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 Flux Production Mission 
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Joined: Fri May 13, 2011 5:27 pm
Posts: 302
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New mission

Flux Probe Production.
Cost 4 Energy 5 Dysillion
20x to complete
Repeat any time.
Reward 6 Experience, 1 Flux Probe


Sat May 14, 2011 3:48 pm
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Joined: Mon Nov 29, 2010 9:48 am
Posts: 3900
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flux probes are only useful for this mission chain right now... and although the artifact is decent, i can always come back to it later cause its the first mission in the chain. plus, i think the xp return on the mission is rather high. dan is really trying to slow people down from leveling, and i think a 1.5 ratio might be too much... but might be a good idea for a temporary mission for the lower levels to attempt to produce artis for the weekly. its a little late for that tho. :P

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Sat May 14, 2011 5:15 pm
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1) 1.5 isn't that good, considering most of the missions pay off near or above 2.0.
2) There are already infinitely repeatable missions that pay off more than this, like Stellar Cartography which pays exactly 2.0
3) low lever players will be working on the weekly forever when it pops into their normal mission queues. My mission just makes it more likely that anyone will ever finish collecting all 500 Flux Probes.
4) if dan really is trying to slow player leveling, this mission will actually accomplish that, since it's an enormous waste of resources designed to speed up completion of another really aggravating mission. Plus, anyone who actually wants a flux probe for another reason can get one any time they want to. The things are so cheap they might as well be producable via an ingame game mechanic.


Sat May 14, 2011 7:19 pm
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Joined: Tue Mar 22, 2011 8:11 pm
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-1 that would just be plain stupid
-if you cant get enough probes ten wait till the mission is archived
-These missions aren't built for low levels, higher levels need more content as they have done alot, new players still have a lot
of stuff to work with


Sat May 14, 2011 9:50 pm
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Joined: Fri Nov 19, 2010 1:36 am
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Location: Earth, Milky Way
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Too much exp. Why would you spend 105 energy for one completion? Too much for so little. Sorry but i have to give you the number of shame -1

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Sat May 14, 2011 10:13 pm
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Not 105 per completion, 80. And you spend 80 Energy to get 1 Mission complete on your tab and to get a flux probe. And the reason this mission doesn't blow is because even at 10,000 Artifact Points an hour, the likelihood is you'll get less than 1 Flux Probe a day. That's 500-750 days to complete the new mission. Personally I'd rather have a way to deliberately get Flux Probes than to sabotage my Artifact production just so I can keep my total low enough to make getting a flux probe likely.

80 Energy, 100 Dysillion = 1 flux probe. Sounds perfectly fair to me. if Dan puts it in and you don't like it, skip it, it would be a dead end anyway. To those people who want to finish the weekly within the next 3-6 months, it might be worth it.


Sun May 15, 2011 9:49 am
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Joined: Tue Sep 28, 2010 1:34 am
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80 energy for a measly flux probe? -1

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Sun May 15, 2011 9:59 am
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Okay, lets reference Stellar Cartography. It costs 750 Energy and 750 Exotic Matter to get 1 Star Chart Purger. A Star Chart Purger is 1000 Artifact points or 4x a Flux Probe. In GP a Star Chart Purger is 8 while a Flux Probe is 2. So that means, according to Dan, a Flux Probe is worth 1/4th of a Star Chart Purger.

80 Energy is closer to 1/10th of the cost of using a mission to get a Star Chart Purger. I could have suggested 180 and been closer to the mark, but I considered that too much. 80 would been extremely reasonable. It would, in fact, be very, very generous on Dan's part. But what the heck do I know. You want to waste a mountain of Artifact drops getting 500 Flux Probes at random? Go for it. I'd rather get 20 Flux Probes for the cost of a full energy refill.


Sun May 15, 2011 7:05 pm
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Joined: Fri Nov 19, 2010 1:36 am
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By the time he codes this the mission would be gone. Just collect as soon as you get the points and you get a flux.

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Sun May 15, 2011 10:01 pm
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Joined: Fri May 13, 2011 5:27 pm
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since weekly missions become part of the line up after they time out, this mission will be around for a very long time... and for all the new players who come after the mission clears to the general line up, my suggested mission will help. Also, I suspect that adding new missions is as simple as typing up some text, editing a database entry, and linking an image. The challenge is game balance (and coming up with the cool pics and flavor text.). The real effort for Dan is coding new mechanics (like bases), not adding new missions, since he's been doing that from day one.


Mon May 16, 2011 4:44 am
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