Author |
Message |
Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
|

These would be unique, named officers that you could have as the crew on your ship. They'd be sort of like allies, but different in a few crucial ways. Most importantly, there would be a larger officer pool to choose from, but a limit to the number that could be on your ship. This would allow for some customization based on your play style, and hopefully they would be balanced in such a way that there wouldn't just be a small number of 'good' officers that everyone picked while ignoring the rest.
Officers could be unlocked in various ways, such as completing missions, GP purchases, resource purchases, medal rewards, holiday events, and so forth. Unlike allies who are gone forever if dismissed, officers would simply return to your pool of available officers when dismissed. You wouldn't need to pay for them again to re-hire them, but whenever dismissed, the officer has a cooldown of several days before they can be re-hired. This would mean that while you could swap them in and out to help with an invasion or mission or something, you couldn't do so constantly.
A major advantage of them as opposed to something like Homeworlds is that they'd be fairly easy to code - they'd essentially be like a ship module, just a picture and some numbers. The key difference would be that they provide unique abilities and personalization. Most modules are kind of a no-brainer - if it's a big gun, you install it. Apart from smaller ship builds, everyone essentially has identical ships - you'd be crazy not to install Gemini cannons, so everyone that can, does. Officers would not be so one-dimensional.
Players would start with one slot for officers and could unlock more, maybe three or five total. There should always be many more possible officers than available spaces for them.
Some possible examples:
Science-Fictiony-Sounding Alien Name, Konqul Squadron Leader Your invade timer is now 22:00 hours. Invasion Attack: +3% Total Ship Defense: -5%
Zolazin Envoy
For the purposes of artifacts and missions, you are considered a Zolazin in addition to your chosen race. You gain no other Zolazin abilities. +8% cloak Total Ship Attack: -3%
Dark Smuggler Defector
You gain +25% attack against all Dark Smugglers' Guild NPC's +3% Defense Upkeep: 500M/day
Captured T.O. Scientist
Your Shield Recharge rate doubles. For the purposes of artifacts and missions, you are considered a Physicist in addition to your chosen profession. You gain no other Physicist abilities. Upkeep: 1B/day
Genetarr Spirit Guide
While this officer is active, the ship has access to a daily mission similar to The Klorvis Aftermath. Completing the mission provides a cache that provides a small amount of resources, ctp, or unique artifacts. The mission would require energy and some common-drop artifacts.
Maintenance Officer
Your ship's hull also regenerates at a rate similar to shield regen. It does not regenerate if your ship is disabled. Upkeep cost of hull modules doubles.
Black Market Contact Your cargo space doubles. Your tariff for selling minerals increases by 5%.
In any case, these are just brainstorms - there's all kinds of other possiblities for what they could do.
_________________
Last edited by Toastar on Thu May 09, 2013 11:58 pm, edited 1 time in total.
|
Thu May 09, 2013 8:28 pm |
|
 |
Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
|

+1this idea seems to be similar to generals in Castle Age - each general has unique ability to boost a parameter, action success etc and are limited per size of the player's army.. bigger army = more generals. There is over 100 generals in CA  and some are available only for equivalent of GP others are from mission, loot sets etc. I mentioning this as example how to limit the number of avaiable Officers - maybe per crew on ship or other ship stats TOs/rank>10 --> you can have the "Konqul Squadron Leader" or eventually several of them: one "Konqul Squadron Leader" per each 1000 TOs (both numbers only examples) I would also mention, that not all negative effects would be needed for balancing: Total Ship Defense: -5% ---> rather: Your invade timer is now 28:00 hours (+4) Being strong against planets should be balanced in planet related actions I think. Upkeep: x00M/day ---> I would apply per each commisioned Officer (they are commisioned) Captured T.O. ScientistYour Shield Recharge rate doubles. (could be ability for limited time 2 hours upon activiation?) Black Market ContactYour tariff for selling minerals increases by 5%. ---> maybe rather decrease 5% when selling minerals? or increase when purchasing and decrease when selling -> like on black market  EDIT: btw CA generals can gain 4 levels and thru bonus items additional level, each level slightly increase the bonuses... thus maybe the same to be applied for "Officers"? This would be in line with new modules have % update to certain max limit. Btw, if you check the link in my signature, there is an old suggestion of "Captains" with some bonus effects etc.
