. theres no invasion attack buffs dropped from npcs after that npc evades scans (i think its 150? its been a while). wish that problem was fixed, and that graxis had an upgraded version that dropped upgraded prisoners and upgraded pathogens (9 rank points, and say 500-1500 invasion attack?)

the only thing is that with the legion oriented takedowns of planets, that falls more into the NPC bases category, which i suggested around the first or second day of base combat... it would be for people that are pacifists, and maybe require dark badges to scan for instead of reds.


Spawning more NPC guards is a good idea, my idea was that upon killing one of the guards (or from your idea sentinels) u get a chance to get a rare, elite or boss NPC that i guess can help guard the planet, and since they have really good stats most of them u would want to kill the boss or elite, if u get one.

Author:  Uy23e [ Fri Jan 20, 2012 7:32 am ]
Post subject:  Re: Adding a bit of spice to planets...

let the size of the planet determine the strength of the guard(as well as tech tier of defence structure), along with a certain ratio of the area being used for defence, it should be balanced size wise. Perhaps size also determines the "legion boost" it would get

And if richness reaches mega, generate NPC guard ship depending on richness, for example for each 2x spawn 1 guard (14x mega would have 7 guards)

humm... what else...

Based on whatever other property, the planet can also have buffs applied to it. For example, terras can have full sets of T.O. buffs just cuase~ I would think this function(that is random buffs) should apply to any upgradable type of planets cause...well... they can go above the regular max. (not couting hyperterra, rift or dyson ofc)

Although I would think all those planets should be fully immuned to arts.... otherwise all it takes is a few bio vap and sabs and the planets is....
I mean sure, it can have some special structures, but~ it won't last...
Or at least it needs to be "repaired" every hour....

Author:  Zargor [ Fri Jan 20, 2012 9:26 am ]
Post subject:  Re: Adding a bit of spice to planets...

Uy23e wrote:
let the size of the planet determine the strength of the guard(as well as tech tier of defence structure), along with a certain ratio of the area being used for defence, it should be balanced size wise. Perhaps size also determines the "legion boost" it would get

And if richness reaches mega, generate NPC guard ship depending on richness, for example for each 2x spawn 1 guard (14x mega would have 7 guards)

humm... what else...

Based on whatever other property, the planet can also have buffs applied to it. For example, terras can have full sets of T.O. buffs just cuase~ I would think this function(that is random buffs) should apply to any upgradable type of planets cause...well... they can go above the regular max. (not couting hyperterra, rift or dyson ofc)

Although I would think all those planets should be fully immuned to arts.... otherwise all it takes is a few bio vap and sabs and the planets is....
I mean sure, it can have some special structures, but~ it won't last...
Or at least it needs to be "repaired" every hour....


I agree with all of what u said.

Author:  BinaryMan [ Fri Jan 20, 2012 10:54 am ]
Post subject:  Re: Adding a bit of spice to planets...

You know I would not mind fighting some boss npc to clear a found planet -- if better planets were generated on average.

Author:  Zargor [ Fri Jan 20, 2012 11:19 am ]
Post subject:  Re: Adding a bit of spice to planets...

BinaryMan wrote:
You know I would not mind fighting some boss npc to clear a found planet -- if better planets were generated on average.


Thnx glad u like the idea.

Author:  FATAL15 [ Fri Jan 20, 2012 6:03 pm ]
Post subject:  Re: {pve planet} Adding a bit of spice to planets...

ok, but how do we determine the level of npc that is guarding that planet? if a Rank 5 finds an Npc guarded planet is it going to have 10 defense on it or what? Also, if someone else finds the same planet is there going to be a different level Npc?

Author:  Zargor [ Fri Jan 20, 2012 6:14 pm ]
Post subject:  Re: {pve planet} Adding a bit of spice to planets...

FATAL15 wrote:
ok, but how do we determine the level of npc that is guarding that planet? if a Rank 5 finds an Npc guarded planet is it going to have 10 defense on it or what? Also, if someone else finds the same planet is there going to be a different level Npc?


No it won't have 10 defense lol, read ^^ in the posts, they are gonna be a challenge, and they are alertable. But they will be "Matched" so that a rank say 500 couldn't easily take one scanned by a rank 10 for example. And coz they are matched and alertable it means it will be a challenge for all members.

Author:  Boligon [ Fri Jan 20, 2012 6:14 pm ]
Post subject:  Re: {pve planet} Adding a bit of spice to planets...

Possibly instead of just green badges or a new badge, a variety could be given.

Few examples of planet invade badge rewards:

Dark Smuggler, RSL : 5 Dark badges

Vygiod, Kroyn : 5 Blue Badges

Crimson Blades, Konqul: 5 Red Badges

Human, Xecti: 2 Green Badges

Prejor: 10 Silver Badges

As an aside, I would only have Prejor hold exotics/Dysons, and be defended with at least 2500 attack and defence (5K invasion defense total)

Author:  Zargor [ Fri Jan 20, 2012 6:18 pm ]
Post subject:  Re: {pve planet} Adding a bit of spice to planets...

Boligon wrote:
Possibly instead of just green badges or a new badge, a variety could be given.

Few examples of planet invade badge rewards:

Dark Smuggler, RSL : 5 Dark badges

Vygiod, Kroyn : 5 Blue Badges

Crimson Blades, Konqul: 5 Red Badges

Human, Xecti: 2 Green Badges

Prejor: 10 Silver Badges

As an aside, I would only have Prejor hold exotics/Dysons, and be defended with at least 2500 attack and defence (5K invasion defense total)


I actually like that, and it's not just those races u displayed, taltherian, lazuli,drannik, genetarr ect ect.. will be used too.

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