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Base Unlockable Traits
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Author:  LifesLemons [ Sat Jun 02, 2012 8:49 am ]
Post subject:  Base Unlockable Traits

So we have Unlockable Player Races, so why not unlockable Base Traits (to be fair i just finished watching Event Horizon)

The Living Base
Base Upkeep reduced by 2% for each builder in the legion, BUT Commerce Bay CANNOT be installed

Mercenary Outpost
When Base is targeted, Defenses decrease by 15% but attack increases by 20%

The Divine Entity
When base is targeted, "Hand of God" protects base for 6 or 7 hours, BUT legion cannot use further bonuses to enhance hull, def, att, shields etc. Legions can choose for a whole 7 hour defense or choose two one hour slots when the Hand will not exist (ie out of the 8 hours - hours 3 and 7 will have no protection OR first 7 hours has full protection and the last one hour has none). Shield Recharge Rates reduced by 20%

The Golden Base
Production is increased by 20% but hull is reduced by 20%.


I know some of these ideas are terrible. But hopefully people can refine them etc. Idea is to have these traits use up at least 30 ability points and require a base research after the lvl 5 tree. (just after sub quantum logistics). And then you unlock the ability to "embrace" the different base characteristics. Also a 72 hour cooldown before being able to use another trait.

Author:  Wolfy Minion [ Sat Jun 02, 2012 9:07 am ]
Post subject:  Re: Base Unlockable Traits

LifesLemons wrote:
So we have Unlockable Player Races, so why not unlockable Base Traits (to be fair i just finished watching Event Horizon)

The Living Base
Base Upkeep reduced by 2% for each builder in the legion, BUT Commerce Bay CANNOT be installed Okay acceptable, commerce bays are only useful when you want to buy large amounts of ctp. This is can't be perm though

Mercenary Outpost
When Base is targeted, Defenses decrease by 15% but attack increases by 20% Who the hell would be stupid enough to use this? I want to know so I can lock their base

The Divine Entity
When base is targeted, "Hand of God" protects base for 6 or 7 hours, BUT legion cannot use further bonuses to enhance hull, def, att, shields etc. Legions can choose for a whole 7 hour defense or choose two one hour slots when the Hand will not exist (ie out of the 8 hours - hours 3 and 7 will have no protection OR first 7 hours has full protection and the last one hour has none). Shield Recharge Rates reduced by 20%WAY too OP, plenty of bases are a pain to kill in 8 hrs, this makes pretty much most 5s and above invincible

The Golden Base
Production is increased by 20% but hull is reduced by 20%. I like more production but why the loss of hull?


I know some of these ideas are terrible. But hopefully people can refine them etc. Idea is to have these traits use up at least 30 ability points and require a base research after the lvl 5 tree. (just after sub quantum logistics). And then you unlock the ability to "embrace" the different base characteristics. Also a 72 hour cooldown before being able to use another trait.

Author:  LifesLemons [ Sat Jun 02, 2012 10:27 am ]
Post subject:  Re: Base Unlockable Traits

Littlefluffy wrote:
So we have Unlockable Player Races, so why not unlockable Base Traits (to be fair i just finished watching Event Horizon)

The Living Base
Base Upkeep reduced by 2% for each builder in the legion, BUT Commerce Bay CANNOT be installed Okay acceptable, commerce bays are only useful when you want to buy large amounts of ctp. This is can't be perm though

Mercenary Outpost
When Base is targeted, Defenses decrease by 15% but attack increases by 20% Who the hell would be stupid enough to use this? I want to know so I can lock their basethe same people who colonise an average abundant barren planet? - maybe change to "Defenses increases by 5% but attack decreases by 35%?

The Divine Entity
When base is targeted, "Hand of God" protects base for 2 or 3 hours, BUT legion cannot use further bonuses to enhance hull, def, att, shields etc. Legions can choose for a whole 3 hour defense or choose two one hour slots when the Hand will exist (ie out of the 8 hours - hours 3 and 7 will have protection OR first 3 hours has full protection and the last 5 hours has none). Shield Recharge Rates reduced by 40%WAY too OP, plenty of bases are a pain to kill in 8 hrs, this makes pretty much most 5s and above invinciblebetter

The Golden Base
Production is increased by 20% but hull is reduced by 5%. I like more production but why the loss of hull? The idea is there has to be a drawback to a good trait

The Alexandrian Hub
Costs of CT Lab artifacts decrease by 20% of artis (ie 20 artis for a design now only cost 16) BUT energy needed is 1.5x the value


HOWZAT FLUFFEH!?
I know some of these ideas are terrible. But hopefully people can refine them etc. Idea is to have these traits use up at least 30 ability points and require a base research after the lvl 5 tree. (just after sub quantum logistics). And then you unlock the ability to "embrace" the different base characteristics. Also a 72 hour cooldown before being able to use another trait.

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