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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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As times have developed so too has our technology. Many have reached the apex of research into shipboard and planetary structures and very little can be gained aside from grants from other, emminent organisations for research and developement of their ideas. However technological development is still useful, outstripping our enemies in research into key areas will provide huge bonuses for us and for you commander.
Shipboard mainframe (size 0, installed on every ship after completing the tutorial)
Enter ship mainframe button
Researchable designs: Attack vs enemy ships Defence against enemy ships Hacking bonus Raiding optimisation. (more ideas for sections anyone?)
These would have no unlockable designs and no end cap, they would work in a strictly competetive way. You can research as many sections for as much or as little as you like and all count at the same time in calculations however focusing on one key area would of course give you a better advantage.
If Attack vs enemy ships > enemy players defence against enemy ships attack is increased 20% If Defence against enemy ships > Enemy players attack against enemy ships defence is increased 20% If hacking bonus > enemy players hacking bonus hacking is 50% more effective with 50% higher chance of critical hacking If raiding bonus > enemy players raiding bonus raiding is 100% more effective and double resources are stolen. ect
So what you would do is instead of selling your research for credits you could dump it into any of these sections. Like when galaxy legion came out deciding where to put your research would become an important decision based on your playstyle. The research would never end as it would be competetive, having higher research than you opponent rewarding rather than hitting a certain static quantity.
Just an idea I had and felt like putting around. Since artifact is always amazing and minings seeing a resurgence with the insane em requirements I think research has become the underdog, hopefully this would help make research slightly more of a valuable production.
_________________ Meow chika meow meow!!Stark Tech Inside
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Fri Jun 06, 2014 9:29 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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i could see a ship mod that gets charged up with research points. costs energy to discharge and it provides buffs in a variety of areas, the type of buff depending on how much it has been charged up.
so you have charge level based on RP ... (does not count towards Genius medal) level 1: 10,000 RP level 2: 25,000 RP level 3: 75,000 RP level 4: 300,000 RP level 5: 1,500,000 RP
mod types (can be reset after every discharge):
A: pvp A1: cloak% A2: hack% A3: raid% A4: attack% A5: increase TM action count
B: planets B1: planet def% B2: planet cloak% B3: planet pop% B4: x star chart purgers B5: scan%
C: attacking C1: npc atk% C2: base atk% C3: pvp atk% C4: planet atk% C5: 2 extra temporary npc slots
D: mission / turtle D1: def% D2: cloak% D3: hull% D4: super calming amp that last for 12 hours D5: energy recharge +5
costs 1000 energy * level to discharge. a level 1 discharge only provides the level 1 effect. a level 5 discharge provides all 5 levels of effects. effects lasts 12 hours. the module can be recharged only after effect has ended. can only recharge one level every 12 hours.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
Last edited by senatorhung on Sat Jun 07, 2014 2:27 am, edited 1 time in total.
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Sat Jun 07, 2014 1:32 am |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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+1 might need more work but overall an excellent idea. And thank you Senator for your contribution
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Sat Jun 07, 2014 1:37 am |
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Ranqul
Joined: Wed Jun 26, 2013 12:58 am Posts: 122
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senatorhung wrote: D: mission / turtle D1: def% D2: cloak% D3: hull% D4: super calming amp that last for 12 hours D5: energy recharge +5
costs 1000 energy * level to discharge. a level 1 discharge only provides the level 1 effect. a level 5 discharge provides all 5 levels of effects. effects lasts 12 hours. the module can be recharged only after effect has ended. can only recharge one level every 12 hours. So D5 is going to cost 5000 energy? In return your recharge rate increases by 5. That means 25 seconds per energy, or 144/hr (based on current maximum). That gives an extra 24/hr or 288 over 12 hours. Essentially you're asking people to pay 1k energy in exchange for 288 energy (excluding the 4k energy for the other levels)?
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Sun Jun 08, 2014 10:25 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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Ranqul wrote: senatorhung wrote: D: mission / turtle D1: def% D2: cloak% D3: hull% D4: super calming amp that last for 12 hours D5: energy recharge +5
costs 1000 energy * level to discharge. a level 1 discharge only provides the level 1 effect. a level 5 discharge provides all 5 levels of effects. effects lasts 12 hours. the module can be recharged only after effect has ended. can only recharge one level every 12 hours. So D5 is going to cost 5000 energy? In return your recharge rate increases by 5. That means 25 seconds per energy, or 144/hr (based on current maximum). That gives an extra 24/hr or 288 over 12 hours. Essentially you're asking people to pay 1k energy in exchange for 288 energy (excluding the 4k energy for the other levels)? so, an energy recharge rate of +10 would make it better ?
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Mon Jun 09, 2014 12:16 am |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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Switch D5 with D1 ... problem solved. Now for that one to be worth it at all it's going to cost 2k energy anyways and D1 wouldn't be the one you'd want anyways.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Mon Jun 09, 2014 2:34 am |
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Ranqul
Joined: Wed Jun 26, 2013 12:58 am Posts: 122
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senatorhung wrote: Ranqul wrote: senatorhung wrote: D: mission / turtle D1: def% D2: cloak% D3: hull% D4: super calming amp that last for 12 hours D5: energy recharge +5
costs 1000 energy * level to discharge. a level 1 discharge only provides the level 1 effect. a level 5 discharge provides all 5 levels of effects. effects lasts 12 hours. the module can be recharged only after effect has ended. can only recharge one level every 12 hours. So D5 is going to cost 5000 energy? In return your recharge rate increases by 5. That means 25 seconds per energy, or 144/hr (based on current maximum). That gives an extra 24/hr or 288 over 12 hours. Essentially you're asking people to pay 1k energy in exchange for 288 energy (excluding the 4k energy for the other levels)? so, an energy recharge rate of +10 would make it better ? Still only gives 720 energy in exchange for 1000. Serne wrote: Switch D5 with D1 ... problem solved. Now for that one to be worth it at all it's going to cost 2k energy anyways and D1 wouldn't be the one you'd want anyways. Doesn't solve the problem at all. You're paying 1K energy to receive less than 1K energy in return. Fact is, paying energy in return for energy just doesn't make sense. CTP is largely just a trading currency outside the UST and a few missions. Perhaps a ctp fee would be a better alternative?
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Mon Jun 09, 2014 4:01 am |
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