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Base Warehouse Idea (mk2)
http://galaxylegion.com/forum/viewtopic.php?f=6&t=20745
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Author:  spyder [ Sat Feb 11, 2012 12:29 pm ]
Post subject:  Base Warehouse Idea (mk2)

An upgradable warehouse which is upgraded along with the base. It costs 4 special space to build, and can be upgraded on a separate tab on the base. Upgrades cost Energy, CTP, EM and "cargo space" (Tessarects get 10, MSPs give 60). This is independent to the base upgrade, but it's level cap is that of the base (so no lvl4 warehouse with a lvl3 base).

Each level gives a new section to the warehouse, and increases the capacity of all sections.

Tiers:
1) General storage - anyone can deposit or withdraw
2) Secure storage - anyone can deposit, but they need a leader/officer's permission to withdraw.
3) Personal storage - Members can store ship modules here. A limited space of modules can be stored. Players pay 50% upkeep on stored modules, and can only withdraw 1 module every hour.
4) Module storage - Base modules can be stored here, the base pays 1/2 upkeep on stored modules. Limited "space" of modules can be stored, and only 1 can be re-installed every hour.
5) AI brain - People can "store" research here, and they get a 10% increase to all points stored. Iit is automatically used for CT lab attempts.
6) Honours collection - people donate red badges here to be used for base scans.
7) Capacitor bank - People can store a limited amount of energy here for later use. Only 50% of energy is transferred though.
8) TBA

Also, every day, after warehouse level 3, the warehouse generates artifacts - 1 set for each level. At higher levels, it generates better quality artifacts (such as fluxes and terraformers) than lower levels (such as foci and nanodrones). Lower quality artis are generated in larger groups though (such as 5 nanos OR 1 flux, depending on level). These artifacts are then randomly distributed to members of the legion. Choices for this are:
Chance based on % contribution to warehouse
Even chance

ALSO, This could give birth to new base abilities, which can cost Artifacts as well as AP. These could be defensive or production based.

Author:  Darth Flagitious [ Sat Feb 11, 2012 1:30 pm ]
Post subject:  Re: Base Warehouse Idea (mk2)

(1), (2) and (3) Eliminates Cargo Capacity limits.
(4) Sounds fine, but think about it like this. A base mod is an integrated part of the base. It would be like jamming your kitchen in a cupboard. Realistically, you need to tear it apart and rebuild it for the next time.
(5) You need to have the research capability (capacity) to perform experiments. We don't want 4 year olds playing with the Bunsen Burners and Erlenmeyer Flasks.
(6) Who is going to be able to find enemy bases? The one's out there flying around in enemy space (the PvPers)
(7) Dan is anti-autorank. ANY energy storage is not going to happen as it would help people rank faster. Be thankful we still have Silthion Energy Sacs.

Author:  Uy23e [ Sat Feb 11, 2012 6:36 pm ]
Post subject:  Re: Base Warehouse Idea (mk2)

Darth Flagitious wrote:
(1), (2) and (3) Eliminates Cargo Capacity limits.
(4) Sounds fine, but think about it like this. A base mod is an integrated part of the base. It would be like jamming your kitchen in a cupboard. Realistically, you need to tear it apart and rebuild it for the next time.
(5) You need to have the research capability (capacity) to perform experiments. We don't want 4 year olds playing with the Bunsen Burners and Erlenmeyer Flasks.
(6) Who is going to be able to find enemy bases? The one's out there flying around in enemy space (the PvPers)
(7) Dan is anti-autorank. ANY energy storage is not going to happen as it would help people rank faster. Be thankful we still have Silthion Energy Sacs.


it does take tessa/MSP to upgrade the warehouse, which in theory if it cost a high enough amount(i.e. cargo size required to upgrade vs space provided by warehouse), it's similiar to a low lvl having a higher lvl who have too much cargo(and no use for tessa/MSP) to store stuff for them, but without the hassle.
so, 1, 2, 3 are fine by me, given a proper size/cost ratio
#4 i would be perfectly happy if it just recycles the "special" stuff used for the base(tear it apart hehe~) including but not limited to: GP artifacts, CTP, PF and store them there. i for one don't really care for the modules themselves, we have enough base funds
#5 if you mean requirng the tech tier to use CTL, I agree

Author:  Bluecifer [ Sat Feb 11, 2012 6:41 pm ]
Post subject:  Re: Base Warehouse Idea (mk2)

spyder wrote:
An upgradable warehouse which is upgraded along with the base. It costs 4 special space to build, and can be upgraded on a separate tab on the base. Upgrades cost Energy, CTP, EM and "cargo space" (Tessarects get 10, MSPs give 60). This is independent to the base upgrade, but it's level cap is that of the base (so no lvl4 warehouse with a lvl3 base).

