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New ship module http://galaxylegion.com/forum/viewtopic.php?f=6&t=41184 |
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Author: | eternalpaw [ Fri Jun 27, 2014 3:51 pm ] |
Post subject: | New ship module |
Time Warp Hyperdrive Collective Theory Lab Artifact Special Module - Size: 30, Attack: +25, Defense: +25, Cloak: +25, Scan: +25, Energy: +25 . Available from: Collective Theory Lab Artifact Type: Ship Module Set Duration: Permanent Cost in Artifact Points: N/A Cost in Galaxy Points: N/A Cost in Energy to Use: 500 Cost in Upkeep per day: 250,000,000 CR Cost to Repair: ?? CR Artifact Limits: 1 Time Warp Hyperdrive Alternate Uses: If this device is already installed on your ship, this will instead upgrade its stats and upkeep by 50%, up to 200% max. Unlocks an ability when fully upgraded. Activated Ability: Time Machine ability when fully upgraded. 25% reduction for all time related events Note: You need 100 Time Manipulators, 200 Planetary Time Vortexes, and 200 Alien Data Discs artifacts for the making process. Scraps for: 2 - 4 Complex Tech Parts Share: No Send: No |
Author: | Adsibearsawsome [ Fri Jun 27, 2014 4:01 pm ] |
Post subject: | Re: New ship module |
wow, this is severyely op in my opinion, all due to the end ability... |
Author: | Deigobene [ Fri Jun 27, 2014 10:28 pm ] |
Post subject: | Re: New ship module |
Yeah, under-priced and over-powered... massively. |
Author: | Toruk_Makto [ Sat Jun 28, 2014 2:10 am ] |
Post subject: | Re: New ship module |
costs x5 at least! i actually like the time warp concept XD |
Author: | eternalpaw [ Sat Jun 28, 2014 6:24 am ] |
Post subject: | Re: New ship module |
how is the end ability overpowered? The longest timer is currently 40hrs (correct me if i'm mistaken) so that would mean now it's 30 hours. Can you explain why that is so game breaking? I wouldn't be opposed to raising upkeep or increasing the amount of artifacts needed, but if it's something everyone can obtain....how exactly does that make it overpowered? |
Author: | Deigobene [ Sat Jun 28, 2014 7:15 am ] |
Post subject: | Re: New ship module |
25% extra Thraccti, 25% extra Bainar, 25% extra Litheor/Talth, 25% extra Trellith, 25% extra invasions, 25% extra alerts, 25% extra abandons, 25% extra base attacking buffs... Just off the top of my head, 25% reduction in all timer events seems way overpowered to me. |
Author: | Peticks [ Sat Jun 28, 2014 10:12 am ] |
Post subject: | Re: New ship module |
Deigobene wrote: 25% extra Thraccti, 25% extra Bainar, 25% extra Litheor/Talth, 25% extra Trellith, 25% extra invasions, 25% extra alerts, 25% extra abandons, 25% extra base attacking buffs... Just off the top of my head, 25% reduction in all timer events seems way overpowered to me. 33% 100*3 = 300, 75*4= 300 4/3 = 1.333333333... Just sayin ![]() |
Author: | Deigobene [ Sat Jun 28, 2014 10:40 am ] |
Post subject: | Re: New ship module |
Peticks wrote: Deigobene wrote: 25% extra Thraccti, 25% extra Bainar, 25% extra Litheor/Talth, 25% extra Trellith, 25% extra invasions, 25% extra alerts, 25% extra abandons, 25% extra base attacking buffs... Just off the top of my head, 25% reduction in all timer events seems way overpowered to me. 33% 100*3 = 300, 75*4= 300 4/3 = 1.333333333... Just sayin ![]() Sounds perfectly reasonable, so it actually amounts to an even bigger steaming bucketload of OP. |
Author: | eternalpaw [ Sat Jun 28, 2014 3:24 pm ] |
Post subject: | Re: New ship module |
Deigobene wrote: 25% extra Thraccti 30 hours, 25% extra Bainar 15 hours, 25% extra Litheor/Talth 30 hours, 25% extra Trellith 18 hours, 25% extra invasions 18 hours, 25% extra alerts 9 hours, 25% extra abandons 9 hours?, 25% extra base attacking buffs... Just off the top of my head, 25% reduction in all timer events seems way overpowered to me. Hardly seems overpowered, especially since EVERYONE can get it....unlike GP mods that are only going to people who are willing to spend real life money or do things ungame related to earn a few GP. |
Author: | PLURVIOUS [ Sat Jun 28, 2014 4:01 pm ] |
Post subject: | Re: New ship module |
+1 for 25% reduction in lag |
Author: | Adsibearsawsome [ Sat Jun 28, 2014 4:04 pm ] |
Post subject: | Re: New ship module |
PLURVIOUS wrote: +1 for 25% reduction in lag this i would say + 10000 ![]() |
Author: | DarkMar [ Sat Jun 28, 2014 6:33 pm ] |
Post subject: | Re: New ship module |
