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Planet Shipyards
http://galaxylegion.com/forum/viewtopic.php?f=6&t=28039
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Author:  playret0195x [ Sat Aug 18, 2012 1:45 pm ]
Post subject:  Planet Shipyards

To add more interest in the game I was thinking of there being a planetary shipyard that works just the same as the CTLab. Some help with attack/defense, others help with production, and others have special purposes. Once you have a shipyard installed, any planet that has another shipyard on it can share researched discoveries. Here are some ideas:

1. Mobile Assault Drone (M.A.D.) - Increases Invasion attack by 100 (1 Use Only, Limit 20 per ship) (Costs: 1 Processing Core, 1 Sentry Guard, 1 Crimson Obelisk, 25 Energy)
2. Anti-Invasion Drone (A.I.D.) - Increases Invasion defense by 250 (Limit 4 per planet) (Can be destroyed with an attempted invasion) (Costs: 1 Processing Core, 1 Shield Sentries, 25 Energy
3. Robo-Digger - (Planetary Structure) (Size: 1, Mining 3) (Limit 1 per planet) (Cost: 2 Ship Bots, 1 Processing Core, 50 Energy
4. Inter-planetary Research Network - (Planetary Structure) (Size: 5) (Limit 1 per ship) Increases research production on all of your planets by 1 (Cost: 25 Android Scientists, 50 Alien Data Discs, 20 Processing Cores, 100 Energy)
5. Inter-planetary Missile (IPM) - Destroys a random non-special planetary attack/defense module, has a chance at failing. (Limit 5 at any time) (Cost: 50 Containment Missiles, 10 Alien Data Discs, 100 Energy)
6. Ballistic Missile - Targets an offensive IPM and destroys it (You have to stock them on planets, Limit 10 per planet) (Cost: 30 Containment Missiles, 10 Alien Data Discs, 75 Energy)
7. Wingman Ship - (Ship Module) (Size: 10, Attack +50, Defense +50, Cloak -20) (Limit 3 per ship) (Cost: 50 Ship Bots, 50 Processing Cores, 100 Energy)

Your Input on this would be helpful. Also you can suggest some ship ideas.

Author:  TimeManipulator [ Sat Aug 18, 2012 5:22 pm ]
Post subject:  Re: Planet Shipyards

1. OP
2. OP
3. OP
4. OP
5. OP
6. OP
7. OP
A big HELL NAH.

Author:  Billik [ Sat Aug 18, 2012 5:35 pm ]
Post subject:  Re: Planet Shipyards

4 is way too overpowered, 5 and 6 aren't really necessary, but I like the idea, just needs tweaking.

Author:  stuffybeary [ Sat Aug 18, 2012 6:21 pm ]
Post subject:  Re: Planet Shipyards

I thought 5 was way too OVERPOWERED. If I read it correctly it's like a crimson cluster missle which we have a limit of 20 in the game. there would be no point in having sabs then

Author:  Epicownage [ Sun Aug 19, 2012 12:00 pm ]
Post subject:  Re: Planet Shipyards

stuffybeary wrote:
I thought 5 was way too OVERPOWERED. If I read it correctly it's like a crimson cluster missle which we have a limit of 20 in the game. there would be no point in having sabs then

Alright I agree the suggested blueprints are well OP, but if you look past that at the idea itself, of having your own ct lab, it's not too bad a suggestion, the problem is Dan would need to create a whole new set of unique artifacts and balance them perfectly before adding them to the game, so for that reason I don't think it'll ever be implemented.

Author:  kendryll [ Sun Aug 19, 2012 12:54 pm ]
Post subject:  Re: Planet Shipyards

I like the idea.. as everyone else said would have to be tweaked for power.. but make a sort of "Personal" CT Lab / Universal Service Terminal would be sweet. I would say you counter its power with production ie something like this

Make the shipyard a Planet structure (perhaps unlocked via a mission) Size 20 no beneficial stats costs 10 ctp to build+50 Mil credits

For Discoveries - Each new recipe you discover is increasingly difficult (costs research) however for each shipyard you have built on a planet your chances of discovery are increased
as initial chance per discover + NoOfStructures installed * (.2 * initial percentage)

First Recipe - 20% chance + 4%/additional so 1 planet 20% chance per attempt 10 planets 68% 20 planets 86%
Second Recipe - 15% chance +3%/additional so 45% chance at 11 planets 75% at 21

And then you can scale the recipes that can be found/used and base them off of how many structures you have installed and obviously all the recipes cost something to build them wheter that be EM ctp artis etc .. can be hashed out


IE

1 structure installed possible recipes name them what you will
att +5%
Def +10%
Scan +50
Cloak +75
10 Structures installed
att +10%
Def +20%
Scan +100
cloak +150
Planetary Structure Size 1 arti 1 Mining 1 (max 1 per planet)
Ship Structure size 15 Att 50 Raid +1% max 3)
20 structures isntalled
att + 15%
... etc ...
Ship Ally

Author:  Epicownage [ Sun Aug 19, 2012 2:17 pm ]
Post subject:  Re: Planet Shipyards

kendryll wrote:
I like the idea.. as everyone else said would have to be tweaked for power.. but make a sort of "Personal" CT Lab / Universal Service Terminal would be sweet. I would say you counter its power with production ie something like this

Make the shipyard a Planet structure (perhaps unlocked via a mission) Size 20 no beneficial stats costs 10 ctp to build+50 Mil credits

For Discoveries - Each new recipe you discover is increasingly difficult (costs research) however for each shipyard you have built on a planet your chances of discovery are increased
as initial chance per discover + NoOfStructures installed * (.2 * initial percentage)

First Recipe - 20% chance + 4%/additional so 1 planet 20% chance per attempt 10 planets 68% 20 planets 86%
Second Recipe - 15% chance +3%/additional so 45% chance at 11 planets 75% at 21

And then you can scale the recipes that can be found/used and base them off of how many structures you have installed and obviously all the recipes cost something to build them wheter that be EM ctp artis etc .. can be hashed out


IE

1 structure installed possible recipes name them what you will
att +5%
Def +10%
Scan +50
Cloak +75
10 Structures installed
att +10%
Def +20%
Scan +100
cloak +150
Planetary Structure Size 1 arti 1 Mining 1 (max 1 per planet)
Ship Structure size 15 Att 50 Raid +1% max 3)
20 structures isntalled
att + 15%
... etc ...
Ship Ally

Oh god 10ctp and 50 million credits? 10 ctp I could get in 2 minutes of PvPing, and 50 million credits I can get in an hour, plus an extra 300 or so.

Author:  kendryll [ Sun Aug 19, 2012 3:30 pm ]
Post subject:  Re: Planet Shipyards

the point is .. its not supposed to be expensive to build .. what makes it expensive is the idea that 20 space on a planet is being taken up by this building and no production is coming out of it .. so you have to sacrifice a good chunk of production to have these on enough planets to get the top discoveries and create the top recipes..

Author:  Epicownage [ Sun Aug 19, 2012 3:48 pm ]
Post subject:  Re: Planet Shipyards

kendryll wrote:
the point is .. its not supposed to be expensive to build .. what makes it expensive is the idea that 20 space on a planet is being taken up by this building and no production is coming out of it .. so you have to sacrifice a good chunk of production to have these on enough planets to get the top discoveries and create the top recipes..

So basically put it on V.Massive Sparse Gases? Not much of a sacrifice, bar a planet slot.

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