Each level gives a new section to the warehouse, and increases the capacity of all sections.

Tiers:
1) General storage - anyone can deposit or withdraw
2) Secure storage - anyone can deposit, but they need a leader/officer's permission to withdraw.
3) Personal storage - Members can store ship modules here. A limited space of modules can be stored. Players pay 50% upkeep on stored modules, and can only withdraw 1 module every hour.
4) Module storage - Base modules can be stored here, the base pays 1/2 upkeep on stored modules. Limited "space" of modules can be stored, and only 1 can be re-installed every hour.
5) AI brain - People can "store" research here, and they get a 10% increase to all points stored. Iit is automatically used for CT lab attempts.
6) Honours collection - people donate red badges here to be used for base scans.
7) Capacitor bank - People can store a limited amount of energy here for later use. Only 50% of energy is transferred though.
8) TBA

Also, every day, after warehouse level 3, the warehouse generates artifacts - 1 set for each level. At higher levels, it generates better quality artifacts (such as fluxes and terraformers) than lower levels (such as foci and nanodrones). Lower quality artis are generated in larger groups though (such as 5 nanos OR 1 flux, depending on level). These artifacts are then randomly distributed to members of the legion. Choices for this are:
Chance based on % contribution to warehouse
Even chance

ALSO, This could give birth to new base abilities, which can cost Artifacts as well as AP. These could be defensive or production based.

Didn't I come up with that on a thread a while back?

Author:  Uy23e [ Sat Feb 11, 2012 6:44 pm ]
Post subject:  Re: Base Warehouse Idea (mk2)

i guess that's why the thread is named mk2....
i vaguely remember something of this kind too, but I for one am unable to find the thread or recall who wrote the first so~ meh~

Author:  spyder [ Sat Feb 11, 2012 7:03 pm ]
Post subject:  Re: Base Warehouse Idea (mk2)

Bluecifer wrote:
Didn't I come up with that on a thread a while back?

Yes - This is the 2nd run of this idea - I looked back at the old one I made, and it had a LOT of gaping holes in it. But then I saw lately a few people asking for something like this.

Darth Flagitious wrote:
(1), (2) and (3) Eliminates Cargo Capacity limits.It costs Cargo space to build it, and it'd be limited.
(4) Sounds fine, but think about it like this. A base mod is an integrated part of the base. It would be like jamming your kitchen in a cupboard. Realistically, you need to tear it apart and rebuild it for the next time. This was aimed at GP/special space modules more than normal ones
(5) You need to have the research capability (capacity) to perform experiments. We don't want 4 year olds playing with the Bunsen Burners and Erlenmeyer Flasks.This is just to help those who want to contribute to help more, and slightly accelerate the process of finding the artifacts. The brain performs the experiments itself.
(6) Who is going to be able to find enemy bases? The one's out there flying around in enemy space (the PvPers)People who want to help scan, but don't have permission can contribute here.
(7) Dan is anti-autorank. ANY energy storage is not going to happen as it would help people rank faster. Be thankful we still have Silthion Energy Sacs. This would be capped at say 500 energy, and would cost 1000 energy to fill. That's ANTI ranking if anything. The intention is purely so people can have a reserve for when they're a few 100 exp from ranking, and with it on a Lvl7 base, that would eliminate the problem from most people.

Author:  spyder [ Sun Feb 12, 2012 11:25 am ]
Post subject:  Re: Base Warehouse Idea (mk2)

Abilities:
Inversion - for the next 10 minutes, 50% of damage applied to the hull is ADDED to the shield. Cost: 5AP, 50 nanodrones, 50 Shield amps.
Crimson Infusion - Base attack is increased by 10% for 1 hour. Cost: 200 crimson obelisks, 50 foci, 5AP
Data Hack - Base research payout is increased by 25% for the next shipment. Cost: 5AP, 200K RP, 200 dark pyramids

These are just a few ideas.

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