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 Make the Crimson Cluster Missile a NPC reward 
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I find it very agonizing that we only get 20 of them and I feel that it should be available via NPC reward. We could possibly create a new rare NPC that is available at rank 160 and this NPC will drop the Crimson Cluster Missile and since the NPC will be rare, people won't have an excess of them so they still have to be wise on how they use them.

Please take this in to consideration, Dan

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Fri Nov 18, 2011 2:05 am
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+1 make them at least as rare as t.o. troop carriers

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Fri Nov 18, 2011 2:24 am
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Even if they're as rare as TO troops are, plenty of people will be able to pull in 1+ each day.

Not giving -1 or +1 to this, just figured I'd toss that out there. It wouldn't be very hard at all to get 10 per week. Then, you might as well give up "bricking" a planet, it'll just get CC'd.

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Fri Nov 18, 2011 2:39 am
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For every cluster missle, lower success rate of invasion by 5%. Because of "unexploded munitions" or radiation, or something.

Then you have to decide, is blowing up a structure or two worth it? For a planet you were on the brink of? Maybe. For one that is well and truly defended? No.

And it puts much more emphasis on special structures.


Fri Nov 18, 2011 3:39 am
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I honestly don't like this idea. The Crimson Cluster missile is one over powered artifact. Having more than the 20 provided by the mission is way too powerful.

having it drop from NPC will greatly benefit players that are already powerful to begin with.

Even if it will be as rare as a terraforming device there are players like me who have gotten more than 50 terraforming device from NPC. Artifacts from NPC are as easy as it goes when you have a powerful ship. If this becomes a drop from rare npc.. even if its rare we (powerful ships) would easily collect as many as we want. Without spending even a single GP All we have do do is hunt kill NPC.

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Fri Nov 18, 2011 3:57 am
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ChromeGenisis wrote:
I find it very agonizing that we only get 20 of them and I feel that it should be available via NPC reward. We could possibly create a new rare NPC that is available at rank 160 and this NPC will drop the Crimson Cluster Missile and since the NPC will be rare, people won't have an excess of them so they still have to be wise on how they use them.

Please take this in to consideration, Dan



-1

If you want more become a saboteur. If you want to take out more buildings have a few of our legionmates do the same. They are way too powerful to have more of them. And Vette and Remric are right the npcers are going to farm them and take whatever planet they want.

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Fri Nov 18, 2011 4:09 am
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What about ghetto crimson missiles?

25% chance of taking out one building, compared to 100% chance?


Fri Nov 18, 2011 4:10 am
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-15 ,, very overpowered on high level.

20 its enough

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Fri Nov 18, 2011 9:00 am
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no doubt -1

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Fri Nov 18, 2011 1:21 pm
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+1

They could be as rare as Planet Fluxes from Dark Arms Carriers and dropped by them too.

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Fri Nov 18, 2011 4:37 pm
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how about sight change make it a 2 shot weapon but make it only allowed one shot every 40 hours and 50 percent chance of destroying defense or attack building


Fri Nov 18, 2011 5:27 pm
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Make it QSE-like.

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Fri Nov 18, 2011 5:47 pm
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Well, we can make a variety of getto versions. For starters, something like this would be pretty balanced overall:
Crimson Shock Missile(A missile that send a shockwave through the planet, causing massive harm to any unstable newly found colony structures)
Works just as a CCM, but ONLY on planet that have been conquered in the last 24 hours.
In other words, not something u would use to "attack" a planet, but only to get back planets.

And then there are a couple other choices:

Crimson Charge Missile (A Crimson missile using new kenetic force technology. But the shock from firing one such missile is so strong that it distablize the ship itself, making it unable to be used consectively)
Works just as CCM, but have a 24 hours cd after each use. So one person can't spam the heck out of it(more like a sab)

Crimson Irradiated Missile (A powerful Crimson missile using a alternative form of fuel. Unfortunately, it leaves traces of radiation that affect the attacker as well)
Works just as CCM, but add a +5%+50 atk, +5%+50 def buff to the planet after every use for 48 hours, stackable. Cannot be used if there are less than 2 destroyable strutures left. When a planet is successfully invaded while this buff is on it, all of this buff is removed and for each removed, there is a 20% chance to random lower one type of production by 1

Prototype Crimson Cluster Missile-MP (an attempt at mass production of Crimson Cluster Missile after studying the technology behind it, but it appears it didn't work out so well)
40% chance to destroy 1 normal structure, 50% chance to disable your own ship. 10% chance to lose 1-5 crews. When disabled by this effect, 50% to damage 1 random module, 30% to damage 3 random module 10% to break one random module 5% chance to break 3 random module, 3% chancce to break 10 random module, 1.9% chance to break all modules, 0.1% chance to destroy(permanent remove) one random modules(include GP, mission-limited etc)

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Fri Nov 18, 2011 8:10 pm
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-9001

Te make a CCM that can be farmed is too powerful an it would be power te the powerful, not te other way around... Ye see, Pirates o te Cove, Dysonians, Knights o Ni, te Anarchonists... all of these folks'd jus go farmin NPCs even more than most, an we'll all be fluxjackin each other an everyone else even more'n we arr already. D'ye think that's really a good thing? Do ye really?

