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A few module, mission ideas. http://galaxylegion.com/forum/viewtopic.php?f=6&t=35810 |
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Author: | Kinjiru [ Sun May 26, 2013 9:19 pm ] |
Post subject: | A few module, mission ideas. |
Talking with some legion mates, we had a few ideas I thought I'd jot down: - Module that is either a rare ship drop or mission drop. Has an ability that increases its stats for 24 hours (or some other long period of time) and can't be CM'd off. Each time you use the ability, the upkeep for this module increases quite a bit, giving you a reason to acquire a new one and replace this one. - Module that gains charges by doing a daily mission. - Daily (or weekly, whatever) mission that gives an item that adds 1 charge to one of your modules that is missing a charge (module chosen randomly tho.) - Module that costs credits (or maybe RP?) to use its ability. |
Author: | asquall [ Mon May 27, 2013 5:12 am ] |
Post subject: | Re: A few module, mission ideas. |
Although the concept is fine, they are too abstract... Need more thought-up for you to see others' comment ![]() I like the idea of #2 and #4 ![]() |
Author: | Kinjiru [ Mon May 27, 2013 2:34 pm ] |
Post subject: | Re: A few module, mission ideas. |
Thanks for your comments. A lot of times, suggestions are too specific, going into details better decided by a developer. I thought I'd present my ideas in the most straightforward way, so as to not bog the idea down into specifics. |
Author: | S.Hawking [ Mon May 27, 2013 6:59 pm ] |
Post subject: | Re: A few module, mission ideas. |
More specifics please. Your idea has potential but filling in the many gaps might get more attention from Webguydan. |
Author: | FerrusManus [ Mon May 27, 2013 7:03 pm ] |
Post subject: | Re: A few module, mission ideas. |
Kinjiru wrote: - Module that is either a rare ship drop or mission drop. Has an ability that increases its stats for 24 hours (or some other long period of time) and can't be CM'd off. Each time you use the ability, the upkeep for this module increases quite a bit, giving you a reason to acquire a new one and replace this one. Good idea for a Legion mission reward, or even just as a change to the Legion mission modules that don't have abilities. |
Author: | LukeD [ Mon May 27, 2013 7:18 pm ] |
Post subject: | Re: A few module, mission ideas. |
FerrusManus wrote: Kinjiru wrote: - Module that is either a rare ship drop or mission drop. Has an ability that increases its stats for 24 hours (or some other long period of time) and can't be CM'd off. Each time you use the ability, the upkeep for this module increases quite a bit, giving you a reason to acquire a new one and replace this one. Good idea for a Legion mission reward, or even just as a change to the Legion mission modules that don't have abilities. That would be awesome, and could be useful to give a fully upgraded module (like the Sniper Drone and Galakis pirate ray) an extra effect (like the Heliofield gives a % boost to shields when fully upgraded. As for a daily mission that returns a charge to a module, maybe make it a mission that grants a artefact that has to be used after a specific challenge before it returns the charge (so something to do with invading a enemy planet for Vorean Bio-Ray charges as an example) |
Author: | asquall [ Tue May 28, 2013 12:01 am ] |
Post subject: | Re: A few module, mission ideas. |
for #2 : Sha'din Trap Scanner (or whatever, I'm too lazy to find better names ![]() - size 15, Scan 50, Attack 50 - Start with 1 charge, refillable by doing the same mission as a DAILY, 2 charges MAX (to prevent someone stacking charges for abuse) - When used on an enemy, it completely removes all traps set (except Halcyon? Discuss) for #4 Dark Matter Inverter - size 20, Cloak 150 - When used (5000 EM) creates a stable layer of dark matter around the ship, increasing cloak by 500 for 4 hours Firewall Deactivator (or whatever) - size 20, Cloak 100, Scan 100 - When used (5000 RP) grants 10% Hacking bonus for 4 hours |
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