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 {expansion pack} Galaxy wars... 
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Well I have been readin up on the suggestions topics a lot lately and mostly I see: Dan can you please add a button so we dont have to click that many times, or add this little thing, how about something wayy better then an extra button or stat how about this:

Since we already have legion bases and tons of planets why not make Galaxies with X amount of planets in them that are ranging in quality of resources.

step 1. There should be a mission chain that spawns certain NPC's that drop new badges available for galaxy scans just like base scans. If the legion decides to invade that certain Galaxy given the X amount of planets in it with diferent type of resources. They could be guarded by legion ships and upgraded with our current artifacts. Other legions could invade them also :)

step 2. There should be a new reserch tree given what type of building could be build on a legion lvl. (that would be a legion effort to reserch this buildings type)

step 3. There should be new reserch tree aslo for transporter ships that would be transporting X amount of resources to the legion bases for production. Each transporter ranking varies in cargo, hull, def and attack due to its reserch ability, and X amount of guards that would escort it to the legion bases given a certain time to complete the trip. That being said the current guards legion ships can't participate in base wars till the timer runs out and the transport ship had arrived at the base. ( which will add to the base production % depending of the cargo space of the transporters)

step 4. There should be some sort of badges for transport scans also... :) So legions could warp guards away and attack and raid transporters ships.

step 5. If the legion decides to Abandon the Galaxy there should be a certain fee to do so.

That being said this will bring us in to Galaxy Wars with our Galaxy Legions.

Just an idea Dan ( sounds like a lot of work but most of the code is allready here and we are using it)

Cheers.

(srrys guys my typing is not that great)

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Last edited by Rambojr on Thu May 23, 2013 3:55 am, edited 1 time in total.



Thu Jan 12, 2012 3:54 pm
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thats a lot of suggestions all at once i reckon dan would definitely have to space a few months between them but as well there is the risk that it will make things more complicated and people will be put off playing


Fri Jan 13, 2012 10:02 pm
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Epicownage wrote:
thats a lot of suggestions all at once i reckon dan would definitely have to space a few months between them but as well there is the risk that it will make things more complicated and people will be put off playing


Very True it will take some work to make it happend.

Dan could introduce it one step at the time just like he brought in the legion bases.

Step 1. Make Galaxies with bunch of planets in them. ( We already have planets and artifacts to upgrade them)
Step 2. Introduce Npc that will drop badges to scan those Galaxies and transport ships.(We have tons of ships as NPC that we could borrow from)or
Step 3. Introduce reserchable transport ships (New reserch tree I.E. ranking ships in strenght with ability set X amount of guards for escorts and time)
Step 4. Introduce new reserch tree for speed of ships once locked on to Galaxies or Transport ships.

The rest we already have it in place such as invading or guarding planets.

Edit:

I think a lot of ppl will forget about Exotica and all the wars about it

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Sat Jan 14, 2012 5:31 am
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Why not just make NPC planets that are of certain defenses based on quality of planet?


Sat Jan 14, 2012 9:56 pm
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Dark10c wrote:
Why not just make NPC planets that are of certain defenses based on quality of planet?



Great Idea !!!

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Sun Jan 15, 2012 8:32 pm
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this sounds pretty interesting to me. i would like to see how this goes. +1

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Mon Jul 16, 2012 1:06 am
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NPC-controlled planets are still a good idea. Assuming NPC control, we would need to determine how the challenge will scale. In addition, how will it be fundamentally different (and new/fresh) from existing attacks/invasions?


Mon Jul 16, 2012 5:26 pm
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webguydan wrote:
NPC-controlled planets are still a good idea. Assuming NPC control, we would need to determine how the challenge will scale. In addition, how will it be fundamentally different (and new/fresh) from existing attacks/invasions?


Right on Dan !!!..

Tys for responding much appreciated..

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Mon Jul 16, 2012 5:27 pm
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I suggest a special NPC for each faction. High-scaled hull and shields (siege-bots). Upon defeating the, the planet becomes attackable. the planets attack, defence and population increases with every 100 ranks, capping at around 2000. They could have nice, unique artifacts on them, relating to the NPC faction: cloak mods fro the Sha'din, defences from the TO's etc.

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Mon Jul 16, 2012 5:31 pm
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webguydan wrote:
NPC-controlled planets are still a good idea. Assuming NPC control, we would need to determine how the challenge will scale. In addition, how will it be fundamentally different (and new/fresh) from existing attacks/invasions?



While we have your attention....