_________________ on tour
|
Thu May 09, 2013 10:03 pm |
|
 |
ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
|
Like the concept overall. A tweak that I think would be more interesting: Toastar wrote: Captured T.O. Scientist
Your shields are immune to Krionite Torpedoes. For the purposes of artifacts and missions, you are considered a Physicist in addition to your chosen profession. You gain no other Physicist abilities. Upkeep: 1B/day
Another two possibilities (both would be more complicated to code than the above...): Vygoid Trap Specialist20% chance of resetting your ship's traps when they are tripped. 5% chance of not tripping a ship trap on an action that would have otherwise tripped one. Inergon Relay TechnicianIn charge of one relay. Will uninstall the relay automatically on an action that will rank your ship up, and then reinstall the relay once current energy is less than max energy by 110% of the amount the relay will deduct.
_________________ 
|
Thu May 09, 2013 11:01 pm |
|
 |
TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
|
Love the concept, well thought out... Toastar wrote: Dark Smuggler Defector
You gain +25% attack against all Dark Smugglers' Guild ships +3% Defense Upkeep: 500M/day This ability/passive is quite op since nearly everyone within the rank 800+ bracket has the chassis. Maybe cut the +25% Attack Bonus against Dark Smugglers to half? Overall, a great concept.
_________________ Why the $%&% are you looking at my signature for...?
|
Thu May 09, 2013 11:49 pm |
|
 |
Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
|

Flux wrote: +1this idea seems to be similar to generals in Castle Age - each general has unique ability to boost a parameter, action success etc and are limited per size of the player's army.. bigger army = more generals. There is over 100 generals in CA  and some are available only for equivalent of GP others are from mission, loot sets etc. I mentioning this as example how to limit the number of avaiable Officers - maybe per crew on ship or other ship stats TOs/rank>10 --> you can have the "Konqul Squadron Leader" or eventually several of them: one "Konqul Squadron Leader" per each 1000 TOs (both numbers only examples) I think it would be better if they scaled up with rank or completed missions rather than the number of officers, as those will increase much faster at higher AP production. The officers themselves should be powerful and special, so capped at a low number.I would also mention, that not all negative effects would be needed for balancing: Total Ship Defense: -5% ---> rather: Your invade timer is now 28:00 hours (+4) Being strong against planets should be balanced in planet related actions I think. The idea with this guy is that he's good at invading planets - he pushes the ship to fight harder and faster, but sacrifices defense in order to do it. Upkeep: x00M/day ---> I would apply per each commisioned Officer (they are commisioned) I'd been thinking that some of them might require Credits as upkeep while others might not. This would mean that some might be better suited for higher levels than others, and it would also allow people to customize the costs a bit. Very powerful officers would have drawbacks that could either mean lowered stats or monetary upkeep costs, but other officers might have no drawbacks (but provide less). For example, the Genetarr that unlocks the mission for you has no cost, but you do have to pay the energy and such to complete the mission.Captured T.O. ScientistYour Shield Recharge rate doubles. (could be ability for limited time 2 hours upon activiation?) Possibly, but this wouldn't be very useful in short bursts. We've got a gazillion activated abilities now, so I was shying away from those, although I could see officers having them..Black Market ContactYour tariff for selling minerals increases by 5%. ---> maybe rather decrease 5% when selling minerals? or increase when purchasing and decrease when selling -> like on black market I wasn't sure of a name for this, but my thinking was that this person was helping you carry more cargo and you were paying them to do so. This would obviously be a terrible officer for higher ranks, but early on could be very helpful, especially for traders.EDIT: btw CA generals can gain 4 levels and thru bonus items additional level, each level slightly increase the bonuses... thus maybe the same to be applied for "Officers"? This would be in line with new modules have % update to certain max limit. I could see them being able to level up, sure.Btw, if you check the link in my signature, there is an old suggestion of "Captains" with some bonus effects etc. Nice - this is also a variation of a post I made once suggesting homeworlds. Realistically, I know that none of the cool things we come up with will EVER EVER be implemented, but occasionally I like to pretend. 
