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Tommy15551
Joined: Tue Jan 04, 2011 10:58 pm Posts: 204
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These fragments can be found/equipped/fused/split. Fragments are found from rare NPCs.
Possible NPC factions for Fragments/Fragment-specific Modules: Crimson Blades Dark Smugglers Stryll Order Sha'din Coalition Terran Outsiders
Fragment-specific Modules can only equip one fragment!
Offensive Fragments: Double Blow Fragment Critical Offense Fragment Shield Destroyer Fragment
1. Double Blow Fragment Equipping this fragment, you are able to attack twice but the second attack will be much less than the first.
Ex) You deal 50 damage + 5 more damage. (10%)
Limit: Does not attack twice on planets + the secondary attack on NPCs cannot go past damage cap.
2. Critical Offense Fragment Equipping this fragment, you are able to do 10% more damage when you deal a critical hit.
Ex) You critically deal 100 damage + 10 more damage for Critical Offense. (10%)
Limit: Cannot go past damage cap for planets.
3. Shield Destroyer Fragment Equipping this fragment, you are able to deal slightly (10%) more damage to the shields of a NPC or player.
Ex) You deal 100 damage + 10 more damage to the shields.
Limit: If shields are down, this fragment does not give bonuses for attacking hull. ------------------- Defensive Fragments: Critical Defense Fragment Attack Crusher Fragment Provoke Fragment
1. Critical Defense Fragment By equipping this fragment, you take 10% less on critical defense.
Ex) You take 100 damage - 10 less damage (90 damage dealt).
2. Attack Crusher Fragment Only when attacked, the attacker has a 5% chance of temporarily decreasing attack by 10%.
Limit: Can be cured by Containment Cages!
3. Provoke Fragment Only when attacked, the attacker has a 5% chance of temporarily decreasing defense by 10%.
Limit: Can be cured by Containment Cages! --------------- Fusing Fragments: Coming soon!
Splitting Fragments: Coming soon! ---------------
What do you think?
_________________ IGN: AlphaAura Rank: 1500 ----- Status: Returning Player Current Goal: • Reach rank 1800 Current Milestones: • 10th Year Anniversary of playing GL (Started November 2010) • 5 Million+ Population on a planet (Biologist 30% included)
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Sun Apr 24, 2011 5:38 am |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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I'll be polite and just say: "It needs work"
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Sun Apr 24, 2011 6:26 am |
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Tommy15551
Joined: Tue Jan 04, 2011 10:58 pm Posts: 204
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Thanks for being polite. When I was making this post, I was wondering how it would be good for this game. I should keep ideas to myself in the future...Maybe make my own game using my ideas but that's years away.
_________________ IGN: AlphaAura Rank: 1500 ----- Status: Returning Player Current Goal: • Reach rank 1800 Current Milestones: • 10th Year Anniversary of playing GL (Started November 2010) • 5 Million+ Population on a planet (Biologist 30% included)
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Sun Apr 24, 2011 6:49 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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i would say dont get discouraged. although this exact idea needs a bit of work, you never know what your idea will lead to. Other players might read this and spit out a spinoff idea, that your idea was directly related to. ive put out some pretty awful ideas. but i also know ive put out one good idea (legion governments) so just keep throwing em out there. you never know what will come of it.
This sounds alot like equipping runes to modules, or equipping runes to your ship, which is rather interesting. i dont believe anyone has suggested something like this before. Although your attack fragments seem a bit overpowered (the attack twice one i mean) your defensive ones seem to lack the ability to counter them.
What i would say is what if when you research modules for each mk level you would gain an 'Alien Technology Infusion' slot, where you can choose to infuse a fragment with the module. Each npc faction would give out a specific type of effect to the module, and that would have to balance out to make this a viable source of gameplay. Effects gained could be
*5% increase to modules effect, +10% upkeep *-5% upkeep *+5 repair levels (so it can take more damage) *Tactical Cloaking-(does not show up when other players see your ship, if a weapon or defense, then cannot be removed with a tac bypass)
these effects would ONLY be able to be equipped on an improved module, for a maximum of 3 slots available for cannons, 2 for reactors, etc...
_________________ 
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Sun Apr 24, 2011 2:10 pm |
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