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 Broadening the Horizons for All Galaxy Legion Players 
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Joined: Thu Aug 11, 2011 9:48 pm
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I realized 1 major flaw: Overcomplication. But here was the idea if you still want to look at it.
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You know how in the very beginning it becomes quite apparent that there are many different play styles in Galaxy Legion. Later on down that road you stick one of those play styles and stick to it for the rest of your time you spend playing this game, and to get the msot out of it. However, this sometimes limits you from enjoying the other forms of gameplay, and can cripple you in others. For an example:

1. If you are a NPCer, odds are you'll have all the NPC Mods, high NPC Attack, Large Ship Strength, A Large Energy Tank, Good planets, and tonnes of Complex Tech Parts. But if you choose this road, you'll spend as much energy as you can to get the most out of NPCing, but you probably won't have the red badge modules, or most of the mission unlockables/tiers.

2. If you are a PvPer, odds are you'll be one of the most feared and strongest players in your legion, as you have a blood lust for rampage disabling people. You'll have all the red badge modules, and with the large number of red badges you acquire you'll scan bases for your legion to fight and gain silver badges. But if you choose this road, you wont get to experience the joys of NPCing, making you less wealthy and a crippled flow of CTP If you're a trader. Nor will you get to enjoy performing missions without sacrificing PvPing energy.

3. If you do Missions then you'll have all the Planet Transformers and special unique modules. But if you choose this path you will lead a pilot a weak ship, making you unsuitable for PvPing, and a juicy target for PvPers. You also wont be able to NPC Effectively because of your low strength.

Making yourself a well-rounded ship in all forms of Galaxy Legion gameplay wont allow you to enjoy the game, or any of it's aspects, to the fullest.

Since much of this game is centered around conflict and battle, and due to the fact that no matter when play style you choose you will always attack something at least once, my idea was to make a seperate energy bar for PvPing/Base Battling.

Why? This will allow more variety for each individual player. PvPers will get to use one energy bar for missions, and the other for PvPing. Mission Players/NPCers will get to do the same as well. This idea will allow players to get a taste of the other forms of gameplay instead of limiting themselves due to the constant need of energy.

Q: Won't this encourage auto-ranking?
A: No it wont, the two energy bars will balance out over time.

Q: How would this new energy bar be implemented? Different players have different levels of energy.
A: I'd have to take a census on everyone's energy levels to determine what the new energy bar's level would be at.

Q: This isn't necessary. If players choose one aspect of gameplay then they are most likely to stick to it anyway.
A: Eventually everyone will get bored of their current play style one day. And conversion from one form to another takes a long, long time (depends on how long you've decided to play the previous play style)

Q: Will this split my energy guage in half? What if I don't want it split?
A: No, I was thinking of dividing the energy bars based on your style of gameplay. It wont split your current energy between the two, but add extra energy (based on census readings) to the one which your play style doesn't fall under.

Any questions/comments?

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Last edited by playret0195x on Sun Apr 07, 2013 11:03 pm, edited 1 time in total.



Sun Apr 07, 2013 7:11 pm
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Practically the whole idea behind this game is balancing out your energy to get the most benefits/fun out of it. Sorry but I'm heavily opposed to this.


Sun Apr 07, 2013 7:18 pm
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Argh, dear god no. I played a game with this, and it was horrible. -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1

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Sun Apr 07, 2013 7:22 pm
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I'm a PVPer, but I can autorank on NPCs (without XP buffs) if I desire. I typically have Energy Cubes and Tri Matrices stored up to help me if there's a steep energy requirement on a choice mission. I do have to make a decision as to what I'm going to focus on at any given time, but that is part of the appeal - strategy is required.

I don't think this is atypical either. A strong PVPer will be a strong NPCer (even autorankable, given a sufficient energy bar). A strong NPCer will be a strong PVPer (unless they fall into that Drannik autoranker who barely hits their ranking XP with a tin ship niche, then they've painted themselves into a bit of a corner that they're going to have to work out of slowly). And a strong mission ship can easily load on enough TOs and ship mods to at least slog through some PVP or NPC combat.

Edit: if that doesn't make it clear, I am very strongly opposed to an arbitrary boost for player's energy to things they haven't done historically.

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Sun Apr 07, 2013 7:25 pm
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-1.5billion . ill spend my NRG where i want it.

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Sun Apr 07, 2013 7:41 pm
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playret0195x wrote:
Q: This isn't necessary. If players choose one aspect of gameplay then they are most likely to stick to it anyway.
A: Eventually everyone will get bored of their current play style one day. And conversion from one form to another takes a long, long time (depends on how long you've decided to play the previous play style)

Any questions/comments?

