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New Consumable Yellow Badge Item
http://galaxylegion.com/forum/viewtopic.php?f=6&t=21376
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Author:  Wolfy Minion [ Fri Feb 24, 2012 10:18 pm ]
Post subject:  New Consumable Yellow Badge Item

I want a consumable for yellows. Right now the only thing to buy repeatedly is the Heist Dispatch Center, which at one point was probably considered good, but as of now, it is a waste of yellows.

I would like something at allows me to raid a base again, costing 20 yellow badges. Only usable if you fail.

Author:  Pertominus [ Fri Feb 24, 2012 11:41 pm ]
Post subject:  Re: Yellow Badge Item

+1 or a percentage increase towards base raid chance

Author:  Wolfy Minion [ Sat Feb 25, 2012 2:02 am ]
Post subject:  Re: Yellow Badge Item

Pertominus wrote:
+1 or a percentage increase towards base raid chance


The armories already increase the raid %

Author:  LukeD [ Sat Feb 25, 2012 6:58 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

what if it was a module to increase your chance of getting a better drop from a base crate?

Author:  Boligon [ Sat Feb 25, 2012 10:17 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

Mercenary raid leader
Cost: 20 yellow badges (Just a number throwing it out their)

Reduces the common drop rate by 15%, raises uncommon drop rate 10%, and raises rare chances 5%.


The mercenary specializes in navigating the corridors of large Legion Base complex's, and can help find better loot. His fee is only good to hire him once, but can be contracted again and again (Consumable item)
Makes the uncommon drops more common, and rares slightly less rare.

Author:  Vekno [ Sat Feb 25, 2012 10:40 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

Boligon wrote:
Mercenary raid leader
Cost: 20 yellow badges (Just a number throwing it out their)

Reduces the common drop rate by 15%, raises uncommon drop rate 10%, and raises rare chances 5%.


The mercenary specializes in navigating the corridors of large Legion Base complex's, and can help find better loot. His fee is only good to hire him once, but can be contracted again and again (Consumable item)
Makes the uncommon drops more common, and rares slightly less rare.


i would definitely buy this. The only thing though is that you get crates, but you dont have to open them right away. Would this be an effect? like for 5 minutes? cause then i'd just save my crates, use this, and then open em all at once. But either way, i really like this idea. Would be nice to get something other than 3 triphases a day...

Author:  Boligon [ Sun Feb 26, 2012 12:05 am ]
Post subject:  Re: New Consumable Yellow Badge Item

Vekno wrote:
Boligon wrote:
Mercenary raid leader
Cost: 20 yellow badges (Just a number throwing it out their)

Reduces the common drop rate by 15%, raises uncommon drop rate 10%, and raises rare chances 5%.


The mercenary specializes in navigating the corridors of large Legion Base complex's, and can help find better loot. His fee is only good to hire him once, but can be contracted again and again (Consumable item)
Makes the uncommon drops more common, and rares slightly less rare.


i would definitely buy this. The only thing though is that you get crates, but you dont have to open them right away. Would this be an effect? like for 5 minutes? cause then i'd just save my crates, use this, and then open em all at once. But either way, i really like this idea. Would be nice to get something other than 3 triphases a day...


Good point. Making it have a duration effect would be a bit over the top since they could be used like that. If possible the ideal situation would be making it a 1-shot llike traps. The effect is used on the ship, could be something like Mercenary crew, and then the buff has a week duration is a triggered effect like traps. Open a base crate, and it triggers. Different payout, and effect is gone.

Author:  Wolfy Minion [ Sun Feb 26, 2012 10:09 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

Boligon wrote:
Vekno wrote:
Boligon wrote:
Mercenary raid leader
Cost: 20 yellow badges (Just a number throwing it out their)

Reduces the common drop rate by 15%, raises uncommon drop rate 10%, and raises rare chances 5%.


