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Stryll Genosynth Cooldown: Shorten, or make them Individual
http://galaxylegion.com/forum/viewtopic.php?f=6&t=44020
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Author:  Pongoloid [ Fri Jul 15, 2016 5:50 pm ]
Post subject:  Stryll Genosynth Cooldown: Shorten, or make them Individual

Love that we got a new NPC, but the cooldown on the GeoSynth Marker ability is, IMO way too long.

It's easy enough to alert it, let three people tap it, then let one person scan and kill it -- but once the shiny newness of this NPC wears off, it will surely create a lot of groans and resentment as classes of regular "scanners" and "tappers" develop. Just makes it more work than it is worth.

Either a 2-5 minute cooldown (2 would be better) or allowing individual ships their OWN GeoSynth Marker cooldown timer would be much preferable to the current setup.

Again, awesome to see a new NPC, just think it might need a bit of a tweak :P

Author:  pokerman123 [ Fri Jul 15, 2016 5:52 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

or lower purgers em requirement so purgers can be made in the massives again so those same ships who would be scanning will have a nice amount of purgers

Author:  senatorhung [ Fri Jul 15, 2016 7:18 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

pokerman123 wrote:
or lower purgers em requirement so purgers can be made in the massives again so those same ships who would be scanning will have a nice amount of purgers

-1

mining planets have become useful again and that is a good thing. now if there were additions to the research tree on top of the upcoming ct.lab recipes ...

Author:  juiceman [ Sat Jul 16, 2016 1:24 am ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

im with senator on this... -1

we have found team approaches to kill these....normally this amounts to a rotating person who absorbs the scan and quick kill responsbilities...

What is interesting is, the ability to prevent damage from them lasts for a while... i scanned and killed one, several minutes later someone alerted anohter...i could not use the ability cause it was still effective...but so was my ability to hurt it without letting it regen.

Think multiple hunting peeps at sme time can allow for overlapping fields of immunity from regen....


AS far as mining..i also am happy to see it continue to gain relevance again. Dan has done well here and with em. Similarly he has made the planet cloak versus scan war escalate even more. More items on both sides.

Research, as senator stated, would also be a welcome area to revitalize. I'd love to see extended chains, research expenditure items and so on. "ye olde knowledge bomb."

Author:  Pongoloid [ Sat Jul 16, 2016 8:54 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

Well, I was under the impression that the GenoMarker Signature was tied to individual GenoSynths, but as it allows you to hit any GeoSynth, it allows for teamwork among active players with just a little bit of planning, so I'm no longer whining about the timer.

That said, it WOULD be great if we could have the scan ability listed on our ship as a convenience :)

Author:  senatorhung [ Sat Jul 16, 2016 8:57 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

Pongoloid wrote:
Well, I was under the impression that the GenoMarker Signature was tied to individual GenoSynths, but as it allows you to hit any GeoSynth, it allows for teamwork among active players with just a little bit of planning, so I'm no longer whining about the timer.

That said, it WOULD be great if we could have the scan ability listed on our ship as a convenience :)

the Signature is valid for any active GenoSynths active.

posting on the ship comm when activating the NPC ability gives you the 60 minute timestamp. posting when the signature is found likewise gives you the 15 minute timestamp.

Author:  Pongoloid [ Mon Jul 18, 2016 7:50 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

GenoScan cooldown has been reduced to one minute.

Before this, even coordinating efforts, there have only been a few GeoSynths taken down by multiple ships (as opposed to two people tapping and one killing) -- and we have a lot of very active NPCers. It was just not working. This change is a huge improvement and makes coordinated takedowns possible. Really like this change!

Author:  senatorhung [ Mon Jul 18, 2016 8:46 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

but you also won't know when your GenoScan ability wears off ... unless you make another note somewhere.

Author:  Pongoloid [ Mon Jul 18, 2016 8:55 pm ]
Post subject:  Re: Stryll Genosynth Cooldown: Shorten, or make them Individual

senatorhung wrote:
but you also won't know when your GenoScan ability wears off ... unless you make another note somewhere.
Well, in most cases it's going to be dead in a few minutes now, so no bother. And if you're unsure and another one pops up -- it's only a 1 minute cooldown and it also tells you you can't use the scan ability if you already got it on your ship.

True, it'd be ideal to see the scan ability on your ship with timer, but it's much less of a question mark now (especially if one makes a note, as you suggest).

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