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Cool New Module Idea
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Author:  Fralo [ Mon Jun 04, 2012 8:32 pm ]
Post subject:  Cool New Module Idea

So, I just thought of something while fighting bosses with an annoying activated ability.

What if there was some kind of module that could increase your "resistance" to their abilities, such as making them last shorter, or maybe making them less likely to occur. So, I made these up.

Please keep in mind this idea as it is, only affects negative powers on NPC bosses that affect YOUR ship. Not player nerfs if they use one.

Negative Containment Sphere.
Special module. Size 35, limit one per ship. (Maybe two...)
Effect: Makes all negative effects inflicted by NPC bosses (only) on your ship 5% less likely to occur. Effects that do hit last for 5% less time.

Negative Field Projector
Special Module. Size 40, limit one per ship.
Effect: Makes all NPC buffs that they apply to themselves 5% less likely to occur.

Not sure where you would get it though. Either CT lab, maybe (a good use for containment cages and cargo pods perhaps.) or some kind of unique mission rewards. So, any feedback is appreciated. I don't think anybody has made this idea up before, so I decided to add it. Hope it's liked.

Author:  spyder [ Mon Jun 04, 2012 8:51 pm ]
Post subject:  Re: Cool New Module Idea

Dan has already thrown something out like this.

The current reward for the achievement "Mind Over Matter" improves the Genetarr ability of reducing the enemy NPC's defence by also making it impossible for the enemy to use abilities for 10 minutes. Any more, and I think enemy abilities may become redundant.

Author:  kirkeastment [ Mon Jun 04, 2012 10:27 pm ]
Post subject:  Re: Cool New Module Idea

spyder wrote:
Dan has already thrown something out like this.

The current reward for the achievement "Mind Over Matter" improves the Genetarr ability of reducing the enemy NPC's defence by also making it impossible for the enemy to use abilities for 10 minutes. Any more, and I think enemy abilities may become redundant.


That requires a person to stay as Genetarr though, an atypical and extremely redundant race as you get higher in rank.

I'll give the idea a +1. The size of the modules would be an issue, given they don't have anything else about them, people are unlikely to install them.

Author:  Captain Crunch [ Mon Jun 04, 2012 11:04 pm ]
Post subject:  Re: Cool New Module Idea

I'm surprised the Xecti race didn't get this, as adaptive as they are. Adding it to what they already get is too much, but it seemed like a good fit. NPCs can get you once, but you adapt and they don't get you twice within a certain time frame.

Author:  Darth Flagitious [ Mon Jun 04, 2012 11:10 pm ]
Post subject:  Re: Cool New Module Idea

Containment Cage.

Author:  Fralo [ Mon Jun 04, 2012 11:11 pm ]
Post subject:  Re: Cool New Module Idea

Well, my idea only adds a 5% bonus. That's really quite small, however I thought much more and it would be too powerful. The Genetarr thing requires somebody to be Genetarr, or have somebody else be a Genetarr which could easily be problematic.

People may also see little value to the modules, and not bother acquiring them. (I would...) Or people would, but I think they're rather balanced at the moment. Perhaps the first one, with the prevention of debuffs to the player is better, because the other one could easily get spammed on NPCs by people and make them much weaker. I still think its a halfway decent idea. Could use a little more work I suppose, but still not too bad.

Author:  varunjitsingh146 [ Tue Jun 05, 2012 2:13 am ]
Post subject:  Re: Cool New Module Idea

Darth Flagitious wrote:
Containment Cage.

yeah i was thinking the same thing cages get rid of the effect period.

Author:  Uy23e [ Tue Jun 05, 2012 3:21 am ]
Post subject:  Re: Cool New Module Idea

varunjitsingh146 wrote:
Darth Flagitious wrote:
Containment Cage.

yeah i was thinking the same thing cages get rid of the effect period.


but what a hassle it is to apply that over and over and over when fighting big npcs? and if u click too fast, u will probably end up being debuffed on quite a few of ur attacks....
i would be very happy if there was a way to auto apply cage when NPC ability procs

Author:  Darth Flagitious [ Tue Jun 05, 2012 4:15 am ]
Post subject:  Re: Cool New Module Idea

Uy23e wrote:
varunjitsingh146 wrote:
Darth Flagitious wrote:
Containment Cage.

yeah i was thinking the same thing cages get rid of the effect period.


but what a hassle it is to apply that over and over and over when fighting big npcs? and if u click too fast, u will probably end up being debuffed on quite a few of ur attacks....
i would be very happy if there was a way to auto apply cage when NPC ability procs


To be quite honest, I don't even bother caging anymore. It's not like the NPC is going to disappear if you click off to repair. And the only attack nerf that even comes close to hurting is the Hyperport. And I fully buff with a shockpulse and everything when those show up so it's not so bad getting whacked.

