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Missions That Require Skill, and other ideas. http://galaxylegion.com/forum/viewtopic.php?f=6&t=6132 |
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Author: | Vekno [ Tue Apr 19, 2011 5:32 am ] |
Post subject: | Missions That Require Skill, and other ideas. |
this game has been up for a little over a year, and we already have many people that have 'completed' it for all it has to offer at face value. that is why new updates are being added all the time. I propose a set of missions, high level or not, that require skill or luck to complete. Mainly, puzzels. if players had to work for their mission completions to advance to the next mission, or a test of skill was given to players before they were able to unlock a specific aspect of the game, then i think players would finish these new additions alot slower. badges were less than valuable only 1 month later. starbases, which should hold the attention of a legion for 2 months minimum, will eventually lose their luster, and the high ranks will come crawling back for more content. If a test of skill was added, and not just, pick one of three doors kind of test, but an actual TEST of skill that will prevent high levels from continuing until they actually prove themselves would be a very useful addition to the game in order to keep people interested. In addition to this, ive noticed that some games have many repeatable missions, and each mission has a chance to drop a 'summon item' that once that item or a combination of summon items has been obtained, a VERY powerful and VERY difficult boss is summoned with a short time limit. it is ment to be battled by an entire legion, and has the stats for such. If this is implemented, i propose it award everyone in the legion, and scale based on the legions average strength and level. hell, it can even be an npc opponent to the new starbase system. Another way to prevent people from losing interest are consecutive login bonuses. These can provide the player with galaxy tokens, which can be exchanged for energy cubes, a spin of the galaxy wheel, or special NPC contract coordinates. Yet another way that has already been suggested is down time activities. even 2:30 is a long wait when you stare at the timer. Minigames are a great idea, and so far what has been suggested are Gambling games, such as roulette or blackjack, and a few others i cannot recall at this time. Downtime activities would be a fun way to just 'hang around' the game, and potentially get more users. Chance items are another way to improve the diversity of players in this game. Add missions where players have a 'chance' to obtain an item each round. however, the chance item is not guranteed on completion. this would make lucky players extremely happy, and give random people an edge. It can be anything from special modules and buildings, to just extra artifacts. I noticed the game was heavy with this in the very early missions, but after about half way through the missions there was no chance involved anymore. I personally would like to see this aspect brought back. Another idea is perhapse add a new aspect of the game for npc hunting, or both npc and pvp. Hijacking. hijacking a ship would only be possible after it is disabled. there is a very small chance this ship would be hijacked, but if it is then the ship is sold at a chop shop for the sell value of all the modules on it, plus the sale of the crew into slavery, plus the sale of the scrap decks/cargo. Credits or artifacts could be gained through this, and it would be a rather fun addition to npc hunting. Perhapse if a hijacking of an elite or a boss is succesful the player would recieve a rare artifact only obtainable through this method. Another idea- Rerouting energy to shields. so many times in scifi movies has this been done, and now i propose it be an option in this game. I propose we be able to trade energy charge for a bonus to shield charge. NOT the other way around (so players dont wind up with energy every 2 seconds). They would always be able to return the charge values to their normal limits, but this would allow some tact when fighting. One last idea- Predator Drones. Modules (or artifacts) that would add a bonus to hull, defense, or attack whiiile active. however, once they are destroyed, they are destroyed and must be rebuilt from scratch. They could be effective strictly for pvp, or for both pvp and pve. I know this is a blatant plagerism of the fighter ideas ive read, but this would be an easy way to implement it without making it so players controll a fleet. a bunch of ideas, not sure how many have been suggested. all of them imo would make the game better, and give players some new additions or goals to strive for. And as always, additional ideas and critiques are welcome. |
Author: | JKGreene76 [ Wed Apr 20, 2011 4:42 am ] |
Post subject: | Re: Missions That Require Skill, and other ideas. |
Hijacking and parting out the ship sounds SWEET! yet if it was your ship or mine that got jacked....I'd be hella pissed! |
Author: | Vekno [ Wed Apr 20, 2011 4:58 am ] |
Post subject: | Re: Missions That Require Skill, and other ideas. |
lol yeah. i originally intended hijacking to be strictly for NPCs... but if this gets implemented and dan wants to figure out a fair way to hijack a players ship, im all for it. |
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