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 The Zodiac Chain 
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Joined: Tue Feb 04, 2014 3:00 pm
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The Zodiac.
So ICBLF and I were talking on his recent post and he indirectly gave me the inspiration for a new chain I’m calling the Zodiac. It's just for fun. A lot of the numbers are very roughed out.

The chain is unlocked when one has all 3 Gemini cannons. It would be a 12 part mission chain going through the other stages of the Zodiac.

Mission 1: Into the Stars. Cancer. Cloak. Defense.
Becomes Available upon installation of all 3 Geminis
Per Round Requirement: Energy 400, 5 Blue Badges
Per Round Rewards: 400 Exp
Per Completion Rewards: Cancer Shields
Per Round Risks: None

Mission Summary:
50 Rounds/Completion
3 Completions for next mission

Cancer Shields
Ship Module, size 15, Defense: 150, Cloak: 150

Mission 2: Wrath of the Lion. Leo. Weapon.
Becomes Available upon installation of all 3 Cancer Shields
Per Round Requirement: Energy 450, Lion Mainframes
Per Round Rewards: 450 Exp
Per Completion Rewards: Leo’s Bane
Per Round Risks: None

Mission Summary:
60 Rounds/Completion
3 Completions for next mission

Leo’s Bane
Ship Module, size 15, Attack: 200

Leo’s Claw Fighters
Rank: 400
Attack: 5x Rank
Defense: 2x Rank
Hull: 10x Rank

Mission 3: Return to the Heart. Virgo. Defense.
Becomes Available upon installation of all 3 Leo’s Bane
Per Round Requirement: Energy 500, Freed Slaves
Per Round Rewards: 500 Exp
Per Completion Rewards: Belt of Virgo
Per Round Risks: None

Mission Summary:
70 Rounds/Completion
3 Completions for next mission

Belt of Virgo
Ship Module, size 15, Defense: 100, Hull: 100, Shield: 150

Slave Ships
Rank: 400
Attack: 7x Rank
Defense: 3x Rank
Hull: 10x Rank

Mission 4: Journey to Liberation. Libra. Hull. Cloak.
Becomes Available upon installation of all 3 Belt of Virgo
Per Round Requirement: Energy 550, Liberation Seals
Per Round Rewards: 550 Exp
Per Completion Rewards: Libran Plating
Per Round Risks: None

Mission Summary:
80 Rounds/Completion
3 Completions for next mission

Libran Plating
Ship Module, size 15, Hull: 200, Cloak: 150

Libran Diplomats
Rank: 400
Attack: 1x Rank
Defense: 9x Rank
Hull: 20x Rank
Pay: 1B credits to fund a rebellion to overthrow a tyranny.

Mission 5: Strength of Venom. Scorpio. Weapon. Hull.
Becomes Available upon installation of all 3 Libran Plating
Per Round Requirement: Energy 600, Venom Samples
Per Round Rewards: 600 Exp
Per Completion Rewards: Scorpion Toxic Injector
Per Round Risks: None

Mission Summary:
90 Rounds/Completion
3 Completions for next mission

Scorpion Toxic Injector
Ship Module, size 15, Attack: 250, Hull: 200

Scorpius Stingers
Rank: 400
Attack: 20x Rank
Defense: 4x Rank
Hull: 16x Rank

Mission 6: Loose your Arrows. Sagittarius. Shields. Cloak.
Becomes Available upon installation of all 3 Scorpion Toxic Injector
Per Round Requirement: Energy 650, 20 Dark Badges
Per Round Rewards: 650 Exp
Per Completion Rewards: Arch Stealth Fields
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Arch Stealth Fields
Ship Module, size 15, Shields: 300, Cloak: 200

Mission 7: Power of the Horns. Capricorn. Energy.
Becomes Available upon installation of all 3 Arch Stealth Fields
Per Round Requirement: Energy 700, Magnetic Field Readings
Per Round Rewards: 700 Exp
Per Completion Rewards: Capricorn Reactors
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Capricorn Reactors
Ship Module, size 15, Energy: 200

Magnetic Field Readings: Recently Scanned planet. 25 Energy use to take readings

Mission 8: Wind and Water. Aquarius. Scan.
Becomes Available upon installation of all 3 Capricorn Reactors
Per Round Requirement: Energy 750, Aquarian Scanner
Per Round Rewards: 750 Exp
Per Completion Rewards: Aquarian Sensors
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Capricorn Reactors
Ship Module, size 15, Scan: 200

Aquarian Explorers
Rank: 400
Attack: 2x Rank
Defense: 20x Rank
Hull: 10x Rank
Shield: 5x Rank

Mission 9: Fish out of the Water. Pisces. Weapon. Energy.
Becomes Available upon installation of all 3 Aquarian Sensors
Per Round Requirement: Energy 800, 1 Ancient Crystal Foci, 5 Crimson Obelisks
Per Round Rewards: 800 Exp
Per Completion Rewards: Pisces Cannons
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Pisces Cannons
Ship Module, size 15, Attack: 400, Energy: 100