eternalpaw wrote: Hardly seems overpowered, especially since EVERYONE can get it....unlike GP mods that are only going to people who are willing to spend real life money or do things ungame related to earn a few GP. sure in therori yes anyone can get this module but the only players that realy benefits from it are the once that already have acces to abilityes like these and to get that you need to spendt GP's for some of them Quote: Urbanize Permanently increases the artifact output of a planet by 1, up to a maximum of 15x Mega Rich. cooldown - 1 day, 16 hours Quote: Deep-Phase Probe Launches a Deep-Phase Probe permanently into the planet. The Probe becomes a planet structure with the following stats: Size 1. +2 Artifact/Mining/Research, +900 Pop, +150 Cloak. Limit 2 per planet. cost 50 Energy cooldown - 1 day, 16 hours Quote: Uldrinan Quota Issues you a Salary of 2 Uldri Trade Credits which can be used to purchase artifacts from the Uldrinan Market. forum topic cooldown - 20 hours Quote: Trellith Influence Uses the energy of the Trellith Symbiont to empower the planet, boosting the production of a type of your choice by 30%. This event lasts for 3 days. cost10 energy cooldown - 1 day Quote: Bainar, Systems Cracker Creates a Bainar Access Node on a planet. 1 of 10 random types. Costs 500 Energy cooldown - 1 day, 16 hours Quote: VARA Interface Boosts a planet's production by 4% for 2 days - plus an additional 4% if the planet was attacked in the last 2 weeks. Requires 200 Energy. cooldown - 2 days Quote: Vortov, Hired Mercenary Reveals a bountied criminal (at random) to your Battle list. cooldown - 1 day, 16 hours Quote: Thraccti, Scruuge Defector Grants a random Tribute Gift (artifact) from Thraccti. 400 Energy cooldown - 1 day, 16 hours and the new abilityes from Cuniculus, Lepus Adjutant + Kriell, Tejiar Commander + Darmos Drone witch we dont know what is atm I dont know how many low rank players have these abilityes, so as I see it - a ship module like this would only make the high rank players even stronger |
Author: | eternalpaw [ Sat Jun 28, 2014 9:54 pm ] |
Post subject: | Re: New ship module |
If we didnt implement new things due to low ranks not being able use the new item, then we'd wouldn't have legion missions or most of the CTL items anyways. I think the whole requirements to build would mean that most low ranks might take a while to get. Yes high rankers would be most benefited initially, but the fact remains that it is still a definite goal that even the low rankers can shoot for. What I would like to hear from those who don't like the idea, what changes would you make? |
Author: | DarkMar [ Sun Jun 29, 2014 12:07 am ] |
Post subject: | Re: New ship module |
your own argument was eternalpaw wrote: Hardly seems overpowered, especially since EVERYONE can get it....unlike GP mods that are only going to people who are willing to spend real life money or do things ungame related to earn a few GP. but the high rank players with GP mods is presisly who this one is going to help the most so what is it you realy want here ? a module that actualy help EVERYONE ?, or something that will be a goal that the low rankers can shoot for, but wont get the full benefit out off for 6 to 12 months, as some of the abilityes can only be picked up with GP's during the special seasons ? as for Cuniculus ability.... Bloopbloop wrote: Just got my Cuniculus Ally to rank 100. Here is the ability: ![]() so one more quite nice ability for GP players only, that your module would also improve quite a lot |
Author: | Biped [ Sun Jun 29, 2014 4:51 pm ] |
Post subject: | Re: New ship module |
eternalpaw wrote: Deigobene wrote: 25% extra Thraccti 30 hours, 25% extra Bainar 15 hours, 25% extra Litheor/Talth 30 hours, 25% extra Trellith 18 hours, 25% extra invasions 18 hours, 25% extra alerts 9 hours, 25% extra abandons 9 hours?, 25% extra base attacking buffs... Just off the top of my head, 25% reduction in all timer events seems way overpowered to me. Hardly seems overpowered, especially since EVERYONE can get it....unlike GP mods that are only going to people who are willing to spend real life money or do things ungame related to earn a few GP. |
Author: | Sereomontis [ Sun Jun 29, 2014 5:38 pm ] |
Post subject: | Re: New ship module |
I would be for it if you made a couple changes. 1: Don't make it CT. Seriously. I don't want even more limited-use CT stuff. - Make it a mission or something. 2: Lower the percentage. Make it 5 or 10%, and it won't seem so OP, yet it would still save you quite a bit of time in the long run. |
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