-1.

as others mentioned, there is strategy / personalization in deciding where to use your existing energy.

anyone who 'specializes' exclusively just built their ship wrong, at least if they want to get the full experience from the game.

at rank 235, i am #17 on the raids board, have all 4 auto-blasters and still collecting reds for future base scans. with my damage cap resulting in a minimum of 55 hits (w/o shield) and 67 hits (w shield), i think i have the pvp build covered.

i have 600 medal points (and aiming for 700 for vortov), with 34 missions completed to unlock the chron-transistor to bring my energy recharge to 64 per hour (still missing 2 silthion hubs). i will have hyperchannel relays by the end of the month to get me up to 82 per hour. with energy mods, i can get up to 3500 energy, so auto-ranking missions will not be a problem.

npc's are currently my weakest area as i have not focused exclusively on t.o.'s. instead, i will have 2k of each crew type by the end of this month. with my arti/hr around 8500, i intend to slow rank a bit and gather in some more prisoners. that said, i have gone up a rank a day this week, mostly from npc'ing for legion mission tasks ... garnering 3 terraformers, 3 toxic purifiers and 2 extractors in that time. i can't complain.

being able to do all this has taken planning and sacrifice. having multiple energy bars may encourage more well-rounded play, but i think i've shown that it can be done without this kludge.

however, i do think that your initial intention to find a way to encourage well-rounded play is good. medals have been one way that Dan has attempted to do this ... but allies or modules that give bonuses for different playing styles might work as well. here are a few rough ideas to add to the pool:

- next mission completion reward beyond the ones there now, you could have an ally that gives an energy bonus for each of the pvp kills / hacks / raids medals that you already have (say, 5, 10, 15 for each medal level, so max 45 energy) ... and it would rank via every 500 npc kills
- a mission module drop that has the ability to debuff npc's if your pvp action count is over 100
- a base crate reward artifact that boosts your TM limit by 50 for an hour, so you can rack up some more pvp hits.

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Sun Apr 07, 2013 8:50 pm
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While I see the you point, I still give this idea a -1. There is a pretty easy solution- don't do everything at once, spend a few rank on this, a few ranks on that, etc. You get all the stuff, and have alll the fun. Problem solved Remember, all the High rank PvPers have by now completed pretty much all mission, and have all NPC mods, and so on. Its the Mission folks that don't get the best part of the pie. (But that's their own fault)

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Sun Apr 07, 2013 9:33 pm
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I am sorry, but this is a terrible idea. There is a reason that there is only one energy bar, and that reason is that you have to decide what you want to do with it. If you want to spend it on missions, fine, but there are NPCs out there to be killed. If you want to spend it on NPCs and do the missions later, that's fine too. If you want to PvP and get your disables, raids, and hacks up, you can do that. On of the greatest things about this game is that you can do pretty much whatever you want to do with what you have. Dan doesn't try to control us. Look at Namalak and all the stuff he's done. We can use our energy for whatever we want, but it may have consequences, like missing out on NPCs and PvP. Balance is the name of the game, and that is why it is so fun. You cannot go all one way or all another, you have to balance your ship to get everything you can get out of this game.
I hope this shows you why I give this idea a (9-10).


Sun Apr 07, 2013 10:37 pm

Joined: Sun Jun 19, 2011 6:24 pm
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Ummmm, speaking as someone who is an enormous NPC'er, i had no issue changing my ship around to fit a PvP build(3k+ kills) or a mission build(high energy is great for that, which NPC'er's have in spades. In fact, i didn't even need to change my ship at all, as an NPC build works perfect as a PvP build.

No need to have a 2nd bar of energy for something specific. Just be smart about how and when you choose to do things, like do missions at the end of a rankup, to use excess energy.

Get your PvP things early, or failing that, get them later in-game, once your NPC'ing pays off and your 100k aph gets you an awesome rank 1500 ship.


Sun Apr 07, 2013 10:41 pm
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The moment I get tired of my playstyle I'll switch to another. The moment I have nothing left to do I'll reset and experience it all again.

Sorry, but there's a reason why GL employs a single energy bar: strategy.

-1

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Sun Apr 07, 2013 10:58 pm
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The real purpose of this idea was to encourage more PvPing, since besides red/yellow/blue badges there's nothing enticing me to PvP.

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Sun Apr 07, 2013 11:05 pm
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playret0195x wrote:
The real purpose of this idea was to encourage more PvPing, since besides red/yellow/blue badges there's nothing enticing me to PvP.


Seems like by encourage you mean force. and thats not the way to go. adding better rewareds maybe the way to go.

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Sun Apr 07, 2013 11:36 pm
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-1

There are much better suggestions for getting people into PvPing without this idea. Also, the premise is flawed ... PLENTY of us have enough energy to auto-rank on NPCing (thus enjoying it in all of its glory) and plenty of us also have enough energy to simultaneously PvP or do Bases if we desire and then some of us have enough to also do Missions here and there.

I don't have the highest energy bar in the galaxy by far, but I can auto-rank on NPCs without a neural and PvP/Base when it comes up without worrying about not having enough to go back to NPCing. On top of that, I can do all the daily missions and still have energy to go back to NPCing or Base. If we battle a level 8 base that takes more energy from repairs or something, then I toss on a neural and voila no more worries (and absolute worst case scenario I have plenty of energy sacs from NPCing to restore if I need it, which I usually don't).

I have all NPC modules in the game (that I'm aware of), I have all Missions completed (except for Legion Mission of course), and I have all of the PvP modules (except a few of the newest upgrades, but this is more choice, just don't enjoy it as much on my own, so I PvP from alerts to help the legion) ...



So ... remind me again, what exactly am I missing that I need help with?


Note: All players start out going one route ... in the end, this game has two cookie-cutter builds: Biggest ship with everything on it or Small ship build. Everything between is just a slightly less effective version of those two, in my opinion. Both of them will have energy (eventually) to complete everything without a new bar.

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Mon Apr 08, 2013 1:23 pm
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