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Sat Nov 19, 2011 6:39 am
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Uy23e wrote:
Well, we can make a variety of getto versions. For starters, something like this would be pretty balanced overall:
Crimson Shock Missile(A missile that send a shockwave through the planet, causing massive harm to any unstable newly found colony structures)
Works just as a CCM, but ONLY on planet that have been conquered in the last 24 hours.
In other words, not something u would use to "attack" a planet, but only to get back planets.

And then there are a couple other choices:

Crimson Charge Missile (A Crimson missile using new kenetic force technology. But the shock from firing one such missile is so strong that it distablize the ship itself, making it unable to be used consectively)
Works just as CCM, but have a 24 hours cd after each use. So one person can't spam the heck out of it(more like a sab)

Crimson Irradiated Missile (A powerful Crimson missile using a alternative form of fuel. Unfortunately, it leaves traces of radiation that affect the attacker as well)
Works just as CCM, but add a +5%+50 atk, +5%+50 def buff to the planet after every use for 48 hours, stackable. Cannot be used if there are less than 2 destroyable strutures left. When a planet is successfully invaded while this buff is on it, all of this buff is removed and for each removed, there is a 20% chance to random lower one type of production by 1

Prototype Crimson Cluster Missile-MP (an attempt at mass production of Crimson Cluster Missile after studying the technology behind it, but it appears it didn't work out so well)
40% chance to destroy 1 normal structure, 50% chance to disable your own ship. 10% chance to lose 1-5 crews. When disabled by this effect, 50% to damage 1 random module, 30% to damage 3 random module 10% to break one random module 5% chance to break 3 random module, 3% chancce to break 10 random module, 1.9% chance to break all modules, 0.1% chance to destroy(permanent remove) one random modules(include GP, mission-limited etc)


Some interesting ideas here. Especially the first one that gives you options on getting back at bricked planets that were just stolen from you. The last one, the Prototype also seems interesting. However, too many different "chance" effects. Perhaps simplify it down a bit?


Sat Nov 19, 2011 9:05 am
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Veristek wrote:
Uy23e wrote:
Well, we can make a variety of getto versions. For starters, something like this would be pretty balanced overall:

Prototype Crimson Cluster Missile-MP (an attempt at mass production of Crimson Cluster Missile after studying the technology behind it, but it appears it didn't work out so well)
40% chance to destroy 1 normal structure, 50% chance to disable your own ship. 10% chance to lose 1-5 crews. When disabled by this effect, 50% to damage 1 random module, 30% to damage 3 random module 10% to break one random module 5% chance to break 3 random module, 3% chancce to break 10 random module, 1.9% chance to break all modules, 0.1% chance to destroy(permanent remove) one random modules(include GP, mission-limited etc)


Some interesting ideas here. Especially the first one that gives you options on getting back at bricked planets that were just stolen from you. The last one, the Prototype also seems interesting. However, too many different "chance" effects. Perhaps simplify it down a bit?


let's say 40% chance to destroy 1 normal structure, 50% chance to disable your own ship. 10% chance to lose 1-5 crews. When disabled by this effect, 10% chance to damage all modules, 3% chance to break all modules and 0.1% chance to destory 1 module?

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Sat Nov 19, 2011 2:48 pm
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Ixianna wrote:
-9001

Te make a CCM that can be farmed is too powerful an it would be power te the powerful, not te other way around... Ye see, Pirates o te Cove, Dysonians, Knights o Ni, te Anarchonists... all of these folks'd jus go farmin NPCs even more than most, an we'll all be fluxjackin each other an everyone else even more'n we arr already. D'ye think that's really a good thing? Do ye really?

Aye, I be agreein' wit this scurvy wench. There's already enough fluxjacking taking place. Especially by the top legions, who coincidentally, farm the crap out of NPCs. It would be waaaay too easy for us to get these things.



PS: Ix, ye be forgettin' ta mention Te Un Own... Be needin' ta gih us some respek as fluxjackin' bastards too... :mrgreen:

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Sat Nov 19, 2011 4:49 pm
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Mission Chain- CCM Production Module Researched (added to The Crimson Cluster Project chain)
200energy 50 x1 completion


Mission reward- Ship module, CCM production Pod
Space 30
Automated Ability- Produces 1 CCM every 14 days (consumes 1 CM every day, production stops if inventory is 0)
EDIT>>> you can toggle it on or off if you dont have or want to use your CMs

I had / have 2 thoughts that i would like input on for this

1. energy & Space... should the cost be lower so anyone can build it ? or higher to make it more difficult to achieve?

2. Time... is 26 a year to many?

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Last edited by Darklife on Mon Nov 21, 2011 3:55 pm, edited 1 time in total.



Mon Nov 21, 2011 4:59 am
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Darklife wrote:
Mission Chain- CCM Production Module Researched (added to The Crimson Cluster Project chain)
200energy 50 x1 completion


Mission reward- Ship module, CCM production Pod
Space 30
Automated Ability- Produces 1 CCM every 14 days (consumes 1 CM every day, production stops if inventory is 0)

I had / have 2 thoughts that i would like input on for this

1. energy & Space... should the cost be lower so anyone can build it ? or higher to make it more difficult to achieve?

2. Time... is 26 a year to many?


Now this is ab interesting idea.

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Mon Nov 21, 2011 12:12 pm
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