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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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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.
Last edited by spyder on Sat Apr 21, 2012 6:56 pm, edited 4 times in total.
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Sun Apr 15, 2012 6:49 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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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.
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Sun Apr 15, 2012 6:53 pm |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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I was thinking of something like this +1
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Sun Apr 15, 2012 6:53 pm |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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Lazuli Fixer-Physicst. So much HEALTH.
Or a Builder-Miner for someone stuggling with upkeep.
Vygoid Excavator-Miner (20/10/5 - YAY!)
_________________ ...Yawn... sleepy dragon.... Umm... rage!
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Sun Apr 15, 2012 7:01 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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Saboteur:
Mercenary: 5% increase to PvP attack Assassin: 20% increase to cloak (stacks with Zolazin, effectively gives a 64% increase)
_________________Inventor of Invisible SandTM
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Sun Apr 15, 2012 7:14 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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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.
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Sun Apr 15, 2012 7:55 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Just to make clear, it's either/or. You could have a spy/saboteur, OR a Assassin (sabotage + the 10/20% cloak)
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Sun Apr 15, 2012 8:00 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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Meh, I'd rather a Saboteur Mercenary. Just sayin' lol
_________________Inventor of Invisible SandTM
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Sun Apr 15, 2012 8:04 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Finished all the "specialisations" - used a few of your ideas Blue, but for different professions which seemed more appropriate.
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Sun Apr 15, 2012 8:33 pm |
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flamemonarc
Joined: Fri Mar 02, 2012 10:42 pm Posts: 54 Location: canada
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+1 for me i like the ideas and as sad before it would add a bit of divercity to the game =P
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Sun Apr 15, 2012 8:38 pm |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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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.
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Sun Apr 15, 2012 8:53 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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spyder wrote: Finished all the "specialisations" - used a few of your ideas Blue, but for different professions which seemed more appropriate.
_________________Inventor of Invisible SandTM
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Sun Apr 15, 2012 8:56 pm |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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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
_________________ ...Yawn... sleepy dragon.... Umm... rage!
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Sun Apr 15, 2012 9:01 pm |
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Billik
Joined: Thu Nov 24, 2011 12:40 am Posts: 2812 Location: Just go north, and keep on going.
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+1 to this
_________________A Necromancer Design Senatus et Populusque Imminente
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Sun Apr 15, 2012 9:03 pm |
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Moonblade
Joined: Fri Jun 03, 2011 3:53 am Posts: 77
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Love it. As always Spyder your idea is well thought out and detailed. +1 from me
_________________"Only two things are infinite; the universe and human stupidity and I'm not sure about the universe" Albert Einstein
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Mon Apr 16, 2012 6:49 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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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....
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon Apr 16, 2012 6:59 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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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.
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Mon Apr 16, 2012 8:58 am |
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Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
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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
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Mon Apr 16, 2012 1:03 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Mon Apr 16, 2012 1:37 pm |
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neogoterra
Joined: Fri Sep 23, 2011 3:30 am Posts: 1121 Location: Freeing Layered
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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
_________________http://www.youtube.com/watch?v=0GdqHJqeVy8 Some times its just better to relax and be at peace with the world.
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Thu Apr 19, 2012 6:17 pm |
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