Galaxy Legion Forum
http://galaxylegion.com/forum/

Badge Contract
http://galaxylegion.com/forum/viewtopic.php?f=6&t=5538
Page 1 of 1

Author:  Tommy15551 [ Sat Mar 26, 2011 3:08 am ]
Post subject:  Badge Contract

Last updated: March 27, 2011

Ratings:
-2: 1
-1: 0
0: 0
+1: 2
+2: 0
--------
0 total

I know that we have research contracts that allow research to be converted into credits but what if we had a similar contract for badges? A lot of people have many, MANY badges because they already got everything maxed (except for planetary buildings or artifacts) and those badges are waiting to be spent on something other than the current items, so this is what I thought: (This could also expand the battle market)

Badge Contract: (Missions are one-time completions to finish)

Unlocks when completing a mission chain:
4 Chains: Image > Image > Image > Image
(you can suggest the mission chain as well as the order) (Has to be Ranks 125+ for balance) < you can suggest required rank

In the battle market, the Badge Contract will be available when the required missions are finished. (Could be to the right of the purchase option)

One Image = Permanent +5 attack/defense for your ship (choose one or the other)
One Image = Permanent +5 scan/cloak for your ship (choose one or the other)
One Image = +5 random crew members
One Image = +100 attack/defense/cloak for a planet you control (Choose one of the three) (Limit: 1 type on each planet)

Double Badge Contract: (Missions will require 2 completions to finish)

Unlocks when completing a mission chain: (some combinations looks reversed but are different) (ranks 175+ for balance)
ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage > ImageImage >
ImageImageImageImage

3Image 3Image = Permanent +50 hull/shields (choose one or the other)

3Image 5Image = Artifact: Sniper Rifle: +5% chance of killing crew members of the enemy when raiding.

5Image 3Image = Artifact: Interplanetary Missiles: Decreases both attack and defense of a planet by 30%.

5Image 5Image = Artifact: Energy Disruptor: Decreases hull of the enemy by 25% and decreases shields of the enemy by 50%. (Limit: One use per 2 hours) < (goes to all other players)

7Image 5Image = Size: 10 | Module: Radar Jammer: +100 cloak and scan (Limit:3 Radar Jammers)

8Image 4Image = Artifact: Hacking Grid: Temporarily (2 hours) increases one's RP production by how much is being produced on the enemy planet. One time use artifact. Limit: 1 use/6 hours

8Image 6Image = Artifact: Stealth Generator: (Usable on your own ship) When used, you have a 10% chance to dodge incoming attacks (nullifies damage) (Lasts 4 hours)

10Image 10Image = Artifact: Supercomputer: Increases your chances of success of both hacks and raids by 50% and critical success by 10%.

12Image 5Image = Artifact: Raiders Beam: Temporarily (2 hours) increases one's Mineral Production/Artifact Production by how much the enemy planet is producing. (Picks at random) One time use artifact. Limit: 1 use/6 hours

6Image 10Image = Size: 1 | Planet Artifact: Invasion Extractor: When placed on one of your own planets, 25% of both attack and defense are added as the planet's passive attack/defense. (Limit: 1 per planet)

6Image 15Image = Size: 1 | Planet Artifact: Gap Generator: +150 cloak (Limit: 2 per planet)

7Image 15Image = Size: 1 | Planet Artifact: Cloning Towers: 2x population of a planet (Limit: 1 per planet)

This is the last mission for the Double Badge Contract. This mission will require 4 completions to finish.
10Image 10Image 10Image 10Image = Ability: Counter: When attacked, you deal 2x more damage. When attacking, they deal .75x less. When hacked, you lose 2x less RP. When hacking, you gain 2x more RP. When raided, you lose 2x less MP or AP. When raiding, you gain 2x more MP or AP. When planet is attacked, planet deals 2x damage (none if attack is 0). When attacking planets, you deal 2x more to the enemy planet. (Online: 5 days) (One time use)

Multiple Badge Contract:
Coming soon!

