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 New Research Tree - Crew 
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:) Basically a new research tree with some cool stuff you can add to your ship and the base to increase or decrease exp gain and other things.
So here is my basic starter idea for the research tree.

Crew Morale:

Messages from Home
Nothing keeps the crew going that messages from home.
Installs a message delivery centre on your ship - 5 decks (limit 1 per ship)
Increases exp. gain by 1% and defence by 50

Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and increases attack by 50

Gym
Keep your crew healthy and ready.
Installs a Gym on your ship - 10 decks (limit 1 per ship)
Increases defence by 3% and raiding success by 10%

Personal Quarters
Giving each crew member their own personal quarters will have them more comfortable with shiplife.
Installs a Personal Quarters Area on your ship - 20 decks (limit 2 per ship)
Increases exp. gained by 1% and raiding defence by 5%

Library - (BlackheartedKnight)
For all the bookworms, history buffs, nerds, and perverts on your ship.
Installs a Library on your ship - 15 Decks (Limited to 1 per ship)
Increases Research output by 5%

Virtual Subliminal Training Facility - (Vekno)
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases amount of rank points gained per rank point by .2

Matter Fluctuation Field Generator - (Vekno)
A large arena built to train troops for real battle situations. Real matter is fluidly generated and assembled into any possible combination imaginable, making this the perfect training facility for any situation a soldier may encounter.
Installs a Field Generator on your ship - 20 decks (Max 3 per ship)
3% of all attack from crew is added into invasion attack. i.e. 100 attack would give a +3 invasion attack bonus.

Tissue Regeneration Chamber - (Vekno)
Due to unforseen dangers with the many issues presented to the crew, these tissue regeneration chambers make accidental loss of life much more uncommon. A combination of PFC paired with a host of chemicals to accelerate platelet generation and tissue repair, as well as nanobots to orchestrate the regeneration of lost limbs can almost completely repair a body as long as the brain is intact and healthy.
Installs TRC on your ship- 15 decks (max 2 per ship)
Reduces the probability a crew member will be lost in a critical fail raid or planetary invasion by 25%


Hypersensitive Drug - (playret0159x)
Heightens the senses of crew members, thus increasing awareness.
Increases xp gains by 5% and increases attack & defense by 5%

Mess Hall - (destroyer43)
A place where all your crew can chow down to lunch and socialize, sharing combat experiences and other stories.
Effect: Increases all crew effectiveness by 5% from moral boost and being well fed.






Got room for more suggestions so if you've got them lets hear them. :)

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Last edited by Preliator Xzien on Sun Nov 06, 2011 7:41 am, edited 6 times in total.



Sat Nov 05, 2011 2:51 am
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[quote="Xzien"]
Nothing like a cold one. Your crew won't even remember the night before.

I like that lol,and your ideas are pretty good.

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Sat Nov 05, 2011 3:03 am
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Xzien wrote:
:) Basically a new research tree with some cool stuff you can add to your ship and the base to increase or decrease exp gain and other things.
So here is my basic starter idea for the research tree.

Crew Morale:

Messages from Home
Nothing keeps the crew going that messages from home.
Installs a message delivery centre on your ship - 5 decks (limit 1 per ship)
Increases exp. gain by 1% and defence by 50

Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and attack by 50
should increase attack
Gym
Keep your crew healthy and ready.
Installs a Gym on your ship - 10 decks (limit 1 per ship)
Increases defence by 3% and raiding success by 10%

Personal Quarters
Giving each crew member their own personal quarters will have them more comfortable with shiplife.
Installs a Personal Quarters Area on your ship - 20 decks (limit 2 per ship)
Increases exp. gained by 1% and raiding defence by 5%

Got room for more suggestions so if you've got them lets hear them. :)

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Sat Nov 05, 2011 4:32 am
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Xzien wrote:
:) Basically a new research tree with some cool stuff you can add to your ship and the base to increase or decrease exp gain and other things.
So here is my basic starter idea for the research tree.

Crew Morale:

Messages from Home
Nothing keeps the crew going that messages from home.
Installs a message delivery centre on your ship - 5 decks (limit 1 per ship)
Increases exp. gain by 1% and defence by 50

Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and attack by 50

Gym
Keep your crew healthy and ready.
Installs a Gym on your ship - 10 decks (limit 1 per ship)
Increases defence by 3% and raiding success by 10%

Personal Quarters
Giving each crew member their own personal quarters will have them more comfortable with shiplife.
Installs a Personal Quarters Area on your ship - 20 decks (limit 2 per ship)
Increases exp. gained by 1% and raiding defence by 5%

Got room for more suggestions so if you've got them lets hear them. :)

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Golgotha wrote:
its the attitude of being willing to take on the shark with the right harpoon that sets you above most


Sat Nov 05, 2011 4:33 am
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Xzien wrote:
:) Basically a new research tree with some cool stuff you can add to your ship and the base to increase or decrease exp gain and other things.
So here is my basic starter idea for the research tree.

