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 Planet raiding and artifact changes 
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Joined: Tue Jul 27, 2010 8:41 am
Posts: 41
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A lot of changes have been made to Galaxy Legion since I began playing, most for better and some for worse. With the loss of most of the planet modifiers (unless you have cash) and the updated scanning, I find that I am now defending planets more and enjoying the game less. I think losing a planet is one of the most annoying things of the game, especially for smaller players in the 40-120 range just starting out. So I purpose these ideas and let me know what you think.

First, taking over an entire planet to be made a lot harder, almost impossible, but to allow planet raiding. Your plant produces at 100%, but if someone raids your planet and steals 20% of your population, then you would only be collecting 80%. You can use the stolen population to refill one of your own planets or be sold to the slave market for cash. If you have cash you can buy slaves if one of your planets got hit. You could even add an occasional NPC planet raider and allow us to try to take them back on the battle tab. You can not carry more population than you have room for in your ship.

There will be those players who found great planets and have given up the game. To get these planets 'back on the market', add a timer. Inactive status does not start until they have not logged in for 2 weeks or so. For every day of being inactive their defense goes down 5%. Once they get below 50%, its really hard but not impossible. Once they get down to 20 - 30% you can take over a planet, but it is still hard. Once it gets to 0-10% its really easy. That should be about inactive for over a month, in which case they should lose their planets.

Your planet will also start with only 10% people, basically the young adults of your current colonies. New items can be invented to increase the health of you populations and help their reproduction. Like the Viagra bomb (just kidding), or many other ideas.... You could require new life support in a ship to carry more people, plenty of room for new growth.


Second, put the planet modifier artifacts back into the pool, but at higher costs, like 36K for a terraformer device and 50K for the Quasi-Spacial Expander. The artifact market is a little messed up, so basically make 1000 artifact points equal 1 galaxy point. The Continuum Beacon is 40 galaxy points, so it would now be 40k artifact points to get. This will even out the chances of getting items from the draws, but it will make getting a dyson through missions eventually marginally possible. Adjusting the prices and adding some more new items will make it very difficult to get the planets modifiers, but they will at least give us a chance. You could also add the Thetacron Mine Trap for 45k, the Stealth Optimizer for 20K, the RSL Memory Vault for 35k and other such items or new ones to further reduce the rick of us getting a planet modifier, until a good balance is reached. This will help fill the void, because past a certain point, artifacts have really become just a drag and are removing enjoyment from the game.

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Fri Jan 28, 2011 12:10 am
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Joined: Mon Jun 21, 2010 1:52 am
Posts: 313
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Artifact drops such as Terraformers and Expanders should really scale with your artifact production to maintain balance at a certain point in the game. It would just mean those high levels that have hoarded a high artifact production would benefit even more... and make the game even less balanced.


Fri Jan 28, 2011 1:08 am
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