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Badge Modules, revisited. http://galaxylegion.com/forum/viewtopic.php?f=6&t=23177 |
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Author: | Jackie [ Thu Apr 05, 2012 4:30 am ] |
Post subject: | Badge Modules, revisited. |
I'm proposing that at certain ranks a set of missions opens up which costs badges. The mission will *upgrade* an existing module of the badge type which the mission cost. Example: Raiders Bootcamp(Minimum rank: 250): Due to your reputation of pillaging and pirating materials from other ships across the galaxy, you have been selected to join an advanced team of elite raiders. Unfortunately, there is a minor detail- we wish to confirm your prowess in this area. Provide proof of your exploits to join our team and receive our training and advanced technology. Cost: 50 energy, 1 yellow Runs to completion: 80 Completion Reward: Protean Upgrade. Protean Upgrade: Upgrades an existing Protean Armory into Raidean(find a better name, I'm bad at this) Armor. Raidean Armor: Size: 20, Increases Hull integrity by 500 and adds a 10% bonus to your raiding ability. Or something of this sort. Do you think this is a good idea? Input and ideas from readers of this post would be appreciated. |
Author: | RigorMortis [ Thu Apr 05, 2012 4:46 am ] |
Post subject: | Re: Badge Modules, revisited. |
I like the idea, it adds a requirement for energy and additional badges to upgrade the badge modules. Should the deck:size ratio be larger, possibly, due to the additional requirements? Perhaps 500 hull and a size of 15 or 16? Or would the additional hull alone be enough of a buff? |
Author: | Uy23e [ Thu Apr 05, 2012 5:12 am ] |
Post subject: | Re: Badge Modules, revisited. |
anything that encourage mixed gaming style is nice ![]() exact bonus and targets are up to debate as there are many, but good concept |
Author: | Zargor [ Thu Apr 05, 2012 11:12 am ] |
Post subject: | Re: Badge Modules, revisited. |
Jackie wrote: I'm proposing that at certain ranks a set of missions opens up which costs badges. The mission will *upgrade* an existing module of the badge type which the mission cost. Example: Raiders Bootcamp(Minimum rank: 250): Due to your reputation of pillaging and pirating materials from other ships across the galaxy, you have been selected to join an advanced team of elite raiders. Unfortunately, there is a minor detail- we wish to confirm your prowess in this area. Provide proof of your exploits to join our team and receive our training and advanced technology. Cost: 50 energy, 1 yellow Runs to completion: 80 Completion Reward: Protean Upgrade. Protean Upgrade: Upgrades an existing Protean Armory into Raidean(find a better name, I'm bad at this) Armor. Raidean Armor: Size: 20, Increases Hull integrity by 500 and adds a 10% bonus to your raiding ability. Or something of this sort. Do you think this is a good idea? Input and ideas from readers of this post would be appreciated. Yes i like +1. I would love to upgrade my dom mk3's ![]() ![]() |
Author: | Bluecifer [ Thu Apr 05, 2012 11:35 am ] |
Post subject: | Re: Badge Modules, revisited. |
Shocktrooper You have proven yourself capable of taking enemy planets. You have been drafted to help us take an enemy fortress world. Cost: 50 energy + 1 Green Badge 5 rounds per completion, 2 completions. Awards a Tectonic Manipulator Upgrade Upgrades an Atmospheric Decimator to a Tectonic Manipulator. Size: 15 Attack: 600 invasion attack + 10% increase to invasion success. |
Author: | Sereomontis [ Thu Apr 05, 2012 12:28 pm ] |
Post subject: | Re: Badge Modules, revisited. |
+1. Loving the idea, would give us even more to do with our badges. Hows this: Alien Assassin.(?) We have been watching you from afar, and you have proven yourself to be a powerful warrior, but there is more to fighting than pure power. Join us, and we will teach you our ways. But i must warn you, our help will come at a cost. Becomes available on rank 180. Cost: 50 energy + 1 red badge. 50 rounds/completion. 4 completions. Awards a <insert name> upgrade. upgrades your Dominion cannons (MK 3's only) to <insert name> size: 22. Attack: 190 + 5% cloak('cause assassins are usually good at hiding). Possibly: Follow up mission: Secret Of The Assassins. <insert description> cost: 150 energy + 1 Sha'din Algorithm.(dropped by the matched Sha'din Penetrator) 110 rounds/completions. 1 completion. Unlocks the ability: hidden assassin. (or something else, thats not as lame) Ability: increases cloaking by 25% for 1 hour. cool-down 6 hours. costs 25 energy. Details need work, but i think these could be good. |
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