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 Creating Your Own Planets 
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Joined: Thu Aug 11, 2011 9:48 pm
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REVAMPED WITH NEW INSIGHT

playret0195x wrote:

The ability to create a planet of your own
Energy Planet
a ball of condensed energy
Cost to form: 50,000 Energy Upgradeable resources: Mining, Artifact, and Research
Once planet is formed the size of the planet starts at Very Tiny and all resources start at extremely sparse

Equation: E = R^2(500)
E: Energy required for upgrade
R: Resourse richness level (ie. Extremely Sparse = 1, Very Sparse = 2...)

Extremely Sparse - Very Sparse: 500 Energy
Very Sparse - Sparse: 2,000 Energy
Sparse - Average: 4,500 Energy
Average - Abundant: 8,000 Energy
Abundant - Very Abundant: 12,500 Energy
Very Abundant - Extremely Abundant: 18,000 Energy
Extremely Abundant - Rich: 24,500 Energy
Rich - Very Rich: 32,000 Energy
Very Rich - Extremely Rich: 40,500 Energy
Extremely Rich - Ultra Rich: 50,000 Energy
Ultra Rich - Mega Rich: 60,500 Energy
Mega Rich - 2x Mega Rich: 72,000 Energy
2x Mega Rich - 3x Mega Rich - 84,500 Energy
And so on...

Size

Equation: E = 5S^(S/4)(250)(ROUND TO NEAREST 100)
E: Energy required
S: Planet Size Level (ie. Very Tiny = 1, Tiny = 2...)

Very Tiny - Tiny: 1,250 Energy
Tiny - Very Small: 1,800 Energy
Very Small - Small: 2,800 Energy
Small - Average: 5,000 Energy
Average - Large: 9,300 Energy
Large - Very Lage: 18,400 Energy
Very Large - Massive: 37,700 Energy
Massive - Very Massive: 80,000 Energy
Very Massive - Colossal: 175,400 Energy
Colossal - Mega-Colossal: 395,300 Energy

What do you think?



This other stuff is old and not neccessary. It is kept for archive purposes
Quote:
Energy Absorbtion Shield
Size:5 Energy:20 Limit 1 per ship
Effect: Every time you're attacked by an enemy you gain 5 energy

The ability to create a planet of your own
Energy Planet
a ball of condensed energy
Cost to form: 20,000 Energy Upgradeable resources: Artifact & Research
Once planet is formed the size of the planet starts at Very Tiny, there is no mining and all resources start at extremely sparse
Extremely Sparse - Very Sparse: 500 Energy
Very Sparse - Sparse: 1,500 Energy
Sparse - Average: 2,500 Energy
Average - Abundant: 4,000 Energy
Abundant - Very Abundant: 5,000 Energy
Very Abundant - Extremely Abundant: 6,500 Energy
Extremely Abundant - Rich: 7,500 Energy
Rich - Very Rich: 8,000 Energy
Very Rich - Extremely Rich: 10,000 Energy
Extremely Rich - Ultra Rich: 12,500 Energy
Ultra Rich - Mega Rich: 15,000 Energy
Mega Rich - 2x Mega Rich: 25,000 Energy
And so on...

Size
Very Tiny - Tiny: 5,000 Energy
Tiny - Very Small: 7,500 Energy
Very Small - Small: 10,000 Energy
Small - Average: 12,500 Energy
Average - Large: 15,000 Energy
Large - Very Lage: 20,000 Energy
Very Large - Massive: 25,000 Energy
Massive - Very Massive: 50,000 Energy
Very Massive - Colossal: 75,000 Energy
Colossal - Mega-Colossal: 100,000 Energy

Repulsion Field
Size:5 Shield:15 Limit 1 per ship
Effect: When attacked by an enemy, it lowers the attack & defense of the enemy's ship by 10% for 30 minutes

System Decoder artifact
Increases Hacking success by 20% for 1 hour

Adaptive Shield
Size:10 Shield:30 Limit 1 per ship
Effect: The attack of this module is doubled when attacking the hull of a base, NPC, or enemy player. The attack of this module is reduced to zero when attacking shields

Alternative Energy Source artifact
Increases max energy by 10

What do you think?

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Last edited by playret0195x on Sat May 25, 2013 4:17 pm, edited 2 times in total.



