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 New High Artifact Point Artifacts 
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Joined: Mon Nov 29, 2010 9:48 am
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right now we only have the mass storage pod requiring 20,000 ap. personally, i love this considering i am rarely lucky enough to get them. however, several other players have complained that they are a waste because they drain all your ap and they have enough cargo. so i would like to propose some new artifacts that take 10,000+ ap to be added to the draw

10,000 AP:
attack module (limit 4)
energy module (limit 2)
defense module (limit 4)
scan module (limit 3)
cloak module (limit 2)
shield module (limit 3)
hull module (limit 3)
(if we can draw buildings, why not modules. i dont have names for em but the basic idea. it would also give a boost in complex tech to lower ranks that save their ap.)

EDIT: instead of drawing individual modules, perhapse there can be an 'Alien Tech Cache' that would award one random module from the list above. that way you arnt bogged down with 7 new 10k ap artifacts, but instead one 10k artifact that can award these 7 new modules. Not only would this slow down players with high ap production from getting all the modules immediately, but it would also not cut the chances of getting some of the better artifacts from the existing draw.

15,000 AP:
Alien Datagrid- rewards 25% of your total research capacity
Ancient Tomb- rewards 5 random artifacts gained through the artifact draw
Alien Cryptex- Automatic Completion of a round of a mission.

20,000 AP:
Government Storehouse: rewards 2 mission based artifacts excluding hyperterraformers and dyson transformers
New Recruits: Rewards 20 random crew members (the equivalent to 10 rank points)

there are what i have so far. im sure i'll think of more later on.

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Last edited by Vekno on Sun Jun 05, 2011 5:42 pm, edited 1 time in total.



Sun Jun 05, 2011 3:50 pm
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+1

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Sun Jun 05, 2011 3:53 pm
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Joined: Tue Jun 08, 2010 6:52 am
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Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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-1 once we fill up those modules they are just going to the scrap heap,

why think about modules when you can have rank points from rescued prisoners that does not have any upkeep.

Modules have upkeep rank points or crew dont.

for every artifact added to the drawing pool the chances of getting rescued prisoners get lower. so I dont like it. :(

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Sun Jun 05, 2011 3:59 pm
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right but those special modules pack more punch per space used ....... a bunch of decks with standard modules egh i'd rather have less decks with special modules and more bang for the buck

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Sun Jun 05, 2011 4:20 pm
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JKGreene76 wrote:
right but those special modules pack more punch per space used ....... a bunch of decks with standard modules egh i'd rather have less decks with special modules and more bang for the buck

thats because you are a low rank and don't have access yet to all the high-end special modules. You need decks until you max EVERYTHING with top-end tech and special mods, then you can pour all your RP into engineers and tactical officers. While I kinda like Vek's ideas, I have to agree with Remric. Prisoners are rare enough, no need to lower the chances even more.

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Sun Jun 05, 2011 4:25 pm
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although i agree that it is bad to lower the chances of rescued prisoners even more, perhapse instead of drawing the individual modules you can draw a modified version of the weapons locker. it would be an 'Alien Resource Cache' and would award one random module that is a new module from the list. i'll edit that in. plus i also tried to counter the decrease in rescued prisoners with the 'New Recruits' artifact that would award 10 rank points worth of random crew.

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Sun Jun 05, 2011 5:39 pm
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The main issue is that there would be a pretty limited amount of the modules, and players would get a lot of them, a lot more than they would need. Structures make more sense because you can use a lot more of those. Of course, they could also make CT Lab discoveries that use these modules so they wouldn't be as much a waste, but it would probably be nicer if they just made more modules available from the CT Lab.


Sun Jun 05, 2011 10:35 pm
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FerrusManus wrote:
The main issue is that there would be a pretty limited amount of the modules, and players would get a lot of them, a lot more than they would need. Structures make more sense because you can use a lot more of those. Of course, they could also make CT Lab discoveries that use these modules so they wouldn't be as much a waste, but it would probably be nicer if they just made more modules available from the CT Lab.


i was thinking as a source of high complex tech. the new NPCs SUCK and they only award 2 at best. i was thinking these could award 5-15 complex tech. plus, if theyre all gained through the cache then players would need to gain at least 21 of these caches before they have all of them. and i know i havent even gotten 21 msps yet. for those with higher ap tho they can use the spares as ct lab components, or as a source of complex tech. the reason i didnt suggest the modules be discovered through the ct lab is because it takes 2000 additional research per discovery. i was trying to make this available to everyone, not just the select few with high enough research they can afford to waste it in a lottery.

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Sun Jun 05, 2011 10:41 pm
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Maybe a CT Lab for some of these
I also want SOME WAY to get some of the mission based Artifacts because they are limited ARTIFACTS only no modules. PLEEEEEASE DAN. Dont make me do the puppy eyes!
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Mon Jun 06, 2011 6:28 am
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