Galaxy Legion Forum
http://galaxylegion.com/forum/

Badge Modules, revisited.
http://galaxylegion.com/forum/viewtopic.php?f=6&t=23177
Page 1 of 1

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 :-D
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 :) :lol:

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.

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/