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2nd Tier Professions
http://galaxylegion.com/forum/viewtopic.php?f=6&t=23617
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Author:  spyder [ Sun Apr 15, 2012 6:49 pm ]
Post subject:  2nd Tier Professions

After you reach, say, rank 150, how about a new mission opens up called "Professional Training" - this would be a single completion mission. Completion "upgrades" your professions, allowing you two choices:

1) Specialisation - You gain a 2nd level profession (I'll get to it later)
2) Diversify - You can pick up a second profession, suitable to your race, at a reduced (50%-66%) effectiveness. A general idea of how this could work is here:

You could change which one you wanted by completing a repeatable mission (change special/diverse, or change what you specialise/diversify in).

Biologist: 15% population
Builder: 20% reduced upkeep
Excavator: 5% bonus artis
Explorer: 10% more scan
Fixer: 10% more hull
Governor: events 2x more likely
Hacker: 15% hacking strength
Merchant: 15% more cargo
Miner: 5% more minerals
Physicist: 10% more shields
Raider: 15% more raiding
Saboteur: Disables an structure, reducing it's effectiveness by 50% for 4 hours
Spy: 10% more cloak

Some of the more "exploitable/useful" professions have been nerfed more than others, namely fixer, Physicist and saboteur.

You could change which one you wanted by completing a repeatable mission (change special/diverse, or change what you specialise/diversify in).

If you choose specialise, you gain one of two extra profession traits.

(the following are just examples of what this could be - open to suggestions)

Biologist
1) Bio-Chemist --> Population "resilience" increases, halving the effect of a engineered virus.
2) Bio-Physicist --> Your crew benefit from your knowledge of alien anatomy, making them stronger. Raid gains are increased by 30%, and crew are less likely to die.

Builder
1) Architect --> Planetary build costs are reduced by 20%
2) Engineer --> Ship module build costs are reduced by 40%

Excavator
1) Archaeologist --> A further 10% bonus to artifact income from desert, Terra, Gaia and Barren worlds.
2) Excavation Expert --> Provides ability "excavate", which grants the player 1 random artifact worth over 1599 AP. Cooldown: 8(?) hours

Explorer
1) Deep-space Explorer --> Your "planets scanned" total is reduced by 15% for scanning purposes
2) Covert Explorer --> All your planets gain a passive 1000 cloak for whilst you have this profession.

Fixer
1) Repairman --> Repair cost cap reduced by 25% (down to 150M)
2) Mechanic --> Repair timer is reduced by 2 minutes (down to 3 minutes)

Governor
1) Inquisitor --> Temporary planet event effects are increased by 50% (eg pure deposits give +15% instead of +10%)
2) Strategist --> Population REDUCED by 20%, but planet defence increased by 10%

Hacker
1) Bypasser --> Gives a 50% chance of NOT tripping a QFT when hacking
2) Security Expert --> When you successfully hack an enemy, your raid chances against them increase by 20% for 1 hour.

Merchant
1) Trader --> Once every 8 hours, you may trade in any artifact and you will be refunded 50% of the AP cost
2) Secure Merchant --> Your cargo hold is well fortified. You gain 1 point of hull for every 100 cargo space you have.

Miner
1) Diversionary Miner --> Mineral tax is reduced to 15%
2) Rad Miner --> Mining bonus increases to 15% on toxic and Irradiated worlds.

Physicist
1) Defensive Physicist --> Your shields "reflect" 5% of damage taken (ie for every 100 points your shields take, the attacker takes an extra 5 damage)
2) Energy Specialist --> You can use your energy to recharge your shields. 5 energy returns 100 shield points

Raider
1) Vengeful Raider --> If you are fail-raided, there is a 50% chance that you will counter-raid. You CANNOT lose crew from this.
2) Mercenary --> PvP attack increased by 5%

Saboteur
1) Infiltrator --> You can choose what building gets sabotaged.
2) Dissasembler --> You are given ALL resources used to build the building you sabotage (minerals and credits)

Spy
1) Assassin --> NPC attack increased by 5%
2) Information Broker --> Ability "Extort" - You are granted 50% of a planet's output for 4 hours. During this time, you are targetable by the owner. If disabled by anyone the effect ends. May only be used on the same planet within 3 days.

