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Genetaar Improvement and Class improvements
http://galaxylegion.com/forum/viewtopic.php?f=6&t=27725
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Author:  Clangeddin [ Tue Aug 07, 2012 2:03 pm ]
Post subject:  Genetaar Improvement and Class improvements

I am pretty sure most people would say Gen is relatively weak 30 minute cool down and all its saving you is maybe a shield restorer or nano.. In my personal experience I have seen a number of people switch over just to get the medal for MI then switching back to a more beneficial race/class.. that being seen why not make the ability something that sticks to the user after completing x amount of MI's. Sort of a "learned" racial ability..

100 MIs - Improved MI for genetarr
1000 MIs - MI Available when race changed to another race (would take probably a good month and change in the gen race)
5000 MIs (as genetarr) - Improved MI available when race changed to another race (would take closer to half a year)

Other lesser played classes might also be given some additional imo non game breaking abilitys

Biologist - 30% planet population .. ok .. 30% planet population plus activated planet ability

Mutated Defense (or something other physician sounding gene therapy name) Cool Down 12 hours - Increases Planetary Population by 25% and maximizes planet population lasts 2 hours

so basically half a serum and a cloning pod in a single click and combined with a serum its decent

after 100 uses Improved mutated Defense Adds 1200 passive defense as well for 2 hours


Raider - 30% increased raiding ability .. meh .. How about on a successful raid you get 2 pulls a mineral and an arti pull and on bases you have a 50% of your original raid percentage to get a second crate

Physicists - 30% increase to shields .. meh .. how about giving this profession the following ship abilities

Chaostatic inhibitor - Cool down 2 hours performs just like the arti
after 250 uses
Improved Chaostatic Inhibitor - Cool down 2 hours performs like a krio torpedo + chasatic inhibitor
after 750 uses - give Chaostatic Inhibitor ability to ship permanently upon class change
after 2000 uses - gives improved ability permanently upon class change

Merchant - 30% increase to cargo .. meh .. how about

Activated ability cool down 12 hours
Haggle - for the Next 10 minutes your trading skill increases When Selling minerals you will get an addition 2-20% of the value of your minerals (still subject to the tax of course)
After 100 haggles -
Improved haggle - the random amount increases to 5-40%


IMO none of these are game changers .. just gives us something to do to "unlock" stuff.. and would give us other options that we wouldn't even consider now

Author:  Darth.Alex [ Tue Aug 07, 2012 2:22 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

you know what...i like it + 1 from me

Author:  Levrosh [ Tue Aug 07, 2012 2:24 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

Hmmm, not bad, but I think slightly overpowered. :arrow: :arrow: :arrow: :arrow: :shock: :oops: :twisted:

Author:  Clangeddin [ Tue Aug 07, 2012 2:26 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

CommanderL wrote:
Hmmm, not bad, but I think slightly overpowered. :arrow: :arrow: :arrow: :arrow: :shock: :oops: :twisted:


All of them? One of them? I am curious as to others thoughts .. which comes across as over powered and why?

Author:  TEHGAME [ Tue Aug 07, 2012 3:19 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

Genetarr should carry over, but as "memories", being not as strong as the original. 25% attack loss and improved influence lasts half as long?

Imo the biologist should be semi automatic, like a trap, but i can see that being too OP. Half planet pop restored AND THEN 25% max population for 1 hour, cooldown 12 hours sounds less OP and more safe :P

Raider is totally fine, and keep the raiding bonus + your suggested abilities or lower it to 20% raiding bonus

Physicist could sorta be like biologist+have chaostatic inhibitor due to their knowledge of energy fields.... so restore half shields AND THEN +increase max shields 50% for 2 hours, cooldown 6 hours? Idk what to do with the inhibitor, I would suggest doing it like Genetarr "memories" and have it as a weaker inhibitor, 100% shield regen stop for 2 hours or 50% shield regen stop for 4 hours (maybe a choice between those two >:D)

Maybe merchant still gets 20% moar cargo+ your suggested abilities? Great for noobs who don't know what mineral is when they first start.

Author:  sith squirrel [ Tue Aug 07, 2012 4:39 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

classes or races should not carry over there ability's once your done using them regardless of how useless most of us perceive them

Author:  Clangeddin [ Tue Aug 07, 2012 4:48 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

sith squirrel wrote:
classes or races should not carry over there ability's once your done using them regardless of how useless most of us perceive them



Why not though? Its not uncommon in games to have cross classed learned skills.. Most people won't use these classes period because they have no real benefit (other than getting a medal).. Why not do something with them an extra little nugget to get out of the game by doing different things.. each of those abilities I mentioned above take at minimum a month to many months for the "improved" version It promotes race/class change (more money in dans pocket) and individually the abilities are less powerful then others already in the game (merchants ability is less then aperture key, bioligists less powerful then a cloning pod and longevity serum, Physician abilities are on cooldowns unlike repeated use artis etc)

As a reference in wow say .. you would be a warrior main class (in gl we will call a main class, excavator or fixer something that IS strongly used now) that warrior can also get cooking skill up (get merchant ability) where in wow you can do both at the same time, in GL you are giving up your "good" class to get an ability in a sub par class only to eventually switch back to your good class anyway..

Author:  sith squirrel [ Tue Aug 07, 2012 4:55 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

you dont "learn skills" in GL also this isnt wow you dont put skill points into your profession

Author:  Preliator Xzien [ Tue Aug 07, 2012 6:07 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

I'm a Gen and I find the new debuff ability quite useful. I also have a strong ship.

While I like the idea of my MI carrying over so I can do other things... I'd rather not have to do it 5K times. It's difficult enough getting 100.

Author:  Darth Flagitious [ Tue Aug 07, 2012 6:10 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

Drannik Fixer with Mind Influence ability.... No.

Author:  ODragon [ Tue Aug 07, 2012 7:06 pm ]
Post subject:  Re: Genetaar Improvement and Class improvements

I do agree that you spend a lot of time, effort and GP to do all of these medals and get the enhancements and really do you no good once you change away from them. (Yes, there is the Kronyn TransThruster).

It would be nice if there was something you kept when you changed away. I'm not sure your answers are the right ones but I do like the idea of getting something useful from doing it. Your idea of having it only work a % vs if you are the race sounds good, again, not sure if its over powered or not. Maybe something like "personal NPC debuff protection" for 5 minutes that you can use every our would be a good "split the difference".

Maybe something like a 1% production bonus (non-stackable) when you use a terraformer/planetary data optimizer (for that planet) for after you have the Mylarai medal.

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