Off the top of my head, so forgive the sloppiness that normally does not show in my posts lol



NPC controlled planet system:


  1. Series of race related missions (1 per NPC faction) with scaled energy requirement, that unlock primary NPC in next point

  2. Series of extremely rare (experimenter) NPCs with high matched stats including cloak.

  3. Drops Faction scan data

  4. Scan data reveals planet of completely new type with high matched attack/defense/population

  5. Planet has “fleet” of new moderate matched NPC guards with a very high matched “flagship” that must be targeted BEFORE attacking the planet directly. Cannot be wormholed away.

  6. Planet has random abilities with medium to medium-high proc rate, to mimic an online player defending. Attack/Defense boosts, “cloning,” nerfs, guard respawn (no respawn for flagship), etc

  7. If respawn happens (high-ish chance), new guards need disabled before returning to attacking the planet.

  8. Invasion formula is same as normal planets but capping at 50/60%

  9. Planet is not alertable until conquered

  10. High chance (25%+) of new alertable boss-type blockade critters within 2-5 days, one time possibility. Blockade chance only applies to that specific planet-Faction Retaliation

  11. High chance (25%+) of new non-alertable, solo blockade critter once per day, up to 7 days after conquer (random planetary effect mechanism) Blockade chance only applies to that specific planet-Faction Retaliation

  12. Planet counts toward rank limit

  13. Resources are decent to good based on faction with random top abundance. UR-5x??

  14. Attack window of 12 hours then you lose the scan (think Mission Impossible) Possibly even a random 1-12 hour window (it got fluxed!!)

  15. Alternately, disabling the original NPC autospawns the planet with the same attack window.

  16. Planet has faction-relevant artifacts/structures

  17. Artifacts are NON-extractable

  18. Once conquered, planets become scannable by other player

  19. QSEs and TFDs are NOT usable. It is what it is.

One of the few remaining “fun” things to do is an attempt at invasion while the owner is online and defending. A lot of excitement can be had in that situation, so this new setup should in some ways mimic that. If you follow the whole outline, you can see that it also incorporates various game mechanics already in place. Missions, bug hunts, planet attacking, a possibility of a shared NPC for the whole legion...

Edit: Added "faction retaliation" clarification to points 10 & 11.

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Last edited by Darth Flagitious on Mon Jul 16, 2012 7:24 pm, edited 1 time in total.



Mon Jul 16, 2012 6:25 pm
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Darth Flagitious wrote:
webguydan wrote:
NPC-controlled planets are still a good idea. Assuming NPC control, we would need to determine how the challenge will scale. In addition, how will it be fundamentally different (and new/fresh) from existing attacks/invasions?



While we have your attention....

Off the top of my head, so forgive the sloppiness that normally does not show in my posts lol



NPC controlled planet system:


  1. Series of race related missions (1 per NPC faction) with scaled energy requirement, that unlock primary NPC in next point

  2. Series of extremely rare (experimenter) NPCs with high matched stats including cloak.

  3. Drops Faction scan data

  4. Scan data reveals planet of completely new type with high matched attack/defense/population

  5. Planet has “fleet” of new moderate matched NPC guards with a very high matched “flagship” that must be targeted BEFORE attacking the planet directly. Cannot be wormholed away.

  6. Planet has random abilities with medium to medium-high proc rate, to mimic an online player defending. Attack/Defense boosts, “cloning,” nerfs, guard respawn (no respawn for flagship), etc

  7. If respawn happens (high-ish chance), new guards need disabled before returning to attacking the planet.

  8. Invasion formula is same as normal planets but capping at 50/60%

  9. Planet is not alertable until conquered

  10. High chance (25%+) of new alertable boss-type blockade critters within 2-5 days, one time event.

  11. High chance (25%+) of new non-alertable, solo blockade critter once per day, up to 7 days after conquer (random planetary effect mechanism)

  12. Planet counts toward rank limit

  13. Resources are decent to good based on faction with random top abundance. UR-5x??

  14. Attack window of 12 hours then you lose the scan (think Mission Impossible) Possibly even a random 1-12 hour window (it got fluxed!!)

  15. Alternately, disabling the original NPC autospawns the planet with the same attack window.

  16. Planet has faction-relevant artifacts/structures

  17. Artifacts are NON-extractable

  18. Once conquered, planets become scannable by other player

  19. QSEs and TFDs are NOT usable. It is what it is.

One of the few remaining “fun” things to do is an attempt at invasion while the owner is online and defending. A lot of excitement can be had in that situation, so this new setup should in some ways mimic that. If you follow the whole outline, you can see that it also incorporates various game mechanics already in place. Missions, bug hunts, planet attacking, a possibility of a shared NPC for the whole legion...