_________________
|
Thu May 09, 2013 11:55 pm |
|
 |
Toastar
Joined: Thu May 26, 2011 4:45 am Posts: 1338
|
TimeManipulator wrote: Love the concept, well thought out... Toastar wrote: Dark Smuggler Defector
You gain +25% attack against all Dark Smugglers' Guild ships +3% Defense Upkeep: 500M/day This ability/passive is quite op since nearly everyone within the rank 800+ bracket has the chassis. Maybe cut the +25% Attack Bonus against Dark Smugglers to half? Overall, a great concept. I should clarify, I meant against Dark Smugglers' Guild NPC's only.
_________________
|
Thu May 09, 2013 11:56 pm |
|
 |
TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
|
Toastar wrote: TimeManipulator wrote: Love the concept, well thought out... Toastar wrote: Dark Smuggler Defector
You gain +25% attack against all Dark Smugglers' Guild ships +3% Defense Upkeep: 500M/day This ability/passive is quite op since nearly everyone within the rank 800+ bracket has the chassis. Maybe cut the +25% Attack Bonus against Dark Smugglers to half? Overall, a great concept. I should clarify, I meant against Dark Smugglers' Guild NPC's only. Ahh I see lol.
_________________ Why the $%&% are you looking at my signature for...?
|
Fri May 10, 2013 12:01 am |
|
 |
Levrosh
Joined: Mon Jun 04, 2012 9:35 pm Posts: 1975
|
I love it. May need a little tweaking, but...
_________________ACREWREVOLT
|
Fri May 10, 2013 12:35 am |
|
 |
frydaddy07
Joined: Mon Nov 26, 2012 2:58 am Posts: 65
|
Toastar wrote: Black Market Contact Your cargo space doubles. Your tariff for selling minerals increases by 5%. Switch them, half the cargo for 5% less tariff
|
Fri May 10, 2013 1:42 am |
|
 |
Outcast
Joined: Mon Dec 06, 2010 5:14 am Posts: 313
|
Normally, whenever I read through this section of the forum, I end up laughing at how terrible most of the ideas are. This one, however, does not fall into that category. Big +1! Very cool idea!
_________________  "From this day forth, all the toilets at Chesterton Royal Asylum shall be known as... Johns!" "You might have an army, but we have a Zakwas!"
|
Fri May 10, 2013 2:06 am |
|
 |
senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
|
+1
i do like that every officer would have positive and negative effects.
maybe maximum 3 officers on ship at a time. this way you could have 'bonus' effects for each set of officers.
the race-based ones would be mutually exclusive, so if you have one, you can't bring on the others until the first one is dismissed back into the pool.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
|
Fri May 10, 2013 3:42 am |
|
 |
Monk223
Joined: Thu Apr 21, 2011 7:00 pm Posts: 514 Location: On the horizon of a dying star.
|
Unlike the allies, if this were to be implemented, the whole idea proposed about giving names to them could be considered.
_________________  wired and inspiredGo! Go! Tricky style!
|
Fri May 10, 2013 4:10 am |
|
 |
Clangeddin
Joined: Thu May 31, 2012 12:46 pm Posts: 292
|
I like this idea alot .. opens up alot of potential avenues for expansion of the game .. I can see a new research tree for diplomacy that would allow for various officer themed planet structures .. in conjunction to new mission chains... opens up a bunch of follow up missions to current story lines..
big +1 for me I think this could really be hashed out and explored.