Author:  Epicownage [ Sun Apr 15, 2012 6:53 pm ]
Post subject:  Re: 2nd Tier Professions

It's a neat idea, but I'm not sure if it's a bit I don't know, pointless I suppose. We already have proffesion and race bonuses, why would we really need another one? But then again it would diversify things so a +0 from me.

Author:  playret0195x [ Sun Apr 15, 2012 6:53 pm ]
Post subject:  Re: 2nd Tier Professions

I was thinking of something like this
+1

Author:  strm avenger [ Sun Apr 15, 2012 7:01 pm ]
Post subject:  Re: 2nd Tier Professions

Lazuli Fixer-Physicst. So much HEALTH.

Or a Builder-Miner for someone stuggling with upkeep.

Vygoid Excavator-Miner (20/10/5 - YAY!)

Author:  Bluecifer [ Sun Apr 15, 2012 7:14 pm ]
Post subject:  Re: 2nd Tier Professions

Saboteur:

Mercenary: 5% increase to PvP attack
Assassin: 20% increase to cloak (stacks with Zolazin, effectively gives a 64% increase)

Author:  thunderbolta [ Sun Apr 15, 2012 7:55 pm ]
Post subject:  Re: 2nd Tier Professions

Yo Blue, should be 10% rise for cloak, as there is already Spy, which, if chosen as a second, would drop to 10%.

Personally, I'd choose sab second anyways. I think Zolazin has Builder... Zolazin Builder Sab would be fun.

Author:  spyder [ Sun Apr 15, 2012 8:00 pm ]
Post subject:  Re: 2nd Tier Professions

Just to make clear, it's either/or.
You could have a spy/saboteur, OR a Assassin (sabotage + the 10/20% cloak)

Author:  Bluecifer [ Sun Apr 15, 2012 8:04 pm ]
Post subject:  Re: 2nd Tier Professions

Meh, I'd rather a Saboteur Mercenary. Just sayin' lol

Author:  spyder [ Sun Apr 15, 2012 8:33 pm ]
Post subject:  Re: 2nd Tier Professions

Finished all the "specialisations" - used a few of your ideas Blue, but for different professions which seemed more appropriate.

Author:  flamemonarc [ Sun Apr 15, 2012 8:38 pm ]
Post subject:  Re: 2nd Tier Professions

+1 for me i like the ideas and as sad before it would add a bit of divercity to the game =P

Author:  Wolfy Minion [ Sun Apr 15, 2012 8:53 pm ]
Post subject:  Re: 2nd Tier Professions

spyder wrote:
Spy
2) Information Broker --> Ability "Extort" - You are granted 50% of a planet's output for 4 hours. During this time, you are targetable by the owner. If disabled by anyone the effect ends. May only be used on the same planet within 3 days.


Will the person be notified and get a link to the ship?
It should also be cancelled if the planet is fluxed and not work on invincible planets nor legionmate planets.

Author:  Bluecifer [ Sun Apr 15, 2012 8:56 pm ]
Post subject:  Re: 2nd Tier Professions

spyder wrote:
Finished all the "specialisations" - used a few of your ideas Blue, but for different professions which seemed more appropriate.

Image

Author:  strm avenger [ Sun Apr 15, 2012 9:01 pm ]
Post subject:  Re: 2nd Tier Professions

spyder wrote:
Fixer
2) Mechanic --> Repair timer is reduced by 2 minutes (down to 3 minutes)

I don't see this being all that useful to be honest. Fixers have killer hull, and therefore rarely repair. I would much rather have something else... like the reduced cap (although, make it all repairs reduced by 25%, or up until the cap this is useless.)

