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Making moduals more unique, Chargable moduals.
http://galaxylegion.com/forum/viewtopic.php?f=6&t=39005
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Author:  Peticks [ Tue Dec 03, 2013 12:46 am ]
Post subject:  Making moduals more unique, Chargable moduals.

So recently I've been feeling that modules have been losing their certain je ne sais quoi that makes them unique. The abilities and bonuses they provide aren't actually the most important thing is the fact that they have mainly became pretty close to the same that I'd like to suggest improving.
Here’s a few suggestions to show what I’m getting at (these modules are just showcasing the principle actual abilities could vary widely, Though if they were used it'd be nice :P ):

Ancient Targeting array:
Size X Stats Y
Ability:
Gains a 1% charge for every rouge science league ship killed, when it reaches 100% charged an ability can be used, this resets its charge to 0%

Residual energies capacitor
Size X Stats Y
Ability
Every 24 hours this module gains a 5% charge + 5% for every Clthorian planet owned. 100% charge can be used to activate an ability. Able to store up to 200% charge. (else you'd have to jump from 9 planets to 19 planets to have any extra impact on the module)

Legion mission archives (yes I know this is already out but this is my suggestion of a change to it)
Size X stats Y
Ability
Each time you complete a legion mission task boosts charge by 20% and every successful legion mission increases charge by 40% (to encourage further spread effort like with the merc ally). Can store a maximum of 200% charge, 100% charge can be used to activate an ability

Antiqua draconis
Type: Entity
Size 0, Stats X, Y , Z
Ranks up for every Space entity killed
Rank 100:
Charges 20% for every random planetary event that occurs and 50% for every space entity killed. Can charge up to 300%, a 100% charge can be used to activate an ability and a 300% charge can be used for a stronger version of the ability.


I can see that adding these kind of abilities would take some extra coding however it would not only increase activity but would make modules more interesting than merely maxing to see what stat will be boosted. It could also complement other areas such as a pvp charging module giving a npc spawn or npc buff and a npc one doing vica versa.

Any thoughts, changes or opinions please post bellow.

Author:  Awesome813 [ Tue Dec 03, 2013 12:56 am ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

Good idea, cant really say anything bad, maybe more effort to gain the abilities
This could also help Dan charge for GP (making clethorians race changes, race changes for higher mission chances and abandoning more planets+governer race changes, etc)

Author:  asquall [ Tue Dec 03, 2013 2:04 am ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

+1 on this one

Author:  ICBLF [ Tue Dec 03, 2013 2:31 am ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

Charging abilities is a good mechanic in general - the abilities assigned to each will affect how attractive they are in practice.

Peticks wrote:
Can charge up to 300%, a 100% charge can be used to activate an ability and a 300% charge can be used for a stronger version of the ability.


This is the best part, an overcharged version of an ability.

Author:  ShadowsPoison [ Tue Dec 03, 2013 3:00 am ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

+1 awesome idea. would love to see pvp ones aswell :mrgreen: also would these be bought with badges, gp, or obtained through a mission? Or all of the above? I wouldn't mind seeing them being created with energy, ctp, or exotic matter, but really thats like missions. And come on peticks I would have thought you would have thought up a raiding one :D say 1% per successful raid, 2% per critically successful raid 100% for a charge when used you get +15% bonus to raiding for 6 hours

Author:  Sereomontis [ Tue Dec 03, 2013 9:15 pm ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

+1. Great idea for a new concept to add to the game, lots of potential. now all we need, is to get Dans attention :P

Author:  Devastation [ Wed Dec 04, 2013 10:33 am ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

This reminds me of quite a few things from League of Legends, and I think it'd work great in this game.

+1!

Author:  Peticks [ Wed Dec 04, 2013 4:48 pm ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

ShadowsPoison wrote:
+1 awesome idea. would love to see pvp ones aswell :mrgreen: also would these be bought with badges, gp, or obtained through a mission? Or all of the above? I wouldn't mind seeing them being created with energy, ctp, or exotic matter, but really thats like missions. And come on peticks I would have thought you would have thought up a raiding one :D say 1% per successful raid, 2% per critically successful raid 100% for a charge when used you get +15% bonus to raiding for 6 hours

I have no vested interest in keeping tm prices low... hehe :P
I used each of the example mods I did mainly to show how they could encourage activity in completely different areas of the game and a pvp one is a good idea however the one main difficulty with it is that it would make players either hack, raid or kill depending on what charged it.

Awesome813 also makes a good point. Not only do the mods up activity but some can encourage gp use to make it easier to charge, eg in the examples changing race to build more clthorians/recive more planeary events, but without forcing players to pay gp or not have the ability at all which tends to be a sticking point with certain mods.

Author:  Peticks [ Fri Jan 17, 2014 7:19 pm ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

Giving this a bump as a possible idea for mods from the new Bi weekly ;)

Author:  Levrosh [ Fri Jan 17, 2014 7:26 pm ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

sounds great. +1

Author:  Pongoloid [ Fri Jan 17, 2014 11:23 pm ]
Post subject:  Re: Making moduals more unique, Chargable moduals.

+1

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