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 blue badge battle market 
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Joined: Sat Oct 15, 2011 5:09 am
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the jam attenuator seems to have been a success .. lots of folks getting into the hacking groove and fewer incidences of multi.hacking except for a few leaderboard OCD types.

so here's a suggestion about how to use up some of those surplus blue badges.

'Tesla Cloud Storage' ship module - initial cost to buy from Battle Market - 500 blue badges, size 20, limit 2

stats: cloak +100; energy +100; activated ability
ability - can be charged up with blue badges once every 10 hours
> 10 blue badges to boost current research storage capacity by 10% for 10 hours

so with 2 on your ship .. you would get a maximum benefit of +200 cloak, +200 energy, plus up to +20% extra research point storage capacity for 10 hours

a side effect might be boosting the demand for Research Data Archives ...

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Last edited by senatorhung on Tue Apr 24, 2018 7:08 pm, edited 1 time in total.



Tue Apr 24, 2018 5:12 am
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I like this suggestion. Nice bonus, but not too overpowered.

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Tue Apr 24, 2018 6:36 pm
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I vote no to every activated ability. We have too many of them with too many different timers.

Since research is pretty useless as it is, making it a passive doesnt really hurt anything.


Tue Apr 24, 2018 7:07 pm
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ODragon wrote:
I vote no to every activated ability. We have too many of them with too many different timers.

Since research is pretty useless as it is, making it a passive doesnt really hurt anything.

If, perhaps, there was a more concise way of using active abilities, would you reconsider the addition of more of them?

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Wed Apr 25, 2018 5:34 am
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Guide wrote:
ODragon wrote:
I vote no to every activated ability. We have too many of them with too many different timers.

Since research is pretty useless as it is, making it a passive doesnt really hurt anything.

If, perhaps, there was a more concise way of using active abilities, would you reconsider the addition of more of them?


It would take a major redo of the abilities page with a filter as well as multiple tabs; but if that were done, maybe.


Wed Apr 25, 2018 12:08 pm
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ODragon wrote:
I vote no to every activated ability. We have too many of them with too many different timers.

Since research is pretty useless as it is, making it a passive doesnt really hurt anything.


There's already so many I don't really see the problem with adding more. And the benefit of having it as an activated ability is that it eats blue badges; without that, I don't really see the point of implementing it.

Instead of an activated ability, it could be a secondary artifact you buy from the market that "charges" the ship module to turn on the passive ability; it could add however many hours to a random one installed on your ship so you could use a bunch of them at once. Maybe have a limit to how high it can set the duration of the ability, or just let folks set it up to a year's worth before it wears off...either way would work and would be a better interface than using an activated ability while still having the same result.

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Wed Apr 25, 2018 3:53 pm
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Orbital interface
25 decks 100 scan 100 cloak
Adds 10% production to guarded planet
Guarded planet has a 50% chance of being the planet enemies scan during crit hacks
Adds a new button to the player action menu that is a link to guarded planet

1000 blue badges

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Thu Apr 26, 2018 3:16 am
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detregets wrote:
Adds 10% production to guarded planet
Guarded planet has a 50% chance of being the planet enemies scan during crit hacks

I don't know anyone who wouldn't guard any of their invincible planets, thus making this "downside" completely ineffective and pointless.

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Thu Apr 26, 2018 5:42 am
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Joined: Wed Sep 19, 2012 9:44 pm
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detregets wrote:
Orbital interface
25 decks 100 scan 100 cloak
Adds 10% production to guarded planet
Guarded planet has a 50% chance of being the planet enemies scan during crit hacks
Adds a new button to the player action menu that is a link to guarded planet

1000 blue badges

And with that, if invincible planets weren't usable, I find it hard to imagine anyone would guard anything good for a measly 10% production. Better to guard something meh, or down right aweful, to halve the chance of losing something of value.

Its a interesting idea, but imho really very unlikely to get used in the way it feels its being suggested for.

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Thu Apr 26, 2018 2:24 pm
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Peticks wrote:
detregets wrote:
Orbital interface
25 decks 100 scan 100 cloak
Adds 10% production to guarded planet
Guarded planet has a 50% chance of being the planet enemies scan during crit hacks
Adds a new button to the player action menu that is a link to guarded planet

1000 blue badges

And with that, if invincible planets weren't usable, I find it hard to imagine anyone would guard anything good for a measly 10% production. Better to guard something meh, or down right aweful, to halve the chance of losing something of value.

Its a interesting idea, but imho really very unlikely to get used in the way it feels its being suggested for.


The idea is that the guarded planet could be used as a bait planet for crit hacks

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Thu Apr 26, 2018 8:35 pm
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now theres an idea...a trap which swaps a "bait" planet with a "Random" planet from enemy...oh la la

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Thu Apr 26, 2018 11:35 pm
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