_________________
|
Fri May 10, 2013 4:50 am |
|
 |
Clangeddin
Joined: Thu May 31, 2012 12:46 pm Posts: 292
|

As suggested above Could make an Envoy for each Race and "specialist" for each class and make these gp unlockable officers..
IE
Agricultural Minister - Bonus - Qualifies you as a Biologist for requirements/arti/base buffs that requires such profession Penalty - 500Mil Upkeep Cost - 20 gp
Master Engineer - Bonus - Qualifies you as a Fixer for requirements/arti/base buffs Penalty - 2B Upkeep Cost - 30 gp
While I may NEVER dump 20 gp to race change to a biologist just to place the arties that are in my inventory... I MAY drop 20 gp for the officer...
Obviously I don't get the profession bonus from being a biologist (planetary pop) and if there are any "medals" out there that specifically require you to be a biologist you wouldn't qualify for them either.
As far as cool downs I was thinking a 72 hour cool down between HIRING officers and a 12 hour "Lay Off Officer" before being able to hire a new one with a 5 gp "Fire Officer" option So again this would force this to be a tactical decision, not a let me dump all my officers and pick up all offensive officers for this planet alert invade I want to do right now. This gives you the flexibility for an "emergency" hire of only ONE officer
_________________
|
Fri May 10, 2013 1:52 pm |
|
 |
Flux
Joined: Wed Dec 19, 2012 1:00 am Posts: 804
|

Toastar wrote: Flux wrote: +1this idea seems to be similar to generals in Castle Age - each general has unique ability to boost a parameter, action success etc and are limited per size of the player's army.. bigger army = more generals. There is over 100 generals in CA  and some are available only for equivalent of GP others are from mission, loot sets etc. I mentioning this as example how to limit the number of avaiable Officers - maybe per crew on ship or other ship stats TOs/rank>10 --> you can have the "Konqul Squadron Leader" or eventually several of them: one "Konqul Squadron Leader" per each 1000 TOs (both numbers only examples) I think it would be better if they scaled up with rank or completed missions rather than the number of officers, as those will increase much faster at higher AP production. The officers themselves should be powerful and special, so capped at a low number.then rather per missions - autorankers will have to slow down, Dan would be happy I thinkI would also mention, that not all negative effects would be needed for balancing: Total Ship Defense: -5% ---> rather: Your invade timer is now 28:00 hours (+4) Being strong against planets should be balanced in planet related actions I think. The idea with this guy is that he's good at invading planets - he pushes the ship to fight harder and faster, but sacrifices defense in order to do it. I understand, still from overall view, how many planet invaders would suffer a lot when loosing 5% of defense? I assume really few.Upkeep: x00M/day ---> I would apply per each commisioned Officer (they are commisioned) I'd been thinking that some of them might require Credits as upkeep while others might not. This would mean that some might be better suited for higher levels than others, and it would also allow people to customize the costs a bit. Very powerful officers would have drawbacks that could either mean lowered stats or monetary upkeep costs, but other officers might have no drawbacks (but provide less). For example, the Genetarr that unlocks the mission for you has no cost, but you do have to pay the energy and such to complete the mission.I see the idea here, could it not be oriented rather per strengh of officer (more less per player rank?) the aim is to be in line with last move to make mining more needed in game.Captured T.O. ScientistYour Shield Recharge rate doubles. (could be ability for limited time 2 hours upon activiation?) Possibly, but this wouldn't be very useful in short bursts. We've got a gazillion activated abilities now, so I was shying away from those, although I could see officers having them..Black Market ContactYour tariff for selling minerals increases by 5%. ---> maybe rather decrease 5% when selling minerals? or increase when purchasing and decrease when selling -> like on black market I wasn't sure of a name for this, but my thinking was that this person was helping you carry more cargo and you were paying them to do so. This would obviously be a terrible officer for higher ranks, but early on could be very helpful, especially for traders.EDIT: btw CA generals can gain 4 levels and thru bonus items additional level, each level slightly increase the bonuses... thus maybe the same to be applied for "Officers"? This would be in line with new modules have % update to certain max limit. I could see them being able to level up, sure.Btw, if you check the link in my signature, there is an old suggestion of "Captains" with some bonus effects etc. Nice - this is also a variation of a post I made once suggesting homeworlds. Realistically, I know that none of the cool things we come up with will EVER EVER be implemented, but occasionally I like to pretend. Absolutely, same for me.. btw, I think officers should be available (if implemented) with ability to progress, like new officer per more high rank missions or so thus each player at beginning could have some weaker officers and later stronger as they advance thru the game content/missons. I think this would again more fit to Dan's expectations.
