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Joined: Tue Oct 23, 2012 1:07 am
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There are a number of artifacts that are Non-Extractable. With the addition of many new artifacts, in particular the Terrafounder, which requires to be the first built on a planet, I suggest a new ability with cooldown.

The ability would be to extract 1 non-standard structure. Both structures that can and cannot be extracted by the Mylarai build extractor would be extractable by this method instead. If we add it as a racial ability, either to a new race or current race (one that is let's say, less liked because it's not as good), cooldown would be 40 hours.

Now to address the reasons Dan gave for having them as Non-extractable in the first place. A. You must have previously built the structure yourself (ie, unlocked the race, got enough medal points, etc). Once you complete the particular requirements to build it yourself, then it becomes extractable via this new ability method.

Other thoughts on this, any other restrictions or ideas with regards to this?


Fri Nov 21, 2014 6:25 am
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My concern is will there be any structure that can't be extracted by this ability ?

For example, will Throne of the Revered be extractable with this ability? This will be very OP if it can be extracted.

Note that the solution is simple : just make Throne unextractable in any condition, but I'm interested in what others might say.


Fri Nov 21, 2014 8:05 am
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asquall wrote:
My concern is will there be any structure that can't be extracted by this ability ?

For example, will Throne of the Revered be extractable with this ability? This will be very OP if it can be extracted.

Note that the solution is simple : just make Throne unextractable in any condition, but I'm interested in what others might say.


Throne can only go on invincible planets anyway.


Fri Nov 21, 2014 8:15 am
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Elios Heliacal Plant. Two free energy bars every 40 hours? Sounds good to me!

Alarri Signalling Drone. Effectively a permanent 10% production buff on 14 planets? Sounds good to me!

Ventar Field Collapser. Effectively a permanent 70% attack boost? Sounds good to me!

Genome Modifier Tubes. Yet another effectively permanent 50% attack boost? Sounds good to me!

Alarri Compound Turret. Effectively a permanent 50% defense boost? Sounds good to me!

Roathir Listening Post. A new repeatable 2% scan buff? Sounds good to me!

Cerulean Flow Converter. Repeatable 10% defense buff? Sounds good to me!

Darmos Nerve Turret. Repeatable 8% raiding bonus? Sounds good to me!

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Fri Nov 21, 2014 1:32 pm
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Malevolentia wrote:
Elios Heliacal Plant. Two free energy bars every 40 hours? Sounds good to me!

Alarri Signalling Drone. Effectively a permanent 10% production buff on 14 planets? Sounds good to me!

Ventar Field Collapser. Effectively a permanent 70% attack boost? Sounds good to me!

Genome Modifier Tubes. Yet another effectively permanent 50% attack boost? Sounds good to me!

Alarri Compound Turret. Effectively a permanent 50% defense boost? Sounds good to me!

Roathir Listening Post. A new repeatable 2% scan buff? Sounds good to me!

Cerulean Flow Converter. Repeatable 10% defense buff? Sounds good to me!

Darmos Nerve Turret. Repeatable 8% raiding bonus? Sounds good to me!



Ah yes, was waiting for someone to bring this up. :)

The ability I speak of would merely allow you to move the artifact to another planet. It would NOT restore any charges or uses of limited activated abilities. And the cooldown time I suggested would also limit being able to do all the things you mentioned all the time. But that's null and void anyway because removing it from one planet and putting it on another would not restore charges to the artifact.


Fri Nov 21, 2014 7:21 pm
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Shadeslayer wrote:
The ability I speak of would merely allow you to move the artifact to another planet. It would NOT restore any charges or uses of limited activated abilities. And the cooldown time I suggested would also limit being able to do all the things you mentioned all the time. But that's null and void anyway because removing it from one planet and putting it on another would not restore charges to the artifact.


tecknicaly, that would mean that the system would have to keep track of how many charges had been spendt for each artifact you lift....
it can be done, but usealy not the way things work....

take Assimilation Locus or Quantum Accelerator
the system doesnt keep track of where they were +0%, +50% or +100% when you lift them
but they simply go back to the original state they were bought from the marked, and can be replaced without the upgrades

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Fri Nov 21, 2014 7:42 pm
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So 4 options could be done for those particular artifacts.

1. Make it so the system keeps track of charges for them. Doable, but more work involved.
2. Make it so they are only extractable if they have 0 charges.
3. Make it so they can be extracted anytime, but when they are placed on a new planet, they have 0 charges. (means if you had 2 charges on before, you flat out lose them.)
4. Make them non-extractable in any case.


I'm in favor of option #2.

Here's why. As it stands now, they are not extractable so you have to use the charges on their current planet anyway. So your not losing anything this way, but it does allow you to move them to better producing planets (or safer planets) after their charges are used. #4 kinda defeats the purpose for this ability anyway. Not fully but partly. #1 I can see being very difficult to implement(specifically if you have 2 in cargo, with different charge amounts, how do you place one with a full set of charges, instead of just 1 remaining?), and #3 could really cause some trouble for players and make them upset.


