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special weapon per race
http://galaxylegion.com/forum/viewtopic.php?f=6&t=31491
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Author:  conquistador2 [ Sun Dec 09, 2012 2:34 pm ]
Post subject:  special weapon per race

HI Dan

just an idea that crossed my mind.... what if each specific race could install a weapon that give him/her an a smaller advantage over another race or a couple of races on the battle tab but also would have weakness coming from different race each can be attack format or even defensive option which would make harder some races to disable other even if they are at superior rank ....example human would disable other races in 40 hits but will require 60 to disable a genatarr and so on

my share of the day

Author:  Sereomontis [ Sun Dec 09, 2012 3:07 pm ]
Post subject:  Re: special weapon per race

I think your idea needs a lot of work, but it has a good concept too it.
Something Similar to the Radiant Surge Cannons, except the bonus is based on race, rather than rank, at the time you install it?

Author:  MXer42 [ Sun Dec 09, 2012 10:16 pm ]
Post subject:  Re: special weapon per race

+1 to the base idea, i think it would be kewl for this, has its own checks and balances built in as well

question would this increase the race bonus or cover what they are losing, i.e konqual get a defense bonus instead more attack or vice versa?

Author:  ICBLF [ Mon Dec 10, 2012 2:28 am ]
Post subject:  Re: special weapon per race

Rock, Paper, Scissors?

Author:  Sereomontis [ Mon Dec 10, 2012 2:59 am ]
Post subject:  Re: special weapon per race

ICBLF wrote:
Rock, Paper, Scissors?

essentially, yes.

Author:  John Falls [ Wed Dec 12, 2012 12:02 am ]
Post subject:  Re: special weapon per race

+1

I'm going to poor fuel onto the fire.

This type of thing would need to be a GP base time, a mission firstly wouldn't support dan plus your
talking an tactical advantage over others.

So lets give it a name, due to it adapts to the race, something suitable:

"DNA Radation Emitter"

Describition:
The emitter adapts to your current race.

*Upkeep*
Instead of the normal X amount of credits, instead it consumes CTP at 10 Per day.
If you are unable to pay it, the effect of this weapon decreases by 1%

If you switch race, it decreases the effect of the weapon by 10%, at 0% it breaks.

*Repairing*
Each 1% cost 10 CTP to repair. if it turns broken at 0% it will cost you 25% extra CTP to fix.

*Cost*
I say it should be worth around 60-80 GP points.

*Edit*
I think actually one for race, one for Professions might be good.


Now onto races, but you also got Professions, so i'm going do both.
First Races effects:

Aerlen:
Emitter has a 5% chance of doubling the effects of the Aerlen race for 30 minuites
Describtion: The Emitter mutatest the Aerlean increasing their defense


Human:
Emitter descreases all damage done by 5%.
Describition: The Emitter gathers experience and connects to the ships computer increasing defenses.


Inergon:
Emitter has a 10% chance when defeneding, of reducing the enemy players attack by 25% for 15 minuites
Describtion: the emitter gathers mass amounts of energy, firing a overcharge plasma ball, overloading the enemies weapons.


Konqul
Emitter has a 5% chance of hitting 5 times the maximum damage cap to hostile players.
Describtion: the emitter overcharges the weapon system release a deadly attack to hostile players.


Sillixx
Emitter maximizes space on all planets, decreasing planet structors size by 5%.
Describtion: emitter has a spacial awareness orginazing structures for maximum benefits.


Vygoid
emitter allows the transfer of research point to artifact at 3 research to 1 artifact points.
Describtion: Emitter unlocks the ability to transform research into artifact points.


Drannik
Emitter unlocks one extra NCP slot
describition: Emitter adapts its self to track enemy NCP ships.


Genetarr
Emitter reduces Tactical Re-modulation ability by 98%
Describition: the emitter adapts its processing power to allow Tactical Re-modulation to work faster.


Kronyn
Emitter Unlocks a new ability, Discovery of exploration.
Describition: Discovery of exploration ask you to purge a planet and replaces it with a random Uncoppied planet.
100 Energy, 4 hours timer.


Lazuli
Emitter unlocks Nano techonolgy trigger trap, it has a 10% chance of being tripped when a hostile player attacks.
Describition: Nano techonolgy trigger trap repair the ship at 0.5% per second for 2 minuites, deactived upon being disabled.


