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A new type of upgradable ship module http://galaxylegion.com/forum/viewtopic.php?f=6&t=40880 |
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Author: | Sereomontis [ Sat May 24, 2014 9:30 am ] |
Post subject: | A new type of upgradable ship module |
So the idea is pretty simple. It would be a ship-mod you get from a new Uncommon/rare NPC or a repeatable mission or possibly a CTL discovery. It would be upgradable in a similar way to bases, using energy, CTP and EM, possibly in addition to various arti's. For example: Super Ninja Blaster 1.0. Size 24, Attack +160, Defense +190 - Upkeep 80M/day. Ability: Awesome ninja-power. Amplifies attack and defense by 5% for 8 hours. 5 charges. It would cost for example 100.000 Exotic Matter. 50.000 Energy. 10.000 CTP Possibly also 500 Ancient Crystal Foci. 1.000 Grid Consoles. (Uses both Attack and defense buffs, since it adds an attack and defense buff) Which would upgrade it to: Super Ninja Blaster 2.0 Size 24, Attack +280, Defense +330 - Upkeep 160M/day. Ability upgrades to: Awesome ninja-power 2.0. Amplifies attack and defense by 10% for 6 hours. 5 charges. And then 250.000 Exotic Matter. 125.000 Energy. 25.000 CTP. 1.250 Ancient Crystal Foci. 2.500 Grid Consoles. Becomes Super Ninja Blaster 3.0 Size 24, Attack +490, Defense +570 - Upkeep 320M/day. Ability upgrades to: Awesome ninja-power 3.0. Amplifies attack and defense by 15% for 4 hours. 5 charges. I figured ACF's are the best fit, because Crimson Obelisks are to easy to get and Crimson Amplifiers are to rare. I know we already have mods that upgrade, but this would be a new way of upgrading. One of the reasons it should be repeatable, is a way for the people who don't use GP to keep getting charges for it. Up to each individual if they think upgrading is worth it to get the better charges. Anyway, details are open to change of course. Thoughts on the general idea? |
Author: | DarkMar [ Sat May 24, 2014 2:50 pm ] |
Post subject: | Re: A new type of upgradable ship module |
-27 (I'll -27 any ship system that contain the Word "Ninja") as for your ability.... -1 in adition to artifacts, we already have plenty of attack you can activade with charges (and recharge for GP's) so dont think we need more of those and when you compair your final boost, to what already are avalibel the stats are way off Amplifies attack and defense by 15% for 4 hours. 5 charges. the other modules in the same category are +5% to 8% T.O. Cyclobeam Charger, Amplifies your weapon systems, boosting attack by 6%. This effect is immune to removal from other artifacts. ,Lasts 8 hours per use. (5/5 charges left) Dominion Tri-Blaster, Amplifies your attack against players by 5% for 1 hour. This effect is immune to removal from other artifacts. (4/4 charges left) Litheor Data Interface Amplifies your weapon systems, boosting attack against non-player enemies by 5%. This effect is immune to removal from other artifacts. Lasts 4 hours per use. (2/2 charges left) Vorean Bio-Ray Amplifies your invasion attack by 8% for 1 hour. This effect is immune to removal from other artifacts. (2/2 charges left) |
Author: | ODragon [ Sat May 24, 2014 2:53 pm ] |
Post subject: | Re: A new type of upgradable ship module |
No just due to EM costs |
Author: | DarkMar [ Sat May 24, 2014 3:04 pm ] |
Post subject: | Re: A new type of upgradable ship module |
also, if you want a new upgraderble weapon we have 2 markeds that could use more items both the Uldrinan Market and the "new" Raix Market have limited use for trade credits and Raix all players who have finished the new chain have acces to the raix marked, so that would be the perfekt place to add new systems like this one to prevent players from running out of Things to buy/upgrade with theire raix |
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