Mission 10: Ram into Battle. Aries. Weapon. Shield.
Becomes Available upon installation of all 3 Pisces Cannons
Per Round Requirement: Energy 850, 1 Grid Console, 5 Red Badges
Per Round Rewards: 850 Exp
Per Completion Rewards: Aries Fortifications
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Aries Fortifications
Ship Module, size 15, Attack: 100, Defense: 100, Hull: 200

Mission 11: Security of Power. Taurus. Defense.
Becomes Available upon installation of all 3 Aries Fortifications
Per Round Requirement: Energy 900, 5 Shield Amplifiers, 5 Nanite Capsules
Per Round Rewards: 900 Exp
Per Completion Rewards: Taurus Generators
Per Round Risks: None

Mission Summary:
100 Rounds/Completion
3 Completions for next mission

Taurus Generators
Ship Module, size 15, Defense: 250, Shield: 200

Mission 12: The Zodiac Master
Becomes Available upon installation of all 3 Taurus Generators
Per Round Requirement: Energy 1000, Zodiac Hunter Badge
Per Round Rewards: 1000 Exp
Per Completion Rewards: Zodiac Console
Per Round Risks: None

Mission Summary:
500 Rounds/Completion
1 Completions for next mission

Zodiac Console
Ship Module, size 30, Attack: 200, Defense: 200, Shield: 200, Hull: 200, Energy: 200, Scan: 200, Cloak: 200 Passive Ability: Doubles the bonus of your Zodiac Sign

Zodiac Hunter
Attack: 25x Rank
Defense: 15x Rank
Hull: 250000

Medal: Upon completion of the chain, title received: The Zodiac


Last edited by Toruk_Makto on Sun Jul 20, 2014 2:33 pm, edited 1 time in total.



Fri Jul 04, 2014 3:40 am
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I definitely like to idea, the naming and the the set of 1+11 missions.
Could suggest to add a secret 13th missions maybe ;) (Celestial Spirit King)
To the modules, nice, not sure if well balanced, missing weapon for critical hit %.
However, Dan would alter the rewards so at this level, very well done!

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Fri Jul 04, 2014 9:36 am
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Joined: Sun Feb 12, 2012 2:27 pm
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Toruk_Makto wrote:

3 Cancer Shields - size 15, Defense: 150, Cloak: 150
3 Leo’s Bane - size 15, Attack: 200
3 Belt of Virgo - size 15, Defense: 100, Hull: 100, Shield: 150
3 Libran Plating - size 15, Hull: 200, Cloak: 150
3 Scorpion Toxic Injector - size 15, Attack: 250, Hull: 200
3 Arch Stealth Fields - size 15, Shields: 300, Cloak: 200
3 Capricorn Reactors - size 15, Energy: 200
3 Capricorn Reactors - size 15, Scan: 200
3 Pisces Cannons - size 15, Attack: 400, Energy: 100
3 Aries Fortifications - size 15, Attack: 100, Defense: 100, Hull: 200
3 Taurus Generators - size 15, Defense: 250, Shield: 200
1 Zodiac Console, size 30, Attack: 200, Defense: 200, Shield: 200, Hull: 200, Energy: 200, Scan: 200, Cloak: 200 Passive Ability: Doubles the bonus of your Zodiac Sign


this adds up to size 525, attack 3050, defence 2000, cloak 1700, scan 800, energy 500, hull 2300, shield 2150 if I added it up corectly

if we compair it with defence, cloak attack

8 Heavy Quasi-Chaotic Blaster = size 440 attack 3440

4 Trans-Entropy Drive - Mark III = size 408, defence 3280
4 Exergonic Inverter - Mark III = size 376 defence 2504

2 Inverse Flux Jammer - Mark III = size 112, cloak 1522
2 Dimensional Mask - Mark III = size 104, cloak 1242


so game over for recearch modules, even for huge ships

I do like the idear, but total stat gain is just way to high when you compair to recearch modules

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Fri Jul 04, 2014 3:52 pm
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DarkMar wrote:
this adds up to size 525, attack 3050, defence 2000, cloak 1700, scan 800, energy 500, hull 2300, shield 2150 if I added it up corectly

if we compair it with defence, cloak attack

8 Heavy Quasi-Chaotic Blaster = size 440 attack 3440

4 Trans-Entropy Drive - Mark III = size 408, defence 3280
4 Exergonic Inverter - Mark III = size 376 defence 2504

2 Inverse Flux Jammer - Mark III = size 112, cloak 1522
2 Dimensional Mask - Mark III = size 104, cloak 1242


so game over for recearch modules, even for huge ships

I do like the idear, but total stat gain is just way to high when you compair to recearch modules


I wanted to make it worth the mission requirements. Anywho, at some point in the game, research mods become obsolete regardless


