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Two NPC ideas
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Author:  playret0195x [ Fri Nov 16, 2012 7:46 pm ]
Post subject:  Two NPC ideas

From the RSL Siege Cannon's caption, it should be an obtainable weapon on our ship, obviously nerfed og course.

Second Idea: Add a new reward to every NPC that allows you to have that NPC as an ally on your ship, limit of 3 allies, excluding elites, bosses, and mission NPCs. It could have a 1% drop rate and its attack and defense could be divided into halves or much smaller numbers.

Second idea is just to make fighting common NPCs funner.

Any thoughts?

Author:  SixSisters [ Fri Nov 16, 2012 7:52 pm ]
Post subject:  Re: Two NPC ideas

Well, people can kill at least like 500 of the same NPCs on the same run. I would say maybe a .001 or .01% chance to find them. That would it would be more like 10k-100k to get it. That would make it so that you didn't get it really early but you can get it at least once in your career. It should be far more rare than 1% though if it is just common NPCs.

Author:  playret0195x [ Fri Nov 16, 2012 8:03 pm ]
Post subject:  Re: Two NPC ideas

SixSisters wrote:
Well, people can kill at least like 500 of the same NPCs on the same run. I would say maybe a .001 or .01% chance to find them. That would it would be more like 10k-100k to get it. That would make it so that you didn't get it really early but you can get it at least once in your career. It should be far more rare than 1% though if it is just common NPCs.

Well the point of the pct was so that one coukd receive that npc again but scrap it for some ctp. If the pct was low enough that it would be rare to receive one would make npcing both more challenging and more fustrating. I think for the higher end common npcs should have that. 1% or. 01 percentage you suggested for both the heavy npcing they do and the fact that the higher end npcs will make stronger allies.

Author:  SixSisters [ Fri Nov 16, 2012 8:09 pm ]
Post subject:  Re: Two NPC ideas

Alright, well probably for the Uncommon NPCs maybe a .1% and for common a .01%. I still stand by my point that 1% is WAY too high. Once you get passed the rank 1k you are easily killing 10k NPCs a week making the .01% for the common a weekly thing. Maybe Biweekly for the uncommon ones at 1k. Which I feel for a free ally is in itself way too quickly. However, for the point that it would not be accessible to anyone without a decent chunk of luck under the rank of 500 I guess it would be fine.

Author:  thunderbolta [ Fri Nov 16, 2012 8:34 pm ]
Post subject:  Re: Two NPC ideas

playret0195x wrote:
From the RSL Siege Cannon's caption, it should be an obtainable weapon on our ship, obviously nerfed og course.

Unless I'm completely derping out, the RSL Siege Cannon is a matched NPC. Now, whilst the gun *could* be static stats-wise. I'd much prefer it to become more powerful as ranks increase. In addition, a plain-ol' attack module would be boring. The gun would be fixed at the rank you obtain it at, but if you wanted to upgrade it, there would have to be a cost.

Perhaps something like this:
Size = rank/3
Attack = Rank (stuck at 3:1 efficiency)
Adds Passive Ability: Residual Charge - Energy used in combat adds charge to the gun, granting it additional secondary stats. This charge is stored up, but is lost upon replacement.

playret0195x wrote:
Second Idea: Add a new reward to every NPC that allows you to have that NPC as an ally on your ship, limit of 3 allies, excluding elites, bosses, and mission NPCs. It could have a 1% drop rate and its attack and defense could be divided into halves or much smaller numbers.

I do believe I suggested something similar looong ago. Link I like the idea, and whilst there are definitely some major differences, I like yours better I think. It's rather more up-to-date, too.

Here are my thoughts on your version though:
Like normal allies, they should rank up - scaling using the same formula as the the matched ones normally would, just with /5 or whatever. This becomes more complex with static ranking NPCs, as formulas that make sense would need to be devised. Because of that, the more powerful ships would need to be harder to get. Obviously, with the commonality and relative strength of the Assassin and Flamehawk, these would have the have a much lower recruitment rate than say a Rogue Tech Collector. Equally, a really weak uncommon (I'm thinking Stryll Desolator?), would have to have quite a high recruitment rate due to the relative rarity in comparison to Flamehawks.

They should have a decent scrap rate. Less for NPCs that're a pile of crap, and more for better NPCs. Since these would probably be being recruited at the very most 10x a week, I don't think giving them a scrap rate starting at about 5 for the space turds, and ending up at say 1-200 for a T.O. Troop Carrier, would be unreasonable. How many people burn through thousands of TO Troops?

Lastly, you should only be able to have 1 NPC Ally at a time, however, I feel they should all have an additional stat that fits their purpose. T.O. Troop Carriers are invaders, so they'd have an invasion attack boost, whereas Crimson Flamehawks are raiders, so would give a raiding boost.

Author:  playret0195x [ Fri Nov 16, 2012 11:57 pm ]
Post subject:  Re: Two NPC ideas

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