_________________ on tour
|
Fri May 10, 2013 9:45 pm |
|
 |
whito01
Joined: Sun Apr 29, 2012 7:34 am Posts: 130
|
Like these ideas another +1, it would be great to see this implemented
_________________ Samo01, Lords of Infinity, Ancient Untouchables and Gentry of Infinity - all active and team orientated legions
|
Fri May 10, 2013 10:40 pm |
|
 |
Joseph4
|
Oh, yes, please. This is a great idea, and it would add several new dimensions to the game. +1
|
Fri May 10, 2013 11:55 pm |
|
 |
asquall
Joined: Wed Dec 05, 2012 8:22 am Posts: 1121
|
ICBLF wrote: Like the concept overall. A tweak that I think would be more interesting: Vygoid Trap Specialist 20% chance of resetting your ship's traps when they are tripped. 5% chance of not tripping a ship trap on an action that would have otherwise tripped one. 5% chance? it is 'useless' - no offense let's say that any trap has a 20% chance to activate - excluding QFT. If you kill a ship in 10-20 hits, then it is 'guaranteed' to still trip the trap. It would be better with 20% chance or Target an enemy ship - your action against that ship has 90% chance NOT to trip any trap - (a halc bypasser) - 1 minute duration - 5 min cooldown
|
Sat May 11, 2013 1:59 am |
|
 |
failname
Joined: Sun Nov 06, 2011 9:13 am Posts: 1695
|
+100 to content that doesn't require that one thing called artifact points.
_________________▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ████▌▄▌▄▐▐▌█████ ████▌▄▌▄▐▐▌▀████ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀  
|
Sat May 11, 2013 2:29 am |
|
 |
rkngl
Joined: Sat Aug 20, 2011 11:57 pm Posts: 250 Location: here
|

I'm all for the idea of the officers I would be another nice option for customizing without burning up deckspace. but i did think a couple of the ideas would need tweaking. Toastar wrote: Captured T.O. Scientist
Your shields are immune to Krionite Torpedoes. For the purposes of artifacts and missions, you are considered a Physicist in addition to your chosen profession. You gain no other Physicist abilities. Upkeep: 1B/day
Immune would be a bit over powered, but say cutting it to 50% instead like the biovaps would make sense. Clangeddin wrote: As suggested above Could make an Envoy for each Race and "specialist" for each class and make these gp unlockable officers..
IE
Agricultural Minister - Bonus - Qualifies you as a Biologist for requirements/arti/base buffs that requires such profession Penalty - 500Mil Upkeep Cost - 20 gp
Master Engineer - Bonus - Qualifies you as a Fixer for requirements/arti/base buffs Penalty - 2B Upkeep Cost - 30 gp
I would agree to counting as the profession for arts or mission reqs, but it is WAY overpowered if it counts for bases as well, you could have everyone be excavator for themselves but give 600% hull buff and every repair full for 4 ap.
|
Sat May 11, 2013 5:55 am |
|
 |
|
Who is online |
Users browsing this forum: No registered users and 13 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|