Fri Jul 04, 2014 10:45 pm
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Joined: Mon Apr 18, 2011 9:37 am
Posts: 854
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Toruk_Makto wrote:
DarkMar wrote:
this adds up to size 525, attack 3050, defence 2000, cloak 1700, scan 800, energy 500, hull 2300, shield 2150 if I added it up corectly

if we compair it with defence, cloak attack

8 Heavy Quasi-Chaotic Blaster = size 440 attack 3440

4 Trans-Entropy Drive - Mark III = size 408, defence 3280
4 Exergonic Inverter - Mark III = size 376 defence 2504

2 Inverse Flux Jammer - Mark III = size 112, cloak 1522
2 Dimensional Mask - Mark III = size 104, cloak 1242


so game over for recearch modules, even for huge ships

I do like the idear, but total stat gain is just way to high when you compair to recearch modules


I wanted to make it worth the mission requirements. Anyhow, at some point in the game, research mods become obsolete regardless


Indeed. I stopped adding decks at some point after 6000 decks. Since then, I have removed heavy obviator shields and perfect syncopated platings. I expect to start removing exergonic inverters in the next few months.


Mon Jul 14, 2014 5:02 am
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So..... I am the hidden boss?


Mon Jul 14, 2014 8:45 am
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Plagueis wrote:
Indeed. I stopped adding decks at some point after 6000 decks. Since then, I have removed heavy obviator shields and perfect syncopated platings. I expect to start removing exergonic inverters in the next few months.


I don't even bother. The way I figure it, if someone is attacking me, whether my cap is high or low, I'm probably getting disabled since I'm either at work, school, or in bed.

Serpentarius wrote:
So..... I am the hidden boss?

Not one of the 12 but I'm sure we could incorporate others :P


Sun Jul 20, 2014 2:35 pm
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I think this would add to the game very well with the whole concept of star signs and zodiac.
Some of the size to stat is a little high.
Overall I think this would go well deciding Dan reads all this.

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Sun Jul 20, 2014 7:47 pm
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Yllib wrote:
I think this would add to the game very well with the whole concept of star signs and zodiac.
Some of the size to stat is a little high.
Overall I think this would go well deciding Dan reads all this.


He might lol One can hope and dream. This is the third one i've done and he's read one of them


Sun Jul 20, 2014 10:43 pm
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Flux wrote:
I definitely like to idea, the naming and the the set of 1+11 missions.
Could suggest to add a secret 13th missions maybe ;) (Celestial Spirit King)
To the modules, nice, not sure if well balanced, missing weapon for critical hit %.
However, Dan would alter the rewards so at this level, very well done!


That'd be Ophiuchus.
That's the 13th constellation on the equator. It didn't make into the zodiac because... dividing by 13 is a lot messier than 12.

To the idea itself:
It's not really theme-fitting to have this in game as a permanent mission. Because constellations and signs thereof are completely irrelevant to anyone outside of Earth. The best this can be is an event kinda thing, as events are the stuff that have earthly ties.

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Mon Jul 21, 2014 2:35 pm
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Uy23e wrote:
That'd be Ophiuchus. Never knew that
That's the 13th constellation on the equator. It didn't make into the zodiac because... dividing by 13 is a lot messier than 12.

To the idea itself:
It's not really theme-fitting to have this in game as a permanent mission. Because constellations and signs thereof are completely irrelevant to anyone outside of Earth. The best this can be is an event kinda thing, as events are the stuff that have earthly ties.


Could tie it to the human race? humans are from earth after all


Mon Jul 21, 2014 5:33 pm
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Toruk_Makto wrote:
Uy23e wrote:
That'd be Ophiuchus. Never knew that
That's the 13th constellation on the equator. It didn't make into the zodiac because... dividing by 13 is a lot messier than 12.

To the idea itself:
It's not really theme-fitting to have this in game as a permanent mission. Because constellations and signs thereof are completely irrelevant to anyone outside of Earth. The best this can be is an event kinda thing, as events are the stuff that have earthly ties.


Could tie it to the human race? humans are from earth after all

I had to look up the name myself, I knew there was one but I last heard of the fact like 10 years ago... Nobody ever cares for the 13th lol

As for the human race matter... maybe, but also maybe not... We can't assume that. Have you watched Battlestar Galactica? And there are also stories where it's so far into the future and Earth have been lost(either boomage or just can't find it) such that knowledge of it went poofy. That said thou, it CAN be done as such, that decision belongs to Dan, I wonder what's the "real" background the game is set in(as far as human is concerned). Maybe this will be something for Homeworld release, each race gets a different homeworld and a mission chain tied to it or something.

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Tue Jul 22, 2014 4:29 am
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Good thoughts indeed.

On a side note, no i haven't. I know the seasons and movies mix and just haven't pulled up the order on google


Wed Jul 23, 2014 12:00 am
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