Sun Nov 06, 2011 7:05 pm
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Planet Forge
viewtopic.php?f=6&t=5526

Artificial Planets
viewtopic.php?f=6&t=8145

the artifacts you suggested are decent, not game breaking, but not really anything to be sought after. Except the alternative energy source. that would have to be a rare npc drop, on the same level as an RSL Containment Facility, and thats being generous.

as for the modules, i'm a bit unsure why youre so into shields. They all seem very overpowered, especially if youre not very good at pvp. 5 energy for every hit you take. what would prevent me from taking my cloak off, and just getting bonus energy through showing up on the bt? i still dont have a chance against players above rank 650, and those are the players who will primarily be hitting me. I'm unsure how many hits it takes them to kill me, but going off players of my own rank, it takes approx 58 hits to kill me. thats 290 bonus energy per disable if i'm offline. add that with the repulsion field, and i get a bonus 10% energy, so 320 energy per disable.

As for the adaptive shield, it dosnt have any attack with it. so are you saying it doubles your total attack when dealing with hull? because i have players in my legion with over 20k attack. and to double that just seems unfair.

theyre not bad ideas, i like that you were thinking outside of the box with the modules, i just think the values you listed need to be tweaked, and maybe one of these shield options can be used at a time. It could be the 'Shield Frequency' that you set on your ship. that way its not necessarily a module, but an option a player can choose from. That way, if you suck at pvp, put your shield frequency to Energy Absorbtion Shields, where you gain 1 energy per passive battle victory, and 3 for each passive battle loss. If you have a decent ship, but still cant hold up against the top of the battle tab (like me) then go with the Repulsion Rift Frequency. If youre an all around beast, and have more hull than even the top of the battle tab can deal with, then go with the Adaptive shield frequency, where maybe it can act like a chaostatic inhibitor, where your shields never charge, or are automatically drained. 10% of your shields then are added into your attack. Call it overcharging your cannons. Thats the only way i really see that one working. And yes, i realize some players have tens of thousands of shields. but also remember these players have tens of thousands of attack, defense, and hull. so in the long run, its less beneficial to them as they are sacrificing 100% of their shields for a 10% boost to attack.

Also, if shield frequencies were implemented, it should cost 15 to 35 energy to switch frequencies. or, 1% of your total shield if that seems more balanced.

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Sun Nov 06, 2011 7:26 pm
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thanks for the info

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Sun Nov 06, 2011 7:40 pm
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I mistyped, the adaptive shield was supposed to increase you defense by 50% if your opponent's attack was higher than your defense.

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Sun Nov 06, 2011 7:43 pm
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REVAMPED WITH NEW INSIGHT

playret0195x wrote:

The ability to create a planet of your own
Energy Planet
a ball of condensed energy
Cost to form: 50,000 Energy Upgradeable resources: Mining, Artifact, and Research
Once planet is formed the size of the planet starts at Very Tiny and all resources start at extremely sparse

Equation: E = R^2(500)
E: Energy required for upgrade
R: Resourse richness level (ie. Extremely Sparse = 1, Very Sparse = 2...)

Extremely Sparse - Very Sparse: 500 Energy
Very Sparse - Sparse: 2,000 Energy
Sparse - Average: 4,500 Energy
Average - Abundant: 8,000 Energy
Abundant - Very Abundant: 12,500 Energy
Very Abundant - Extremely Abundant: 18,000 Energy
Extremely Abundant - Rich: 24,500 Energy
Rich - Very Rich: 32,000 Energy
Very Rich - Extremely Rich: 40,500 Energy
Extremely Rich - Ultra Rich: 50,000 Energy
Ultra Rich - Mega Rich: 60,500 Energy
Mega Rich - 2x Mega Rich: 72,000 Energy
2x Mega Rich - 3x Mega Rich - 84,500 Energy
And so on...

Size

Equation: E = 5S^(S/4)(250)(ROUND TO NEAREST 100)
E: Energy required
S: Planet Size Level (ie. Very Tiny = 1, Tiny = 2...)

Very Tiny - Tiny: 1,250 Energy
Tiny - Very Small: 1,800 Energy
Very Small - Small: 2,800 Energy
Small - Average: 5,000 Energy
Average - Large: 9,300 Energy
Large - Very Lage: 18,400 Energy
Very Large - Massive: 37,700 Energy
Massive - Very Massive: 80,000 Energy
Very Massive - Colossal: 175,400 Energy
Colossal - Mega-Colossal: 395,300 Energy

What do you think?

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Sat May 25, 2013 4:13 pm
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