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 Percentage Modules, whats left? 
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Joined: Mon Nov 29, 2010 9:48 am
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Right Now we have percentage modules for almost everything. but, there are still a few things left that can be 'modified'.

Energy- yes, i know that a percentage energy module would be godly, and would cause players to level much more quickly than would probably be intended. BUT, i think 3 2% modules would not necessarily break the game. its approximately 6 energy for every 100 energy the player has. So, if the player has 1000 energy, it would be an extra 60 energy. if a player has 10000 energy, it would be an extra 600. you can see where it would take massive amounts of energy for this to be effective, but its still nice to have that small boost every 1000 energy to be able to do two extra weekly missions.

Attack- we already have attack modifiers for all the specifics save pvp, and now we have the gemini cannons, so i dont see this being modified.

Cargo- I know the high levels probably dont care about a cargo modifier, BUT i know back when i was at 4000 and below cargo, every little bit helped. I was thinking 3 modules at a 10% increase.

Decks- again, i think if this followed suit with energy, 3 2% increases wouldnt necessarily break the game. I know it wouldnt really help higher levels who have max modules, but everyone else can plan accordingly and use less rank points on decks than they previously would have. And, this will affect people with max modules at some point because new modules are being added all the time.

Planet Colonization Cost- As binaryman had stated long ago, this would be one of the most valuable modules in the game. Its extremely difficult to keep up with planet colonization and invasion cost at extremely high levels and this would help a bit.

Planet Invasion Cost- same with the colonization cost, it would be one of the most valuable modules in the game and would be extremely useful at high levels. I am unsure the exact values of the reduction, i was thinking anywhere from 3 5% modules to 3 7% modules. but, i honestly do not know what would be a fair reduction.

Base Shipment Payoff- I think 3 5% modules would be a nice addition to make the payoffs from the base shipments slightly better. I know that technically the base shipments dont NEED to be better, but its a nice boost to an already nice boost.

Mineral Tariff Reduction- I think 2 10% modules would be a nice addition to this game, allowing players to gain a small amount of extra credits based on their current mineral production.

Resource Modifiers- I'm unsure if this is a viable suggestion, but it hasnt been done yet. we can potentially get 3 2% modifiers for total production of research, artifact, and mineral production. But as i said, players getting in excess of 70k+ production per hour may get much too much from these modules.

Critical Hits- Usually caused by scan when in combat, i think a modifier to this invisible stat would be nice. maybe 3 5% modules that make critical shots more likely, or do more damage would be a nice addition.

Planetary Production Timer- I think something that reduced the timer for our planetary production would be nice. It may be extremely overpowered, even more so than the resource modifiers, but it would still be nice.

Ability Use Timer- I think a nice addition would be a reduction to the ability timer. maybe 3 7% modules. The reason i'm asking for 7% modules is that this can really only be used by 5 races, and the tactical remodulation ability. But honestly, if you can npc for 6 hours 45 minutes straight, then you deserve to reset your npc scans a second time.

Finally, the most... 'iffy' suggestion

Luck- This would allow players to have an increased chance to get rare npcs, rare daily reward items, the rarer rewards from elites, having nicer planetary events occur, etc... Luck is a crucial skill in almost every role playing game, and i think it would be a nice addition to this game aswell.

If i forgot any, feel free to post below what i missed.

EDIT: (Bonus Section)

Based on ODragon's Post

Repair Cost Reduction- The current max repair cost is 200 million. It would be nice if we could reduce this perhaps with 3 5% modules.

Repair Timer Reduction- If we could reduce this from 5 minutes it would be a godsend when battling bases and when fighting many elites simultaniously. Perhaps 3 5% modules to put it just under 4 minutes 30 seconds. If not more.

The other suggestions from odragon regarding scientists i believe is a weaker alternative to the production suggestion, and may be more viable to actually be implemented, and i'm not exactly sure how point defense weapons would work with percentages, BUT that sounds like an amazing idea.

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Last edited by Vekno on Mon Jan 16, 2012 8:26 pm, edited 1 time in total.



Mon Jan 16, 2012 8:01 pm
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Joined: Fri Jun 25, 2010 1:16 am
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A bunch have been posted in a different thread, I think they were:

% chance to knock out artifacts used at your ship (Point Defense Weapons).
% research bonus based on scientists on your ship.
% hull repair.


Mon Jan 16, 2012 8:17 pm
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i love that point defense weapon idea specifically. That sounds EPIC! a nice compliment to the gemini cannons.

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Mon Jan 16, 2012 8:27 pm
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I need about 8 of those Luck Modules. Maybe more with how my luck goes.

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Mon Jan 16, 2012 8:31 pm
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Not everything needs to be a percent to be a good addition... One thought in one of the other threads was +1 damage to planetary population (so max with the module would be 21 instead of 20). I guess it would work fine as a 10%.


Mon Jan 16, 2012 8:39 pm
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cargo/deck: this would be a bit complex when install/uninstall comes into effect. So it might be better to be a SINGLE module that is given via mission tier reward so they can't be uninstalled normally. Otherwise it might get messy

other than that I don't see technical issues that would make them horrible, perhaps adjustment to % value to make them more balanced or whatever, that part will be left to the other peeps and almighty dan

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Tue Jan 17, 2012 2:50 am
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Uy23e wrote:
cargo/deck: this would be a bit complex when install/uninstall comes into effect. So it might be better to be a SINGLE module that is given via mission tier reward so they can't be uninstalled normally. Otherwise it might get messy

other than that I don't see technical issues that would make them horrible, perhaps adjustment to % value to make them more balanced or whatever, that part will be left to the other peeps and almighty dan


True.

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Tue Jan 17, 2012 2:56 am
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ODragon wrote:
Not everything needs to be a percent to be a good addition... One thought in one of the other threads was +1 damage to planetary population (so max with the module would be 21 instead of 20). I guess it would work fine as a 10%.


lol, when it comes to modules, everyone loves a percentage at the end instead of a hard value. i love the idea of bonus to planetary attack though. the absolute worst is that invisible shot that always happens to me where i cause damage but the population dosnt go down. with a 10% boost that would eliminate the 5 wasted energy and balance it out so that the bonus damage would take the place of the ghost shot.

Uy23e wrote:
cargo/deck: this would be a bit complex when install/uninstall comes into effect. So it might be better to be a SINGLE module that is given via mission tier reward so they can't be uninstalled normally. Otherwise it might get messy


perhaps instead of having these be an uninstallable option, cargo could be the 90th mission completion reward, and decks could be the 94th. we desperately need more mission modules, and this would allow us to not only get a pretty good mission completion reward, but also eliminate the technicalities of installing/uninstalling these modules.

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Tue Jan 17, 2012 5:27 am
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