More badges = stronger items (coming soon)

------------------------------------------

What do you think? Good (+1), bad (-1), Neutral (0), Very good (+2), Unbalanced (-2)

Author:  Raptor [ Sat Mar 26, 2011 8:30 am ]
Post subject:  Re: Badge Contract

+1 its good, i like the idea seeing as how some peeps in my legion are already complaining about maxing out on red badges lol, some problems i forsee though, first, there is already a tractor beam, its a mission completion bonus, it gives hull and defense, i think after 78 missions, i could be wrong on that though.

2nd, the sniper cannon, its a little high, and is that a 10% chance of killing them when you attack them, or when you attempt to raid them? it could be quite crippling to anyone who relies on large numbers of crew members aka scout classes.

3rd, how does your hacking grid for the planets work? is it a permenant leech on a planets research prodution, or is there a time limit on it, and is there a way to get rid of it like a planetary Null Fuse?

4th, would all of these mission contracts be repeatable? or is the mission chains just one time things(except for the ones which you said there are two)

thanks, im not trying to be picky, you have a really good idea here its still a +1 from me

Author:  Tommy15551 [ Sat Mar 26, 2011 9:27 am ]
Post subject:  Re: Badge Contract

Raptor wrote:
+1 its good, i like the idea seeing as how some peeps in my legion are already complaining about maxing out on red badges lol, some problems i forsee though, first, there is already a tractor beam, its a mission completion bonus, it gives hull and defense, i think after 78 missions, i could be wrong on that though.

Didn't see the mission tier rewards. I'll change that to something else. Thanks for the comment! :D

Raptor wrote:
2nd, the sniper cannon, its a little high, and is that a 10% chance of killing them when you attack them, or when you attempt to raid them? it could be quite crippling to anyone who relies on large numbers of crew members aka scout classes.

It does seem a bit unbalanced. I personally think it should be a one use artifact.

Raptor wrote:
3rd, how does your hacking grid for the planets work? is it a permenant leech on a planets research prodution, or is there a time limit on it, and is there a way to get rid of it like a planetary Null Fuse?

Half of the research production is stolen. Does not decrease production. The Artifact is a one-time use. No leeching. Think of it as hacking a planet. Artifact Use Limit: 1 use/6 hours

Raptor wrote:
4th, would all of these mission contracts be repeatable? or is the mission chains just one time things(except for the ones which you said there are two)

The badge contract missions will be a one-completion mission. The Double Badge Contract missions require 2 completions, but the last mission for the double badge contract (one with all colored badges) require 4 completions.

Please see the updated version of my first post. Thanks! ;)

Author:  Spleenface1997 [ Sat Mar 26, 2011 1:00 pm ]
Post subject:  Re: Badge Contract

1+ its a really good idea to have a whole buch of rewards and combos, but -2 because it is unbalanced to get those things for only 2 badges. If you increased the number of badges required, then the -2 can be considered null and void

Author:  ConnorVanecek [ Sat Mar 26, 2011 11:32 pm ]
Post subject:  Re: Badge Contract

First off, I haven't heard about 'research contracts'. Second, the hacking grid and raiders beam should not detract from the target planet, only allow the user to temporarily gain the production. I do like the idea that it should only be used once per planet.

Author:  Tommy15551 [ Sun Mar 27, 2011 12:45 am ]
Post subject:  Re: Badge Contract

Spleenface1997 wrote:
1+ its a really good idea to have a whole buch of rewards and combos, but -2 because it is unbalanced to get those things for only 2 badges. If you increased the number of badges required, then the -2 can be considered null and void

As many people have many badges, I can see why it would be unbalanced for it to cost just 2 badges. I'll change that.

ConnorVanecek wrote:
First off, I haven't heard about 'research contracts'. Second, the hacking grid and raiders beam should not detract from the target planet, only allow the user to temporarily gain the production. I do like the idea that it should only be used once per planet.

I would also think that your idea is better than mine, so I will change that.

Updated!

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/