+1...Awsome

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Mon Jul 16, 2012 6:31 pm
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For #10/11, I assume you meant the blockades would happen specifically on the planet that was conquered? (Sort of like a faction retaliation)


Mon Jul 16, 2012 7:15 pm
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webguydan wrote:
For #10/11, I assume you meant the blockades would happen specifically on the planet that was conquered? (Sort of like a faction retaliation)


Exactly. Not a higher chance for a blockade on a random planet. Faction retaliation... I like that. Had I taken more time putting that together that sounds like something I would have called it. I'll edit that point in for clarification.

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Mon Jul 16, 2012 7:21 pm
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Dan so your involvement in this thread means your interested in this being a idea to implement yes? If so I assume you look at and review all suggestions?
Anyway back on topic I'm glad of your reply and I do believe this is something workable, maybe not game-changing but certainly a step forward in the search for new content.


Mon Jul 16, 2012 8:11 pm
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damn, we need a like button, i love quite a few of these ideas :D

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Tue Jul 17, 2012 12:06 pm
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Darth Flagitious wrote:
webguydan wrote:
NPC-controlled planets are still a good idea. Assuming NPC control, we would need to determine how the challenge will scale. In addition, how will it be fundamentally different (and new/fresh) from existing attacks/invasions?



While we have your attention....

Off the top of my head, so forgive the sloppiness that normally does not show in my posts lol



NPC controlled planet system:


  1. Series of race related missions (1 per NPC faction) with scaled energy requirement, that unlock primary NPC in next point

  2. Series of extremely rare (experimenter) NPCs with high matched stats including cloak.

  3. Drops Faction scan data

  4. Scan data reveals planet of completely new type with high matched attack/defense/population

  5. Planet has “fleet” of new moderate matched NPC guards with a very high matched “flagship” that must be targeted BEFORE attacking the planet directly. Cannot be wormholed away.

  6. Planet has random abilities with medium to medium-high proc rate, to mimic an online player defending. Attack/Defense boosts, “cloning,” nerfs, guard respawn (no respawn for flagship), etc

  7. If respawn happens (high-ish chance), new guards need disabled before returning to attacking the planet.

  8. Invasion formula is same as normal planets but capping at 50/60%

  9. Planet is not alertable until conquered

  10. High chance (25%+) of new alertable boss-type blockade critters within 2-5 days, one time possibility. Blockade chance only applies to that specific planet-Faction Retaliation

  11. High chance (25%+) of new non-alertable, solo blockade critter once per day, up to 7 days after conquer (random planetary effect mechanism) Blockade chance only applies to that specific planet-Faction Retaliation

  12. Planet counts toward rank limit

  13. Resources are decent to good based on faction with random top abundance. UR-5x??

  14. Attack window of 12 hours then you lose the scan (think Mission Impossible) Possibly even a random 1-12 hour window (it got fluxed!!)

  15. Alternately, disabling the original NPC autospawns the planet with the same attack window.

  16. Planet has faction-relevant artifacts/structures

  17. Artifacts are NON-extractable

  18. Once conquered, planets become scannable by other player

  19. QSEs and TFDs are NOT usable. It is what it is.

One of the few remaining “fun” things to do is an attempt at invasion while the owner is online and defending. A lot of excitement can be had in that situation, so this new setup should in some ways mimic that. If you follow the whole outline, you can see that it also incorporates various game mechanics already in place. Missions, bug hunts, planet attacking, a possibility of a shared NPC for the whole legion...

Edit: Added "faction retaliation" clarification to points 10 & 11.


I would like to add some more suggestions :

While we can't keep inventing new planet types, and generate missions that give mega-rich artifact planets. Planets can still be of some value :

A lucky planet scan or mission or NPC scan data drop, can reveal a Terran outsider outpost residing a on Terra Planet.
The planet can possess some sort of structure like a vault that gives some sort of special/standard artifact/CTP/Resource Cache.
Artifacts can help you assist in another NPC invasion. Eg- Crimson Cluster missile that only works on NPC planets.
In order to reach this vault, the Fleet of T.O ships guarding it needs to be destroyed.

Attacking the Fleet will set off an alarm.
You will have 5 minutes to vanquish the fleet the "Raid/Pillage" the planet before additional reinforcements arrive and reinforce the planet.
The "Raid/Pillage" action let's you take whatever of value on the planet such as spec structures as well as busting open the vault.

Another Suggestion :

When fighting NPCs, we are always on the offensive side, why not put some pressure on players and put us on the defensive side ?

