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 experience lock button 

would it benefit you?
yes 63%  63%  [ 12 ]
no 37%  37%  [ 7 ]
Total votes : 19

 experience lock button 
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Joined: Sat Aug 13, 2011 5:40 pm
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as the title says, i think there should be an xp lock button. pretty much you turn it on when you want to use energy, but dont want to get experience. for example, if you wake up with full energy, but with 8 xp to rank up, you lose all that energy. with the xp lock, you would be able to use it all and turn it on with 5energy left. it would help slow rankers loads as well.


Sat Nov 19, 2011 6:52 pm
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the idea actually sounds pretty good. especially when you want to do missions.


Sat Nov 19, 2011 6:55 pm
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exactly, chak


Sat Nov 19, 2011 6:58 pm
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or if you want to lock in a very low damage cap... imagine a lvl 1 player going full small ship build
-∞ on this suggestion

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Sat Nov 19, 2011 7:06 pm
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Lone.Lycan wrote:
or if you want to lock in a very low damage cap... imagine a lvl 1 player going full small ship build
-∞ on this suggestion

what does the symbol mean? lol. and you cant use it till rank 100+, so its not to OP.


Sat Nov 19, 2011 7:09 pm
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Still a big NO - Imagine even a rank 100 with a ship made purely out of tac officers, helmsmen and engineers. His decks would = his level DC limit, and his arti pulls would massively boost him. X charges, brackets, androids and prisoners.

∞ means infinity, in case you didn't know.

-∞

Too OP.

A rare artifact that maybe CUT exp gains by 10-50% would work, but not something that can be used at whim to completely pause it.

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Sat Nov 19, 2011 7:27 pm
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spyder wrote:
Still a big NO - Imagine even a rank 100 with a ship made purely out of tac officers, helmsmen and engineers. His decks would = his level DC limit, and his arti pulls would massively boost him. X charges, brackets, androids and prisoners.

∞ means infinity, in case you didn't know.

-∞

Too OP.

A rare artifact that maybe CUT exp gains by 10-50% would work, but not something that can be used at whim to completely pause it.

is that right? :| how about you can only use it 3times each level? and it only lasts 10minutes?


Sat Nov 19, 2011 7:33 pm
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In my opinion, an artifact, that cut it by say 25% for 10 minutes, and costs the same AP as a neural would do it.
Or a rare drop that pauses it completely for 10 minutes.
Or an uncommon drop that cuts it by 25-50% for 10 minutes.

NOT a setting.

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Sat Nov 19, 2011 7:38 pm
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I'd love this, but it's too overpowered. I would like an anti-neural though.

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Sat Nov 19, 2011 7:41 pm
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the artifact has already been suggested. the setting hasnt. the setting would be more interesting. yes, you would get people who 'stop' ranking eventually, but honestly, most players would stop around rank 255. so dont worry too much about low ranks that would stop to try to become powerful, as with all things just rank past em and leave em in the dust. youll be stronger eventually.

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Sat Nov 19, 2011 7:41 pm
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spyder wrote:
In my opinion, an artifact, that cut it by say 25% for 10 minutes, and costs the same AP as a neural would do it.
Or a rare drop that pauses it completely for 10 minutes.
Or an uncommon drop that cuts it by 25-50% for 10 minutes.

NOT a setting.

yeh, i agree. will add this. and yes strm, thanks for the name. :P an anti-neural device.


Sat Nov 19, 2011 7:42 pm
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Vekno wrote:
the artifact has already been suggested. the setting hasnt. the setting would be more interesting. yes, you would get people who 'stop' ranking eventually, but honestly, most players would stop around rank 255. so dont worry too much about low ranks that would stop to try to become powerful, as with all things just rank past em and leave em in the dust. youll be stronger eventually.

yeh, thats true.


Sat Nov 19, 2011 7:42 pm
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The following names have also been suggested before:
Dark neural
Neural inhibitor
Situational isolator
Numbing implant
Anti-neural
Brain Inhibitor

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Sat Nov 19, 2011 7:46 pm
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spyder wrote:
The following names have also been suggested before:
Dark neural
Neural inhibitor
Situational isolator
Numbing implant
Anti-neural
Brain Inhibitor

Doesn't the Brain Inhibitor exist?


Sat Nov 19, 2011 7:47 pm
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spyder wrote:
The following names have also been suggested before:
Dark neural
Neural inhibitor
Situational isolator
Numbing implant
Anti-neural
Brain Inhibitor

damn it.....im still with the button. you can only use it 3 times a level, and people would stop eventually anywayz...


Sat Nov 19, 2011 7:48 pm
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there is the option to stop spending nrg completely at the moment albiet a waste it still does the job for research and arts collection

just means you progress no further thru the game missions or badge numbers

imagine that with badges would mean infinite badges at a set rank pretty pl;ease let me have this before i hit rank 100


Sat Nov 19, 2011 7:56 pm
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y'know, most ppl think having a negative effect on experience gain is a benefit..... gaining no experience is a detrimental effect , not a beneficial effect

i still say it needs to be a trap


BUT

having a status effect that lowers experience gains would be too easily exploited by the slow-rankers , and probably shouldn't be included in the game

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Sat Nov 19, 2011 8:04 pm
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chakram wrote:
spyder wrote:
The following names have also been suggested before:
Dark neural
Neural inhibitor
Situational isolator
Numbing implant
Anti-neural
Brain Inhibitor

Doesn't the Brain Inhibitor exist?


Yes and there are many Varieties each with different side effects. How about we call a spade a spade and call the Brain Inhibitor "SPACE OPIATES"
and have it drop from Dark smugglers.

"You are Injected with "Space Opiates" you spend the next 15 minutes thinking you are a Lawn Gnome. Lowering your IQ and Experience Gains by 20%

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Sat Nov 19, 2011 9:12 pm
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+1 to Space Opiates and Interstellar Lawn Gnomes.


Sat Nov 19, 2011 10:08 pm
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I would like to revise this suggestion. Instead of "locking", have the option that once per level, you can enable a "free hit". In other words, ONLY the next hit would be free of XP and after that, the gains resume.

So imagine someone uses all their energy, gets to within 3 XP, then falls asleep while waiting for their recharge. They wake up with 200 energy. So they enable the "free hit", hit the highest mission they can (takes 180 energy) and hits again to level up. There's no significant advantage gained, other than the ability to use a lot of spare energy.

Thoughts?

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Sun Nov 20, 2011 7:44 am
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