Crew Morale:

Messages from Home
Nothing keeps the crew going that messages from home.
Installs a message delivery centre on your ship - 5 decks (limit 1 per ship)
Increases exp. gain by 1% and defence by 50

Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and attack by 50

Gym
Keep your crew healthy and ready.
Installs a Gym on your ship - 10 decks (limit 1 per ship)
Increases defence by 3% and raiding success by 10%

Personal Quarters
Giving each crew member their own personal quarters will have them more comfortable with shiplife.
Installs a Personal Quarters Area on your ship - 20 decks (limit 2 per ship)
Increases exp. gained by 1% and raiding defence by 5%

Library
For all the bookworms, history buffs, nerds, and perverts on your ship.
Installs a Library on your ship - 15 Decks (Limited to 1 per ship)
Increases Research output by 5%


Got room for more suggestions so if you've got them lets hear them. :)

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Sat Nov 05, 2011 4:46 am
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Xzien wrote:
Xzien wrote:
:)



Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and attack by 50



the way it is written , the bar decreases experience gain and also decreases attack

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http://galaxylegion.com/forum/viewtopic.php?f=8&t=41899


Sat Nov 05, 2011 4:50 am
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detregets wrote:
Xzien wrote:
Xzien wrote:
:)



Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and attack by 50



the way it is written , the bar decreases experience gain and also decreases attack


If you been drinking you aims not going to get better.

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Sat Nov 05, 2011 4:53 am
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but then again you're more aggressive.
And I'll edit it, you've got a point.

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Golgotha wrote:
its the attitude of being willing to take on the shark with the right harpoon that sets you above most


Sat Nov 05, 2011 4:54 am
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1+ to this, it is a VERY god idea, but maybe upgraded versions of them later in the tree :) , or as artifacts.

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Sat Nov 05, 2011 5:06 am
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Virtual Subliminal Training Facility-
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases crew gained per rank point by .2

Matter Fluctuation Field Generator
A large arena built to train troops for real battle situations. Real matter is fluidly generated and assembled into any possible combination imaginable, making this the perfect training facility for any situation a soldier may encounter.
Installs a Field Generator on your ship - 20 decks (Max 3 per ship)
3% of all attack from crew is added into invasion attack. i.e. 100 attack would give a +3 invasion attack bonus.

Tissue Regeneration Chamber
Due to unforseen dangers with the many issues presented to the crew, these tissue regeneration chambers make accidental loss of life much more uncommon. A combination of PFC paired with a host of chemicals to accelerate platelet generation and tissue repair, as well as nanobots to orchestrate the regeneration of lost limbs can almost completely repair a body as long as the brain is intact and healthy.
Installs TRC on your ship- 15 decks (max 2 per ship)
Reduces the probability a crew member will be lost in a critical fail raid or planetary invasion by 25%

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Sat Nov 05, 2011 7:00 am
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Emergency Alert Beacon
Alerts the crew members straight away as soon as the ship is being attacked
Size: 25 decks (limit 1 per ship)
All crew members provide a +1 attack bonus

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Sat Nov 05, 2011 9:18 am
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Drejen wrote:
Emergency Alert Beacon
Alerts the crew members straight away as soon as the ship is being attacked
Size: 25 decks (limit 1 per ship)
All crew members provide a +1 attack bonus


I have over 10K crew this would be to over powered.

Vekno wrote:
Virtual Subliminal Training Facility-
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases crew gained per rank point by .2


If your talking about it giving you more when you spend rank points .2 and .4 would round to 0 and you wouldn't need more then 3 as it would round to 1.

If your talking about giving this bonus to total crew(+.2 to energy for every engineer , attack for every tactical officer, so on) , its to over powered , all 5 would give you 2 times crew and I have over 10K.

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Sat Nov 05, 2011 9:34 am
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wolfprince01 wrote:
Vekno wrote:
Virtual Subliminal Training Facility-
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases crew gained per rank point by .2


If your talking about it giving you more when you spend rank points .2 and .4 would round to 0 and you wouldn't need more then 3 as it would round to 1.

If your talking about giving this bonus to total crew(+.2 to energy for every engineer , attack for every tactical officer, so on) , its to over powered , all 5 would give you 2 times crew and I have over 10K.
It would make more sense to give rank points instead of crew, and get them when you level. This way, if you had one of them installed, every fifth rank increase, you would get 1 additional rank point (6 instead of 5). If you had all five installed, instead of gaining 5 rank points when you rank up, you would always gain 6.

