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 New technology tree: Planet Defensive Upgrades 
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Joined: Sat Sep 18, 2010 9:25 pm
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Planet defenses are becoming increasingly irrelevant again. When Dan first upgraded them, it was a welcome boost. I'm starting to get the feeling though that average ship strength is making anything under a 10K defense irrelevant. New ships that don't have ob barriers researched yet might as well just plant an 'invade me' sign on the front lawn. Weather or not you agree with me on this solution, you'll probably agree in general that it might be time to take a look at this topic again.


The current available planet tech totals are

Weapons: 11
Shields: 6
Cloak: 6
Pop: 6

First, the tech tree would have 13 blocks. The first block would upgrade population and shields, and would improve every other block.
The second block would have cloak and weapons. Cloak improves every other block, weapons improve every block.
The final block would add a new passive ability to your ship. Any improved structure would have a 50% resistance check to saboteur actions. Cluster bombs would be unaffected though.

The improvement that I had in mind would be a 25% boost to that tier's technology, in the form of an artifact that the unlocking of that tier would allow you to construct.

*edit* Artifact isn't the right word for what I had in mind. It would appear on the build list for the planet, but would need to have the base module already on the world for it to work. This would also be an excellent time to revisit the way the planet construction tab is set up, give it some organization.

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Razorback
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Tue Aug 07, 2012 8:52 pm
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weapons, expensive , ok
defense , expensive , ok
cloak , no
pop , maybe

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Tue Aug 07, 2012 9:53 pm
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Joined: Fri Jan 06, 2012 3:10 am
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Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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Razorback wrote:
... I'm starting to get the feeling though that average ship strength is making anything under a 10K defense irrelevant.


Agreed. By policy, I put 8 ob barriers on every planet that is either VL+ or Rich+

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PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.
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Tue Aug 07, 2012 11:05 pm
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+1

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Tue Aug 07, 2012 11:06 pm
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PLURVIOUS wrote:
Razorback wrote:
... I'm starting to get the feeling though that average ship strength is making anything under a 10K defense irrelevant.


Agreed. By policy, I put 8 ob barriers on every planet that is either VL+ or Rich+

Losing a ton of production.

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Tue Aug 07, 2012 11:18 pm
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Better planet modules are needed the only thing stopping a lot of planets getting stolen by high ranks is the silly invade costs they incur.


8 obs isn't even that much i'd class myself as an average player played for about 9 months with 8 obs with a 120% legion bonus i'd still get just over 30% on it.

I know many higher ranks players who can get 90% invaded on planets with 20k defence which kind of defeats the point in it.

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Tue Aug 07, 2012 11:23 pm
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I dont defend most planets. instead lock there base every time they take our planet. they will learn . gets tricky with upper ranks but then they would not waist the slot on a VL vr planet.


Remember kids Just cause I don't defend it dont mean you can have it. ;)

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Wed Aug 08, 2012 3:22 am
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itsSoulPLayAgain wrote:
Remember kids Just cause I don't defend it dont mean you can have it. ;)

bs now hand over the candy

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Wed Aug 08, 2012 3:27 am
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itsSoulPLayAgain wrote:
I dont defend most planets. instead lock there base every time they take our planet. they will learn . gets tricky with upper ranks but then they would not waist the slot on a VL vr planet.


Remember kids Just cause I don't defend it dont mean you can have it. ;)


I'll steal from ALMOST ANYONE. I've stolen from several high rank Dysonians. Exceptions would be COT players or players in their sublegions. I'd steal from you, though I'd wait until my legion's base reached level 7 first.


Thu Aug 09, 2012 11:25 am
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