The mercenary specializes in navigating the corridors of large Legion Base complex's, and can help find better loot. His fee is only good to hire him once, but can be contracted again and again (Consumable item)
Makes the uncommon drops more common, and rares slightly less rare.


i would definitely buy this. The only thing though is that you get crates, but you dont have to open them right away. Would this be an effect? like for 5 minutes? cause then i'd just save my crates, use this, and then open em all at once. But either way, i really like this idea. Would be nice to get something other than 3 triphases a day...


Good point. Making it have a duration effect would be a bit over the top since they could be used like that. If possible the ideal situation would be making it a 1-shot llike traps. The effect is used on the ship, could be something like Mercenary crew, and then the buff has a week duration is a triggered effect like traps. Open a base crate, and it triggers. Different payout, and effect is gone.


Be easier to make it a base artifact, which you use before a raid, that just upgrades the crate you receive from the base upon a successful crate. ie large base Crate 2.0 or some other name.

Any way not likely to happen since Dan probably doesn't want us getting better drops too easily, which is why I said I wanted a second chance at raiding if I failed. Those who are so strong or get lucky don't need more, they already got a pay out and those who don't have a good chance at a pay out most likely won't use this because it would be a waste. It will be for the people who have like 50%+ chance and fail. Nothing to over powered and ensures those who put the effort into a base actually get something and not just screwed by the RNG.

Author:  Wolfy Minion [ Fri Mar 16, 2012 8:35 am ]
Post subject:  Re: New Consumable Yellow Badge Item

I just broke 200 yellows can I have something to use them on please!

Author:  martin.smit [ Fri Mar 16, 2012 9:02 am ]
Post subject:  Re: New Consumable Yellow Badge Item

+1 Second Chance

Author:  LIBING [ Fri Mar 16, 2012 2:01 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

+1 . more green badges item too please. i have 80+ greens 8-)

Author:  gert [ Fri Mar 16, 2012 2:27 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

We need overall new badge items. I like the suggestion LittleFluffy.

I am sitting with 980 Yellow and will not use a single one for the Heist Dispatch Center again.
I have 700 Red badges and use here or there for base scans but that only plays a minor role.
Greens sitting with 78 and the planet module is not that good .Purple and silver is fine for now for me but others might feel different.

Author:  Wolfy Minion [ Fri Mar 16, 2012 3:25 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

gert wrote:
We need overall new badge items. I like the suggestion LittleFluffy.

I am sitting with 980 Yellow and will not use a single one for the Heist Dispatch Center again.
I have 700 Red badges and use here or there for base scans but that only plays a minor role.
Greens sitting with 78 and the planet module is not that good .Purple and silver is fine for now for me but others might feel different.


scan more bases, you guys keep sending over bases that are way too powerful, scan like 5-6 times and bring your reds down.

As for greens well a 2 space +1 artifact +5% option of cloak/def/attack limit 1 per planet for 5 greens would be nice. help cloak some planets or defend.

Author:  Wolfy Minion [ Sat Mar 24, 2012 6:47 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

please Dan, not asking much for something to use these things on

Author:  gert [ Sat Mar 24, 2012 6:57 pm ]
Post subject:  Re: New Consumable Yellow Badge Item

Littlefluffy wrote:
gert wrote:
We need overall new badge items. I like the suggestion LittleFluffy.

I am sitting with 980 Yellow and will not use a single one for the Heist Dispatch Center again.
I have 700 Red badges and use here or there for base scans but that only plays a minor role.
Greens sitting with 78 and the planet module is not that good .Purple and silver is fine for now for me but others might feel different.


scan more bases, you guys keep sending over bases that are way too powerful, scan like 5-6 times and bring your reds down.

As for greens well a 2 space +1 artifact +5% option of cloak/def/attack limit 1 per planet for 5 greens would be nice. help cloak some planets or defend.



Well currently the base scanning between us all is not that good i have scanned plenty of times and then out of nowhere a request will come to join a base and we join and those scans i made was a total waist. So i do not scan accept if a request is made and i will always scan as it is currently a white elephant in my items.

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