The rank points could then be distributed by the player amongst both crew or decks, and you wouldn't end up with point something of a crew member lol.

Quote:
Virtual Subliminal Training Facility-
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases rank points gained per level by .2

...Although the description doesn't necessarily make sense anymore with this change.

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Sat Nov 05, 2011 9:51 am
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Drejen wrote:
Emergency Alert Beacon
Alerts the crew members straight away as soon as the ship is being attacked
Size: 25 decks (limit 1 per ship)
All tactical officers provide a +1 attack bonus

EDIT: Every tactical officer gives the +1 attack bonus since they are the crew members related to attack

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Sat Nov 05, 2011 10:00 am
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Drejen wrote:
Drejen wrote:
Emergency Alert Beacon
Alerts the crew members straight away as soon as the ship is being attacked
Size: 25 decks (limit 1 per ship)
All tactical officers provide a +1 attack bonus

EDIT: Every tactical officer gives the +1 attack bonus since they are the crew members related to attack


Thats still over 4K attack for me. it would need to be no more then 5%(.05) , even thats still really strong.

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Sat Nov 05, 2011 10:09 am
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Everyone gets the same bonus though once it is installed. Ok, the biggest players get the biggest bonus, but the biggest players can only fight big players anyways. I don't see the problem.

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Sat Nov 05, 2011 10:12 am
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wolfprince01 wrote:
Vekno wrote:
Virtual Subliminal Training Facility-
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases crew gained per rank point by .2


If your talking about it giving you more when you spend rank points .2 and .4 would round to 0 and you wouldn't need more then 3 as it would round to 1.

If your talking about giving this bonus to total crew(+.2 to energy for every engineer , attack for every tactical officer, so on) , its to over powered , all 5 would give you 2 times crew and I have over 10K.


they wouldnt round. they would be cumulative to rank points spent AFTER these modules are isntalled. so if you only have one, then you get .2 officers for each rank point, so if you spend 5 rank points in a single category, then you would recieve one extra officer. REMEMBER, one rank point gives two officers. essentially what this will do once you have all 5 is give you 3 tac officers, helmsmen, or engineers for every one rank point instead of two, so its a 50% bonus. it will give 4 instead of 3 scientists which is a 33% bonus. also remember, this is only applied to rank points AFTER the modules are installed.

i only have 5000 crew, but i will admit that if it does round then its worthless to have more than 3, or if it applies to total crew in the way you described, its too overpowered. i do think you misunderstood the technicality of getting an extra officer, as from the way you described, it sounded like you thought this would give out double crew to people. this is simply a 50% bonus to rank points spent in officers after the modules are installed, with a cumulative total for 'partial' crew until a whole number is reached.

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Sat Nov 05, 2011 10:26 am
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Perhaps an android training center
blueprints item
max installed on ship 5
size 25
cost 500 million
50 kurenite
5 aidonium
upkeep (based on rank)
ranks put into crew positions now gain +1 crew member per rank
with all 5 this would mean you get 7 helmsman/tacticians/engineers and 8 scientists per rank in your ship.

In addition it takes 50% of total energy to install each time (to prevent constant uninstall/reinstall when about to level)
I figure this makes sense due to the power of it. The general idea is for mid to end game ships to have something else to dump in rather then decks as this can nearly match the highest ranking modules.
It also would open up interesting starter strats for experienced players trying low deck builds.


Sat Nov 05, 2011 1:42 pm
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Hypersensitive Drug -
Heightens the senses of crew members, thus increasing awareness.
Increases xp gains by 5% and increases attack & defense by 5%

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Sat Nov 05, 2011 1:53 pm
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Maico wrote:
Perhaps an android training center
blueprints item
max installed on ship 5
size 25
cost 500 million
50 kurenite
5 aidonium
upkeep (based on rank)
ranks put into crew positions now gain +1 crew member per rank
with all 5 this would mean you get 7 helmsman/tacticians/engineers and 8 scientists per rank in your ship.

In addition it takes 50% of total energy to install each time (to prevent constant uninstall/reinstall when about to level)
I figure this makes sense due to the power of it. The general idea is for mid to end game ships to have something else to dump in rather then decks as this can nearly match the highest ranking modules.
It also would open up interesting starter strats for experienced players trying low deck builds.


and how much energy do u have while u have all ur relays and energy weapon etc on with all ur generators off?
Unfortunately, "total energy" is too flexable of a number~

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Sun Nov 06, 2011 12:46 am
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