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 Energy overcharge 
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Joined: Tue Dec 14, 2010 5:56 am
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i was thinking a like.....reactor overcharge, that gives you 5% energy per minute but takes 20% hull per minute.....this way it is about fair for everyone and you cant use it often but if you REALLY want to kill an NPC you can.......ok now rip this apart, i know its a good idea but it is needing to be tweeked

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Thu Feb 03, 2011 7:05 pm
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Joined: Tue Aug 10, 2010 8:40 pm
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Well, make it a special ability maybe with a cooldown. Cause some amount of damage for some amount of energy, typical 8 hour limit. You might have to repair but you get a quick energy boost.

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Fri Feb 04, 2011 2:34 am
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thank you to your idea +1 to it that was the tweeking i was looking for......make it researchable like relays the bigger say JUMP conduit that you have the more energy you can get out of it. I do not want it to be a new vocation for a certain race

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Fri Feb 04, 2011 6:47 am
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Joined: Sun Jan 30, 2011 9:07 pm
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to fit it into the game easily why not make it an artifact of some sort, it would be about 1000 Ap. it could add 50% to the charge rate for about 3 hours, short enough so that it wouldnt fully re-charge energy from empty, but long enough for side-effects to be a real risk.


wild idea, how about not reducing hull, but switching off sheilds (so player is at base sheild value) for the duration of it being active, with the sheilds returning to be immediately fully charged, its abit like diverting all power to generators, or however they say it in the films

mabe a chance of overheat, causes 30% hull damage and carries on working afterward


Fri Feb 04, 2011 1:48 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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I like the idea too, but I think if it were a drawable artifact 1000 points is way too low. 4000 seems more reasonable to me, with an uncommon chance. About the same chance/cost as Rescued Prisoners would be appropriate I think.

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Fri Feb 04, 2011 3:03 pm
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Darth Flagitious wrote:
I like the idea too, but I think if it were a drawable artifact 1000 points is way too low. 4000 seems more reasonable to me, with an uncommon chance. About the same chance/cost as Rescued Prisoners would be appropriate I think.
Valedor007 wrote:
to fit it into the game easily why not make it an artifact of some sort, it would be about 1000 Ap. it could add 50% to the charge rate for about 3 hours, short enough so that it wouldnt fully re-charge energy from empty, but long enough for side-effects to be a real risk.

good idea, i also like the idea of making it uncommon BUT I am inclined to believe that the rescued prisoners are more rare seeing as I have never recieved one via artifact shipment...but Very good thinking

wild idea, how about not reducing hull, but switching off sheilds (so player is at base sheild value) for the duration of it being active, with the sheilds returning to be immediately fully charged, its abit like diverting all power to generators, or however they say it in the films

mabe a chance of overheat, causes 30% hull damage and carries on working afterward


well I would say this is a good idea EXCEPT i dont use shield the only shields i have ARE the base shields.

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Fri Feb 04, 2011 8:28 pm
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Joined: Mon Apr 26, 2010 7:51 pm
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Then it should be a percentage of total health (shield + hull), maybe 30%.


Fri Feb 04, 2011 8:48 pm
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Mark W wrote:
Then it should be a percentage of total health (shield + hull), maybe 30%.


That would be better. That way your sure to include everyone with the same amount of pain from the little to the big...also you could make it where your not aboe to use your heal for 5 minutes(I.E. it resets your repair thing) and not able to use repair nanodrones for the same 5 minutes. How does that sound?

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Fri Feb 04, 2011 8:54 pm
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