Litheor
Emitter allows the construction of drones from probes. The drones increase planet production by 10% for 4 weeks.
Describition: It takes 10,000 energy, 10,000 weapon probes, 10,000 defense probes, 1,000 flux probes and 1,000 resources probes


Mylarai
Emitter unlocks the ability, Escape of the tax. last 15 minuites, 8 hour timer.
Describition: The emitter transfers minerals to a black market where you recieve -5% tax (from 20% to 15%)


Taltherian
Emitter Unlocks the ability Artifact surge, Giving a 30% boost to all artifacts production but at the lost of all mining and research points
Lasts 1 day.


Xecti
Emitter Unlock the ability, Protective colony. 48 hours recharge,
Describition: Protective colony turns a planet invicible for 5 days, but reducing its point output by 50%. No artifacts may be use on the planet with that ability being active.

Zolazin
Emitter adapts cloaking technology, Allows the ability to transfer 50% of zoloazin skill to all planets but at the lost of all oncloaking on the ship.
Describition: Boosts planets cloaking by 20% at the cost of losing all cloak on the ship.



Professions:

Biologist
Emitter adapts production on populated planets, increasing 1% output per 1,000 population.
Describition: Emitter allows more work to be done on planets when theres more population.


Builder
Emitter adapts the construction skill, unlocking Construction boost. 10 hours recharge timer.
Describition: construction boost allow 10% benefit to all states on the ship for 4 hours(may not scan whe this ability is in place).


Excavator
Emitter allows a new ability, Forcused search. it has a 24 hours recharge timer.
Describition, Forcused search allows the user to find An Artifact from the normal draw of 1 hour artifact production divided by 100.
How ever, for one day there will be no artifact production from the planets. (No artifact points)


Explorer
Emitter adapts its self to scanning, turning into The Seeker. Increasing scan by 2%.
Describition, Increase scan by 2% and allows the user to scan planets with the boost.


Fixer
Emitter adapts the to constructing a stronger hull,
Describition: Emitter allowes a 10% chance of the hull recieving no damage from that one attack when set off.


Governor
Emitter logs the random events and finds the trigger, unlocking a new ability, Event prediction. 72 hours timer.
Describition: Event prediction allows you to trigger an event of your choice on a targeted planet, Cost 200 Energy.


Hacker
Emitter adapts coding from cloaking technology increase cloaking of structors by 4%
Describition: Increase planet cloaking structors by 4%


Merchant
Emitter tracks traders ships through out the galaxcy, increasing profits.
Describition: Reduces tax by 2% (20 to 18% tax)


Miner
Emitter adapts to drill technology, Accessing natural underground tunnels increasing the defense of the planet.
Describition: Increases defense by 5%. 150 mining required on the planet for the effect to take place.


Physicist
Emitter adapts to shielding technology, Extracting shielding energy waste and coverting into energy
Describition: Increasing energy recharge by 5 and doubles when shields are full.


Raider
Emitter adapts to the strenght of the tactical officers, increase there effectiveness.
Describition, Increases the crew of tactical officers by 5%


Saboteur
Emitter adapts to the destruction of building, increasing the damage done.
Describition: 50% chance of destorying an additional normal structor, plus a 50% reducition in population.


Spy
Emitter adapts spying technology allowing a new ability, Ultimate Spying.
Describition, Ultimate spying gathers enemy start of attack, defense, scan & cloak and increases damage to the enemy ship by 10% for 2 minuites.

Author:  varunjitsingh146 [ Wed Dec 12, 2012 12:03 am ]
Post subject:  Re: special weapon per race

+1

Author:  Wolfy Minion [ Wed Dec 12, 2012 12:19 am ]
Post subject:  Re: special weapon per race

ICBLF wrote:
Rock, Paper, Scissors?


I saw it more like pokemon. Different type more or less effective against others.

Image

Author:  MXer42 [ Wed Dec 12, 2012 12:41 am ]
Post subject:  Re: special weapon per race

Littlefluffy wrote:
ICBLF wrote:
Rock, Paper, Scissors?


I saw it more like pokemon. Different type more or less effective against others.

Image


so like konqual beats arelen, arelen beats lazuli, lazuli beats koqual?

(note example not actual)

Author:  Fralo [ Wed Dec 12, 2012 1:11 am ]
Post subject:  Re: special weapon per race

+1. I think that all races deserve their own specialty modules/planet structures. That would be cool, it would add an additional level to changing race.

