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Critical Invasion
http://galaxylegion.com/forum/viewtopic.php?f=6&t=29352
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Author:  Tommy15551 [ Sun Sep 30, 2012 8:35 am ]
Post subject:  Critical Invasion

So far, both raiding and hacking have a chance for a critical (success or fail). Invasion only has critical failure, as far as I know. It would be promising for a critical success at invading a planet, chances would be the same as getting a failure.

There are events that are triggered when the planet is invaded and there is the Improved Invasion passive ability. I'm suggesting a critical success.

I have some ideas of what happens when you critically invade a planet:

[Common] (65%)
Temp. production increase (10%~60%)
Reimbursement (50% of invasion cost given back)
Energized Shields (+10% defense for 'x' days) [Cannot comply with Insurgent Uprising]
Amplified Mines (+10% attack for 'x' days)

[Uncommon] (25%)
Increase one resource by 1 (+1 mining/artifact/research)
Increase one type of passive (+x amount of attack/defense/cloak/invasion defense/population)
Temp. Effects (Alert Protection, Artifact/Ability Immunity)
Fame (Additional Crew/Rank Points)
Loyal Guard (Guards planet with half the invaders attack and defense)

[Rare] (7%)
Hidden Artifacts (Terraformer, Toxic Purifier, Data Optimizer, Planet Flux)
Upgrade (ANY one random building on the planet is upgraded by 75%)
Fortune (Next temp. event effect is doubled)
Increase all three resources by 1 (+1 Mining + artifact + research)

[Ex. Rare] (3%)
Planet Size Increase (+1 size {Cannot comply with Very Massive planets)
Planet Transformation (Transforms the planet {Desert-Crystal, Barren-Oceanic/Sentient, Toxic-Irradiated, etc.})

This suggestion can wait, the updates that are in development is first priority. What do you think of this idea?

Author:  Wolfy Minion [ Sun Sep 30, 2012 9:02 am ]
Post subject:  Re: Critical Invasion

I can see exotica being a VM 15xall around planet within, o say....a week. As funny as that would be, making it just that much harder for people to take...no.


Okay let's say exotica is immune to this.


Now you have free terraformers, gravimetic amplifers, folders, conductive pillars and QSEs not to mention planet transformations. A little OP.

Okay let's reduce it down to just the uncommon and common - the above criticisms. Most of those are planet events already, some are artifact induced, some just don't make sense ( add crew? why? freed the slaves? there is a planet event for that already).

So overall I am just going to say, most of your idea is either already in play in some form or another or over powered.

And honestly...you are getting a planet with all the artifacts on it (unless one blows up). If that is not reward enough you need to set your standards higher for the planets you steal.

Author:  failname [ Sun Sep 30, 2012 4:57 pm ]
Post subject:  Re: Critical Invasion

What is the logic behind this?
You either fail or succeed.

An "critical" invasion as you say could be that the defending population surrendered which in turn saves you some credits..

Author:  rkngl [ Mon Oct 01, 2012 4:15 am ]
Post subject:  Re: Critical Invasion

crit to get 2 greens only.

Author:  itsSoulPLayAgain [ Mon Oct 01, 2012 5:12 am ]
Post subject:  Re: Critical Invasion

fix Footballing then maybe some thing like this.

Author:  rkngl [ Mon Oct 01, 2012 5:15 am ]
Post subject:  Re: Critical Invasion

itsSoulPLayAgain wrote:
fix Footballing then maybe some thing like this.


crit only if planet hasn't been taken in 7 days like temp flux?

Author:  Darth Flagitious [ Mon Oct 01, 2012 5:15 am ]
Post subject:  Re: Critical Invasion

Ninja'd by the Pony... How embarassing for me...

Author:  itsSoulPLayAgain [ Mon Oct 01, 2012 5:19 am ]
Post subject:  Re: Critical Invasion

Darth Flagitious wrote:
Ninja'd by the Pony... How embarassing for me...


:lol: :lol: :lol: :lol: :lol: :lol:

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