Author:  varunjitsingh146 [ Tue Jun 05, 2012 4:16 am ]
Post subject:  Re: Cool New Module Idea

Uy23e wrote:
varunjitsingh146 wrote:
Darth Flagitious wrote:
Containment Cage.

yeah i was thinking the same thing cages get rid of the effect period.


but what a hassle it is to apply that over and over and over when fighting big npcs? and if u click too fast, u will probably end up being debuffed on quite a few of ur attacks....
i would be very happy if there was a way to auto apply cage when NPC ability procs

that is also true

Author:  Fralo [ Tue Jun 05, 2012 7:50 pm ]
Post subject:  Re: Cool New Module Idea

Yes, obviously the NPC isn't going to disappear, but its very annoying to constantly apply cages.

Besides, if you can "just use an artifact" what's the point of the Aegis Capacitor and Velox thruster? They both increase a stat by a small percentage. Why don't you "just use a buff" artifact? The point is this is meant to be a permanent bonus. It could be a CT lab module that needs containment cages to be built. Then people are investing cages in something that will allow them to need less cages in the future. Logic no?

Author:  Uy23e [ Tue Jun 05, 2012 9:30 pm ]
Post subject:  Re: Cool New Module Idea

Fralo wrote:
Yes, obviously the NPC isn't going to disappear, but its very annoying to constantly apply cages.

Besides, if you can "just use an artifact" what's the point of the Aegis Capacitor and Velox thruster? They both increase a stat by a small percentage. Why don't you "just use a buff" artifact? The point is this is meant to be a permanent bonus. It could be a CT lab module that needs containment cages to be built. Then people are investing cages in something that will allow them to need less cages in the future. Logic no?


bad argument, u cant use 2 of the same buff. who told u they are not already using all the buff they can?

Author:  Fralo [ Tue Jun 05, 2012 10:27 pm ]
Post subject:  Re: Cool New Module Idea

I know you can't apply the same buff multiple times. I know they are probably using all the buffs they can. I'm not saying that they should be, because I know you can't, and I never said that in my last post.

But from what I can sense, and from what I've seen on their other posts, these guys are also probably like rank 900 or 1000, and probably have a million tac officers and probably don't care.

But what about lower level players? I'm only rank 351. That's higher than a lot of the low guys, but it's pretty low to the "big boys" and I think other low levels or medium rankers will care.

Aren't people always saying that most modules only favor the higher guys? Well this one favors the little ones. Besides, I don't see why people don't see a practical use to it. I'm not whining or complaining about NPCs with abilities, but I at least thought this idea would be generally liked or at least not shot down like it seems to be.

So there.

Author:  Darth Flagitious [ Tue Jun 05, 2012 10:41 pm ]
Post subject:  Re: Cool New Module Idea

Fralo wrote:
I know you can't apply the same buff multiple times. I know they are probably using all the buffs they can. I'm not saying that they should be, because I know you can't, and I never said that in my last post.

But from what I can sense, and from what I've seen on their other posts, these guys are also probably like rank 900 or 1000, and probably have a million tac officers and probably don't care.

But what about lower level players? I'm only rank 351. That's higher than a lot of the low guys, but it's pretty low to the "big boys" and I think other low levels or medium rankers will care.

Aren't people always saying that most modules only favor the higher guys? Well this one favors the little ones. Besides, I don't see why people don't see a practical use to it. I'm not whining or complaining about NPCs with abilities, but I at least thought this idea would be generally liked or at least not shot down like it seems to be.

So there.


Yeah, I'm low to mid 800's. That doesn't mean I've "forgotten" what it's like to be a "little guy" however. When I was in my 300s I rarely ever caged off NPC effects either. Why? Because I built a sound, well balanced ship. I didn't make a glass gun or a turtle shell. I followed the advice I got from those who were bigger than me. I'm actually one that does still look out for little guys when it comes to suggestions. In general, if a suggestion isn't valuable to all levels or at least a vast majority, I'm opposed to it. I'd also like to see an example of a module that favors higher people or even a complaint thereof. Aside from the Radiant Surge Cannon that can only be bought with GP.

Author:  Fralo [ Tue Jun 05, 2012 10:47 pm ]
Post subject:  Re: Cool New Module Idea

I suppose you are correct. However, doesn't ANYBODY think it would be nice if NPCs just didn't zap you with some annoying nerf, (even if you don't care) therefore making them easier to kill?

Besides, don't most people in the game find some things almost useless while others think they're "godly"?

I, for example, worry more about upgrading my ship than my planets. I skipped most of the weekly Trellith missions, while others cheered and got all the rewards they could. I didn't really need the rewards so I worried about other stuff, but others either needed them, or desperately wanted them.

So isn't this idea the same? Some would probably jump on it because they like it, others may just not give a care, and ignore it.

Author:  Billik [ Tue Jun 05, 2012 11:04 pm ]
Post subject:  Re: Cool New Module Idea

I'll say +1 to reducing the debuff, if only from DMC's -25% getting on my nerves and happening every second shot it seems -.-

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