Author:  varunjitsingh146 [ Wed Dec 12, 2012 1:19 am ]
Post subject:  Re: special weapon per race

a thought that just occurred is what if people switch races to get all the different weapons? then one ship could have the power of many different race weapons. perhaps a ship ally that grants stats based on the player's current race would be better.

Author:  RigorMortis [ Wed Dec 12, 2012 3:09 am ]
Post subject:  Re: special weapon per race

varunjitsingh146 wrote:
a thought that just occurred is what if people switch races to get all the different weapons? then one ship could have the power of many different race weapons. perhaps a ship ally that grants stats based on the player's current race would be better.

Like JF suggested. I think the Konqul's weapon is a bit excessive though, if I'm reading it right. It sounds like it takes the player's damage cap, multiplies it by 10, and then deals that damage to them.

Author:  MXer42 [ Wed Dec 12, 2012 3:40 am ]
Post subject:  Re: special weapon per race

i like the ship ally idea actually but it would then stand to suggest it gives additional bonuses as you level it up like sehrin, anubix, or the bane, other than the racial bonus that this weapon would already give you

Author:  Wolfy Minion [ Wed Dec 12, 2012 8:40 am ]
Post subject:  Re: special weapon per race

MXer42 wrote:

so like konqual beats arelen, arelen beats lazuli, lazuli beats koqual?

(note example not actual)


beats is a bit of a vague way to say it

Konqul can deal extra damage to aerlen as though they have 100 decks more or something (keep in mind low ranks this is a lot for them and race bonus should be terribly game alerting at higher ranks imo)

Aerlen can do the same to lazuli but then say aerlen versus xecti, xecti has 100 decks fewer or something.

As long as it is a fixed amount and not a percentage I can see this adding a bit of a twist to lower ranking pvp without destroying the game for high ranks.

Author:  John Falls [ Wed Dec 12, 2012 11:21 am ]
Post subject:  Re: special weapon per race

RigorMortis wrote:
varunjitsingh146 wrote:
a thought that just occurred is what if people switch races to get all the different weapons? then one ship could have the power of many different race weapons. perhaps a ship ally that grants stats based on the player's current race would be better.

Like JF suggested. I think the Konqul's weapon is a bit excessive though, if I'm reading it right. It sounds like it takes the player's damage cap, multiplies it by 10, and then deals that damage to them.


for konqul it is design like the T-gemini cannon.
if you manage to hit 1,000 damage, you have a 5% chance to 10 times that for ONE shot.

Although it can be edited to being attacking only, or reducing the chance.

JF

Author:  MXer42 [ Wed Dec 12, 2012 12:44 pm ]
Post subject:  Re: special weapon per race

John Falls wrote:
RigorMortis wrote:
varunjitsingh146 wrote:
a thought that just occurred is what if people switch races to get all the different weapons? then one ship could have the power of many different race weapons. perhaps a ship ally that grants stats based on the player's current race would be better.

Like JF suggested. I think the Konqul's weapon is a bit excessive though, if I'm reading it right. It sounds like it takes the player's damage cap, multiplies it by 10, and then deals that damage to them.


for konqul it is design like the T-gemini cannon.
if you manage to hit 1,000 damage, you have a 5% chance to 10 times that for ONE shot.

Although it can be edited to being attacking only, or reducing the chance.

JF

10x more than what you are attacking is quit a bit.....that would be a disable on nearly all ranks

Author:  John Falls [ Wed Dec 12, 2012 1:27 pm ]
Post subject:  Re: special weapon per race

MXer42 wrote:
10x more than what you are attacking is quit a bit.....that would be a disable on nearly all ranks


I'll change it.

JF

Author:  Oexarity [ Wed Dec 12, 2012 4:03 pm ]
Post subject:  Re: special weapon per race

5% chance to hit 5x the maximum damage cap... This is what thought came to mind:

Attacking Mento

1...
1...
1...
1...
1...
1...
1...
2...
1...
1...
1...
123537...
1...
1...
1...

Author:  varunjitsingh146 [ Wed Dec 12, 2012 4:15 pm ]
Post subject:  Re: special weapon per race

Oexarity wrote:
5% chance to hit 5x the maximum damage cap... This is what thought came to mind:

Attacking Mento

1...
1...
1...
1...
1...
1...
1...
2...
1...
1...
1...
123537...
1...
1...
1...

that sounds good to me.

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