Fri Nov 21, 2014 7:57 pm
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the only realy op one is the helictical plant, which could be bypassed by making extraction of them give : elios helitical plant - Eclipsed
Same stats but provides no ability

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Fri Nov 21, 2014 8:11 pm
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Makes things waaaay more complicated for Dan if you want to keep track of charges like that. I could list logical downsides to the problem, but this simply is something that won't happen. Dan won't put the time or effort into programming this.

Peticks wrote:
the only realy op one is the helictical plant, which could be bypassed by making extraction of them give : elios helitical plant - Eclipsed
Same stats but provides no ability


You don't see a permanent 10% production boost to FOURTEEN planets as OP? It's not like you even need to put any effort in, it's just like Trellith but far more widespread.

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Fri Nov 21, 2014 8:13 pm
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Malevolentia wrote:
Makes things waaaay more complicated for Dan if you want to keep track of charges like that. I could list logical downsides to the problem, but this simply is something that won't happen. Dan won't put the time or effort into programming this.

Peticks wrote:
the only realy op one is the helictical plant, which could be bypassed by making extraction of them give : elios helitical plant - Eclipsed
Same stats but provides no ability


You don't see a permanent 10% production boost to FOURTEEN planets as OP? It's not like you even need to put any effort in, it's just like Trellith but far more widespread.

read up, it takes 40 hour cooldown per extract. so at most the permanant would be 9.6 planets, plus I personaly at least would be using the ability to extract things from meh planets to place on projects rather than get 1 nice planets worth of production at the cost of locking out the ability to sustain it

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Fri Nov 21, 2014 8:25 pm
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Peticks wrote:
Malevolentia wrote:
Makes things waaaay more complicated for Dan if you want to keep track of charges like that. I could list logical downsides to the problem, but this simply is something that won't happen. Dan won't put the time or effort into programming this.

Peticks wrote:
the only realy op one is the helictical plant, which could be bypassed by making extraction of them give : elios helitical plant - Eclipsed
Same stats but provides no ability


You don't see a permanent 10% production boost to FOURTEEN planets as OP? It's not like you even need to put any effort in, it's just like Trellith but far more widespread.

read up, it takes 40 hour cooldown per extract. so at most the permanant would be 9.6 planets, plus I personaly at least would be using the ability to extract things from meh planets to place on projects rather than get 1 nice planets worth of production at the cost of locking out the ability to sustain it


Whoops, divided by 20 instead of 40. Still though... Build them on good planets in the first place.

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Fri Nov 21, 2014 8:52 pm
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side note I feel this would fit rather well as the darmos drones rank 100 ability, it'd have to cost no em or ctp though...

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Fri Nov 21, 2014 9:14 pm
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Just another thot to obvious abuse. Hey let's extract that 24x arti structure and it's twin brother...rinse repeat, reset.

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Fri Nov 21, 2014 9:35 pm
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juiceman wrote:
Just another thot to obvious abuse. Hey let's extract that 24x arti structure and it's twin brother...rinse repeat, reset.

make that one not work :P

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Fri Nov 21, 2014 9:58 pm
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I like the idea... but instead of an ability how about a new artifact that can be gotten from a legion mission. And instead of one artifact structure removed how about all of them.

Mylarai Abandon Extractor
Allows extraction of all special structure from a planet, so they can be built elsewhere. Also abandons the colony on the planet.


Legion mission
Mylarai ______ _______
Task 1
Help Mylarai abandon a colony under attack.
20 completions
900 energy 20,000 Em 20,000 research points 50 spy probes- defense per round
Must be Guard, Governor, Miner, Builder

Task 2

Task 3

Task 4

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Fri Nov 21, 2014 10:03 pm
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Sexy and creative noirpa, +1

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Fri Nov 21, 2014 10:04 pm
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Interesting, Noirpa.

It solves the 'limit' so you can only takes one special structure per planet, and it may also serves as alternative abandon.

I wonder what Dan's thought about the abandon part, though, will take away a fraction of his income if this get implemented.


Fri Nov 21, 2014 11:15 pm
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juiceman wrote:
Just another thot to obvious abuse. Hey let's extract that 24x arti structure and it's twin brother...rinse repeat, reset.


That's a standard structure though. Sure, it's upgrade, but it's still a standard structure.

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Sat Nov 22, 2014 10:07 am
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That sure is an interesting twist on it.

Could run it a different way too. Extracts all special structures from a planet and resets the colony age to new. No artifacts can be used on the planet for 5 days.

This provides a possible negative to it, being that you can't immediately rebuild it right away, but gives you the special structures off it, while not taking a small portion of Dan's cash flow from the abandon.


Sun Nov 23, 2014 8:16 am
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There was a reason why I used Guard, Governor, Miner, Builder as professions... because well it does draw in income for Dan by race change... Because not many players find Guard, Governor, Miner, Builder overly useful. That makes it the down side. 20 GP > 5 GP Yes I know we get some free race change artifacts around New Year but that is what 2 if you are lucky Maybe 3?

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Sun Nov 23, 2014 4:49 pm
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