A scan data may reveal the location of good, Volliir controlled planet worth taking.

Upon attacking the planet, it's revealed that the Volliir have set up an elaborate ambush!
"The Volliir FlagShip "Throlomon" Critically hacked your Dyson. They're on their way to attack it now!"

A minute later, a number Volliir Enforcers and Overseers blockade the planet.
( Killing these NPCs do NOT re-drop the artifact it gives, but using the NPC image again could be interesting, seeing the return of Stryll Trackers, Zolazin Shroud Bases, Octafari Grid Pylons and Science Vessels re-appear once again can be interesting, i mean let's face it, most of these mission NPCs get killed in a few minutes )

When you're planet is under attack, you have a short timer to destroy the fleet.
Eg- you have 3 minutes to destroy that Volliir Enforcer before you blows up one of your def structures. Or you have 10 minutes to kill that NPC before they deploy a quantum bomb or 5 minutes to destroy that Volliir Mothership before it launches out more spaceships.

Attacking these NPCs provokes retaliation. NPCs can use various artifacts or weapons on you, Krionite Torpedoes ( Come on, we all have shields Restorers in our cargo ), Gemini Cannons, Tactical Inner Bypass, EMPs, Thetacron Bombs, Omicron Cluster Missiles etc that all impede your progress.

Attacking a single NPC orbitting the planet can provoke other NPCs to attack you. You can bring in your fleet that Dan is thinking about into help you ( somehow )

The Volliir Can Conquer your planet, in this case, you would have to reconquer it, Volliir might blockade it later once you do, like "Retaliation" etc.

NPC Fleets


These are very large kongregate of ships that blockade the planet, of course, the numbers can vary depending on rank.

( Note : none of these are alertable, you have to kill them yourself, you do not get any module or artifact drops from them, they can be scaled down if you can't handle them ;) , point is, that these NPCs images can be re-used, i feel that Dan uses alot of his time Programming and Designing the art of spaceships)

Crimson Blade Assault Fleet ( Scaled Diffculty ):

Primary Blockade and Tactical Invasion Fleet of the Crimson Blades.

-1-2 Korteth Carrier
-1-3 Vortul Annihilators
-2-7 Sabre Gunships
-2-5 Hawks/Flamehawks
-Numerous Crimson Marauders/Scouts/Plunderers

Dark Smuggler Transport Fleet ( Medium Difficulty ) :

It appears that this planet is a very large center of trafficking and stock piling illegal goods and materials, there are numerous cargo and transport ships orbiting this planet.

- 1 Nexus or Dark Ring or Mega-complex
- 2-5 Dark Traffickers
- 1 Dark Arms Carrier
- 2-4 Onyx Shuttle
- 2-4 Dark Warpers
- 2-4 Dark Velocitor

Drannik Bastion Fleet ( Hard Difficulty ):

The Drannik Automatons have shown alot of interest in this planet. This planet contains enormous deposits of minerals needed for Dranniks self-replication. They have fortified themselves and are mass producing numerous drones.

- 1 Drannik Databank
- 1 Drannik Archivist
- 2-3 Drannik Omni-Hubs
- 5-9 Drannik Drones
- 1 Drannik Encephalon
- 2-3 Drannik Ballistae
- 9-12 Drannik Gunpods

Octafari Settlement ( Easy Difficulty ) :

It appears when the Octafari fled, they have settled here on this remote oceanic world. They possess a function Grid pylons, an surgical and fast attack ambush should destroy the pylon before they activate it.

- 1-2 Grid Pylons
- 3-4 Octafari Science Vessels
- 2-4 Octafari Leviathans

RSL Fleet ( Medium Difficulty ):

The RSL have set up a permanent base here, it appears they have numerous of their top scientists working here on some sort of project involving the planet itself and their warp stations. If we are to secure all the data on this secret project, none of the RSL Science vessels can escape..

- 1 Warp Station
- 3-4 Tech Cruisers
- 3-6 Science Pods
- 3-4 RSL Siege Cannons
- 1-2 RSL Confinement Centre
- 3-4 XRP Prototype
- 1 Rogue Labpod
- 2 RSL Data-uplinks

Zolazin Outpost ( Easy Difficulty ) :

A bunch of renegade zolazin cyborgs are up to something here.

