Galaxy Legion Forum http://galaxylegion.com/forum/ |
|
Outposts http://galaxylegion.com/forum/viewtopic.php?f=6&t=28506 |
Page 1 of 1 |
Author: | thunderbolta [ Mon Sep 03, 2012 5:59 pm ] |
Post subject: | Outposts |
Outposts are legion planets, which give other small bonuses. These would generally take the co-ordination of multiple members of a legion to capture, and capturing is a hybrid between base and planetary combat. 1) Finding Outposts Finding outposts would work similarly to planet scanning. Ships would use their scanning power to find an outpost. You would need to be loyal to do so. The more outposts your legion has scanned, the tougher scanning becomes, but also the higher level your base the easier it is. A variant of the Star Chart Purger could be found through a daily mission allowing you to purge outposts from your database. 2) Building Outposts As an alternative to scanning for outposts, your legion may choose to build their own, allowing them to choose the boosts and production received. This would cost Energy, Complex Tech and Exotic Matter. You may also upgrade any that you have captured using the same materials. As they level up, you could allocate production points similar to the base (although these shall not produce as much, and will likewise have lower costs) and bonus points. Outpost levels would run from 1 to 10, and would require the same upgrade technology as bases, however, they can be levelled up with any combination of exotic matter, complex tech parts and energy, which would effect what bonuses were available depending on what spread you were to use. For obvious reasons, the resources would be weighted differently. Different images would also be available depending on what "type" of outpost it is. This would be as simple as "Exotic", "Technological" and "Energised" bases for the 3 resources. 3) Outpost Modules Much of the base equipment would be available to you to place upon your outposts, this being the production modules and the standard combat modules. Base Comm interlinks and other GP items would not be compatible, but other, new GP items may be created. These would all share one set of space, so strategy would be required to bridge the gap. 4) Production Whilst there would be no outpost abilities to buff production, the standard production modules can be built, and production points will allow you to enhance the richness of the outpost. Each outpost would also gain a 10% bonus each day that you own it, with a 1000% cap for holding it 100 days. Also, outposts would only generate 3 production points upon leveling up, and would gain just a 300% production bonus per level. 5) Bonuses Bonuses would be small perks available from levelling up the base. As mentioned in 2), the bonuses available would be dependent on what resources were used to level up the base. These boosts would be 1 or 2%, applied to every member of the legion, or would have some kind of special effect. Some examples: Exotic (EM) Bases: Code: All members +1% mining per level All members +2% shield per level All members +1% cloaking per level All members +1% scanning per level All outposts +5% shield per level All planets +1% cloaking per level Legion Base +3% production per level Passive Ability - Sentry: Prevents legion base being attacked within the first 10 minutes. Active Ability - Abundance (All members): Allows you to repair for free every 20 minutes, ignoring your repair timer. Technological (CTP) bases: Code: All members +1% research per level All members +2% hull per level All members +1% attack per level All members +2% defence when attacked per level All outposts +5% hull per level All planets +1% attack per level Legion Base: +3% production per level Passive Ability - First Response: Automatically adds a 30% buff to the legion's base's attack when locked. Lasts 20 minutes. Active Ability - Overdrive: Increase your attack by 10% for 20 minutes. CD: 8 hours. Energised (Energy) bases: Code: All members +1% artifact per level All members +1% attack per level All members +1% energy per level All members +1% cloak per level All outposts +1% defence per level All planets +1% defence per level Legion Base: +3% production per level Passive Ability - ???: ??? Active Ability - Surge: +40% shield for 20 minutes. CD: 2 hours. Abilities would cost 2 points, boosts would cost 1 point. Obviously, those are my extremely unimaginative examples. EDIT: It's been mentioned that the boosts could get way out of hand (Potentially an 80% attack boost for every Dysonian. You guys up for having all your planets stolen?). My improvement on this idea, is that as your boost reaches a higher level it costs more points to upgrade, going across all of the outposts your legion owns. This would result in a 10% cap, only achievable at level 6 or above base, as it requires 6 outposts. Due to leftover points, you would likely be able to receive 2 10% boosts at a quite a high level base. That's alot more balanced, although still worthwhile, than 80%. It is also worth mentioning that you could spread out boosts for a much large buff. I also reduced the multiplier to legion base production. 6) NPC Outposts Outposts owned by NPCs would have stats based around the speciality of the NPC Faction. These could can be captured like any enemy outposts. 6a) NPC Invasions NPCs may choose to attack an outpost you own, attempting to capture it. This would cause the legion that owns the outpost to defend it like they would in the event of a player invasion. 7) Capturing Outposts To capture a scanned outpost, you would have to "launch an attack" from the outpost database. This would work like target locking the outpost, and would mean that you cannot lock another outpost for the next week. Locks last 1 hour. Outposts would have stats not dissimilar to a legion base, albeit weaker. In order to capture the outpost, the legion must first disable the outpost, then attempt the capture from the action tab. This would be your crew versus the stationed defender's crew. More on that in 8). 