+1 overall

Author:  Billik [ Sun Apr 15, 2012 9:03 pm ]
Post subject:  Re: 2nd Tier Professions

+1 to this

Author:  Moonblade [ Mon Apr 16, 2012 6:49 am ]
Post subject:  Re: 2nd Tier Professions

Love it. As always Spyder your idea is well thought out and detailed. +1 from me

Author:  Uy23e [ Mon Apr 16, 2012 6:59 am ]
Post subject:  Re: 2nd Tier Professions

I'd say yes, cause it would give an actual benefit to ranking up which is rather lacking atm(well, after a certain point such that planet slot hardly matters)...

In fact I would support multiple tiers instead of just two.

Possibly unlocking only a small upgrade on 1st, a bigger upgrade OR a 2nd class on 2nd etc....

Author:  spyder [ Mon Apr 16, 2012 8:58 am ]
Post subject:  Re: 2nd Tier Professions

Littlefluffy wrote:
spyder wrote:
Spy
2) Information Broker --> Ability "Extort" - You are granted 50% of a planet's output for 4 hours. During this time, you are targetable by the owner. If disabled by anyone the effect ends. May only be used on the same planet within 3 days.


Will the person be notified and get a link to the ship?
It should also be cancelled if the planet is fluxed and not work on invincible planets nor legionmate planets.


I meant the owner would get an alert on their news feed that would have your name for 4 hours. After that, it'd say SOMEBODY
And I agree - invincibles/non-enemy planets would be immune to this.

strm avenger wrote:
spyder wrote:
Fixer
2) Mechanic --> Repair timer is reduced by 2 minutes (down to 3 minutes)

I don't see this being all that useful to be honest. Fixers have killer hull, and therefore rarely repair. I would much rather have something else... like the reduced cap (although, make it all repairs reduced by 25%, or up until the cap this is useless.)

+1 overall

See Fixer turned repairman for red section.
And against bases... I'd imagine you'd have to repair every 2-3 minutes anyway. This could save a few nanodrones for some people.

Author:  Fireblade [ Mon Apr 16, 2012 1:03 pm ]
Post subject:  Re: 2nd Tier Professions

spyder wrote:
Littlefluffy wrote:
spyder wrote:
Spy
2) Information Broker --> Ability "Extort" - You are granted 50% of a planet's output for 4 hours. During this time, you are targetable by the owner. If disabled by anyone the effect ends. May only be used on the same planet within 3 days.


Will the person be notified and get a link to the ship?
It should also be cancelled if the planet is fluxed and not work on invincible planets nor legionmate planets.


I meant the owner would get an alert on their news feed that would have your name for 4 hours. After that, it'd say SOMEBODY
And I agree - invincibles/non-enemy planets would be immune to this.

strm avenger wrote:
spyder wrote:
Fixer
2) Mechanic --> Repair timer is reduced by 2 minutes (down to 3 minutes)

I don't see this being all that useful to be honest. Fixers have killer hull, and therefore rarely repair. I would much rather have something else... like the reduced cap (although, make it all repairs reduced by 25%, or up until the cap this is useless.)

+1 overall

See Fixer turned repairman for red section.
And against bases... I'd imagine you'd have to repair every 2-3 minutes anyway. This could save a few nanodrones for some people.


But when you hit 200m repairs buying nanodrones off the market is about the same price as using a manual credit repair so your not really saving a money by credit repairing

Author:  ODragon [ Mon Apr 16, 2012 1:37 pm ]
Post subject:  Re: 2nd Tier Professions

Sounds like tiered professions idea.

Author:  neogoterra [ Thu Apr 19, 2012 6:17 pm ]
Post subject:  Re: 2nd Tier Professions

A BIG +1 to this lol i would build up quickly to a disassembler.....we talking about the minerals to build it the credits or both? i would be happy with the minerals personally i could pay my upkeep alone at the moment with my penny pinching ways and how much i sab

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