- 2-3 Zolazin Shroud Bases
- 4-6 Zolazin Warships

Sha'din Hacking Armada ( Scaled Offensive ) :

Sha'din Coalition have grown strong, they have combined their ships hacking capabillities to together. This formidable fleet combined hacking strength can corrupt and cripple a planets defence systems and production facillities. They are escorted by a large contingent of shockfighters. You have 24 hours to kill them all before they commence a planet wide hacking cripple effect. No productions from planet for one week. abandoning won't abolish effect

-3-4 Corsairs
-2-3 Penetrators
-6-11 Shock Fighters
-1-2 Sha'din Envoy
-1-2 Sha'din Infiltrator
-1 Sha'din Directory Core
-3-4 Yahnosh Sha'din Hackers <--- i never got see this NPC in the game before.
-1-2 Sha'ja Up link
-1 Sha'din AI Matrix

Stryll Order ( Hard Difficulty ):

Stryll Installations have been blown left and right recently. So instead of having their ships operate independently, the order has decided that strength and security came in numbers. They have stationed a very large group of stations at this secret location above this planet.

-2-3 Hired Convoys
-4-6 Stryll Hunter/Skirmisher/Desolator/Devastator
-1-2 Stryll Trappers
-1-2 Stryll Deep Trackers
-1 VX Outpost
-1 Svax Punisher
-1 Graxis Prison
-1-2 Sketh, Stryll Predators

The T.O Expansion Fleet ( Offensive Insane Difficulty "This difficulty is for really bored, high ranked players") :

These Terrans have been pushing their borders very far.. This fleet has alone conquered many planets and conquering lights years of territory every day and today they have trespassed into your territory.

-4-12 Patrol Cruiers
-6-13 T.O Troop Carriers <----- These need to be Disabled to prevent a invasion
-2-5 Teralys Carriers <----- These need be blown up before you can touch the troop carriers
-2-3 Tarlis Command Ship
-7-18 T.O Battlecruisers/Cruisers

After T.O factions takes your planet :

This is added on top of the fleet :
- 1 Ellipsis Base
- 2 Fornyis Twins
- 1 Stalar Command Centre
- +2 Teralys Carriers

Lazuli Industry Core ( Insane Difficulty ) :

This is the core of all the Lazulis Industry and Construction.

- 5-16 Lazuli Interceptors
- 2-3 Lazuli Parts Runner
- 2 Tevrazon Refinery
- 5-7 Ionic Battleships
- 1 Harrower
- 2-3 Lazuli Refineries
- 3-6 Lazuli Fabrication Plants
- 4-7 Lazuli Factories
- 4-6 Reynard Titans
- 5-7 SuperCannons
- 2-3 Renegar Stations
- 2-3 Renthion Haulers


Bigger the fleets bigger the awards of course, somehow.

These Blockades and NPC controlled planets are only available after you finished the chain of course.

Some of these fights can drag for days even though you got 20 minutes to blow them up. Of course, my thing needs alot of tweeks, it has number of flaws, all suggestions, modifications, criticism are definitely welcome!

Finding these planet are rare and fleet blockades are rare too, maybe mission exclusive, they will NOT be your new battle tabs when you're main one gets clogged with flamehawks..

Thank for listening


Tue Jul 17, 2012 12:40 pm
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Most likely we will be adopting this as a higher rank mission add-on. There is one chain in particular that we would like to continue it with.


Tue Jul 17, 2012 5:37 pm
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The enemy fleets sounds cool, but imagine your "delight" when a fleet locked onto your dyson like you mentioned and you had virtually no energy at the time. Or were so close to ranking that having to use a energy cube/refill would waste 90% of it. Or having 5-10min to kill all those npc's while you have RL stuff you are needing to do. Such as get ready for work or w.e. There would need to be a way to avoid the encounter all together if they're going to steal your planet, then you have the risk of someone else taking it easily if they had it on scans...

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Tue Jul 17, 2012 6:58 pm
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rocketjman wrote:
The enemy fleets sounds cool, but imagine your "delight" when a fleet locked onto your dyson like you mentioned and you had virtually no energy at the time. Or were so close to ranking that having to use a energy cube/refill would waste 90% of it. Or having 5-10min to kill all those npc's while you have RL stuff you are needing to do. Such as get ready for work or w.e. There would need to be a way to avoid the encounter all together if they're going to steal your planet, then you have the risk of someone else taking it easily if they had it on scans...

Have like a 24 hour timer on it or something.
EDIT: Or even have a side effect of ship scan - as in the more scan the more advanced warn time.


Tue Jul 17, 2012 8:00 pm
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webguydan wrote:
Most likely we will be adopting this as a higher rank mission add-on. There is one chain in particular that we would like to continue it with.

Just please don't make it too high a rank.


Tue Jul 17, 2012 8:01 pm
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