7a) Saboteurs Zolazin Saboteurs would be able to use their ability on an enemy outpost, disabling a module for a short period of time. The module would not be able to be removed, and would provide no bonus, however, the shields must have been destroyed for the ability to be able to be used. 7b) Attack Strategy By targeting certain parts of the outpost, you would be able to inflict debuffs upon destroying it. These would have fixed stats based on level, and would be irreparable whilst the outpost is under attack. This could vary from shield generators (reduce shield recharge), turret bays (attack debuff) to crew stations (capture chance up). 8) Defending Outposts When you defend an outpost, you can do one of two things, but never both. You can choose to: A) Guard the base, causing your ship to be disabled before a capture can take place. After being disabled, you cannot return for 1 hour. B) Station your crew, decreasing enemy capture chance. This would increase in effectiveness with an increased crew. There would be no repairs, buffs, or other abilities whilst the outpost is under attack. You may repair afterwards. Also, all bonuses applied by the outpost are nullified during the attack. And I think that is just-a-bout everything! Throw your thoughts, insults, suggestions, hookers my way. |
Author: | Delta265 [ Mon Sep 03, 2012 6:23 pm ] |
Post subject: | Re: Outposts |
Very well Thought out and and Planned, I love the Idea +1 |
Author: | chrisbrook [ Mon Sep 03, 2012 6:32 pm ] |
Post subject: | Re: Outposts |
Yup awesome concept, mixture of planet and base system. |
Author: | varunjitsingh146 [ Mon Sep 03, 2012 7:14 pm ] |
Post subject: | Re: Outposts |
Great idea. It's been a while since I've seen someone think an idea out so well + 1234567890 |
Author: | abb.tighe [ Mon Sep 03, 2012 7:29 pm ] |
Post subject: | Re: Outposts |
+1 to the idea - only would say that each Legion could only have a Max of 5-10 Outposts to keep a more level playing field. Don't want the top legions Steam Rolling every outpost they come across. |
Author: | TheMagicBean [ Mon Sep 03, 2012 7:38 pm ] |
Post subject: | Re: Outposts |
+1 But I think the base level should decide the maximum outposts.And it costs more and more to get them for each outpost owned. |
Author: | thunderbolta [ Mon Sep 03, 2012 8:05 pm ] |
Post subject: | Re: Outposts |
I meant to put that you can have an extra one each base level. Not sure where that went. |
Author: | Nuron [ Mon Sep 03, 2012 8:10 pm ] |
Post subject: | Re: Outposts |
+1 to the overall idea of it. |
Author: | strm avenger [ Mon Sep 03, 2012 10:20 pm ] |
Post subject: | Re: Outposts |
TL;DR. Skimmed most of it. Seems like a pretty good idea. |
Author: | Preliator Xzien [ Mon Sep 03, 2012 10:28 pm ] |
Post subject: | Re: Outposts |
Nicely thought out. I like it. Hope Dan does too. |
Author: | Hellrickyboy [ Wed Sep 05, 2012 9:03 am ] |
Post subject: | Re: Outposts |
+1 This idea is awesome, and it will give the players new things to do ![]() |
Author: | Tree7304 [ Wed Sep 05, 2012 9:26 am ] |
Post subject: | Re: Outposts |
The bonuses are waaayyyyy too good. I can make every planet I own invisible with one of those fancy lvl 10 Exotic Bases Then my legion and I just jack some higher level Energy bases and within a month or 2 we have all doubled our artifacts/ hr Id say at level 10 its pushing it to have the suggested 1% buffs. The whole idea sounds nice but just about every legion is gonna have their lvl 10 outposts stolen by top 10 legions. The rich and powerful will become more rich and powerful. -1 I do very much like the idea of some sort of outposts though, I have seen the topic proposed before and hopefully Dan thinks of something fun and legion oriented for us. |
Author: | PotatoJedi [ Wed Sep 05, 2012 10:35 am ] |
Post subject: | Re: Outposts |
Me gusta. |
Author: | Dracarys [ Wed Sep 05, 2012 12:05 pm ] |
Post subject: | Re: Outposts |
I must say, I love the idea, +1 for the idea! I particularly like how you can attack certain pieces for the outpost (maybe something the bases will get as well?) and how you can station your crew. Makes me hope for a new kind of crew member, Assault Marines (or like the elite Space Marines) who excel at protecting outposts (and in the future, bases) and raiding, generally. |
Author: | KJReed [ Wed Sep 05, 2012 1:52 pm ] |
Post subject: | Re: Outposts |
agreeing with tree. some of the bonus' could get out of hand. cloak arti attack energy and base production are the ones i see. nice idea but bonus' are over powered. |
Author: | zarock [ Thu Sep 06, 2012 6:43 pm ] |
Post subject: | Re: Outposts |
This is the first idea for some time that i like so +1 |
Author: | thunderbolta [ Thu Sep 06, 2012 7:10 pm ] |
Post subject: | Re: Outposts |
Thinking about it, yes. A potential 80% permanent boost to attack is kind of overpowered. Could make the costs increase by 1 each upgrade, which would be universal across all outposts. So you could get level 4 attack boost (+4%) on your first outpost, then you could only actually get level 2 on the next one (2%, +1 spare BP) and only level 1 after that (+1%). You could easily amass some 10% boost to a single stat that way, but you wouldn't be able to have an 80% boost. |
Author: | strm avenger [ Mon Sep 10, 2012 6:42 pm ] |
Post subject: | Re: Outposts |
I do like this idea, and with the crazy boosts fixed (I WANT 80% ATTACK BOOST!) I see no issues with it. +1 |
Author: | Darth Flagitious [ Mon Sep 10, 2012 7:32 pm ] |
Post subject: | Re: Outposts |
So short version is a genetic splicing of Planets + Base + NPCs? End result is pretty much the same stuff we do now. I agree with those that have said this is a well thought out and developed idea. There's an aspect of legion co-operation, which Dan is supposedly looking for. But it just seems a bit redundant to me. One of the main complaints about this game in general is its repetitiveness. Doing the same thing over and over. I just don't see having another way to do the same things as being a beneficial additional. +0.3 |
Page 1 of 1 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |