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 Badge Wheel 

Would you use the Badge Wheels
Yes 91%  91%  [ 74 ]
No 9%  9%  [ 7 ]
Total votes : 81

 Badge Wheel 
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Joined: Mon Nov 07, 2011 7:09 pm
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Twisted Saviour wrote:
Cheers for the feedback. I thought that may be the case and tried to stay away from GP costing items but had trouble filling in the gaps on the Terra Wheel lol.

Oh and if any of you mega players up there in ranks far unknown to me have any ideas for the wheels I'd like to know what you think would be good rewards for 150 Wheels


Random planet scan of guaranteed quality.

Ex: 50 badges gets you a planet guaranteed to be at least average and very rich.

100 badges gets you a planet guaranteed to be at least very large and mega rich.

150 badges gets you a planet guaranteed to be at least massive and 4x mega rich.

Mostly because green badges are so hard to find. The planets can be enemy owned or occupied (perhaps it generates a new planet, perhaps it simply gives you a scan of one, if it gave a scan that could make people angry).

Of course these would all just replace the QSE/Terraformer spot on the wheel, and the badges would only grant a shot at one as a reward.

The stats could also be off, but what do I know? I'm a noob.


Tue Nov 22, 2011 12:39 am
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Anyone had any new ideas for the badge wheel???

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Tue Jan 17, 2012 3:25 pm
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Darth Flagitious wrote:
The Weapon award, I believe, should be a new item. Exclusive to the Wheel and GP market that scales according to your rank when you install it. Much like the Radiant Surge Cannon, but weaker.


If this idea is implemented and that weapon gets put in the wheel,then if it's weaker than the radiant surge cannon then it should have a triggered effect since Dan is working on that, or give it a % boost on something.

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Tue Jan 17, 2012 4:54 pm
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+1 awesome ideas

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Tue Jan 17, 2012 6:54 pm
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why was this necro'd? its a good idea... but the rewards arnt particularly appealing. with some tweaking and creative ideas, this could be a really good idea. but right now, i probably would never use this if it was implemented.

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Tue Jan 17, 2012 9:05 pm
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Vekno wrote:
why was this necro'd? its a good idea... but the rewards arnt particularly appealing. with some tweaking and creative ideas, this could be a really good idea. but right now, i probably would never use this if it was implemented.


What would you suggest in the way of tweaking and creative ideas?

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Wed Jan 18, 2012 2:42 pm
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Here are my thoughts on this let me know what you guys think. I am going off a general wheel regardless of rank just so you know.

* You can get more of the % bonus's so two of the attack bonus would just give you 10% bonus but they they would be considered different bonus so they run out at the right time.

** or roll the die. New feature in game for items like these that give hourly production. You can either take what it is offering or you can roll the die which is a normal die with six sides. Each number on it is an hour so you have a chance to roll a one and only getting one our of production all the way up to a six where you get 6 hours of production. Just depends on how much of a risk you want to take.



Red Wheel:
50 red badges to spin

1.) New attack mod for your ship.
2.) 20 nano's
3.) 5 rank points
4.) 5 null Fusses.
5.) New defense mod.
6.) 5 GP's (only five since you are using badges)
7.) 5% bonus to attack (for 2 hours)*
8.) 5% bonus to defense (for 2 hours)*
9.) 5% bonus to hull (for 2 hours)*
10.) 5% bonus to shield (for 2 hours)*



Blue Wheel:
50 Blue badges to spin

1.) New scan mod.
2.) roll die for research production.
3.) 5% bonus to hack (for two hours)*
4.) 15 TM's
5.) 10 Scientists
6.) New research planet building
7.) 5 Gp's
8.) 5% bonus to cloak (for two hours)*
9.) 3 hours of research**
10.) New arti that gives you 20% extra cloak. (for a limited amount of time)


Yellow Wheel:
50 yellow badges to spin

1.) 5 rank points
2.) 10 helms men
3.) 5% bonus to raiding (for two hours)*
4.) 15 TM's
5.) 10 tact officer androids (new arti only available here worth 2 tact officer each just like the helms men)
6.) 5 Gp's
7.) 3 hours to arti production. **
8.) 3 hours to mineral production.**
9.) New arti that lets you lower the enemy chances to block your raid by 5% (lasts for 2 mins after use.)
10.) New planet building. Size 2 minerals: 2 Artie's: 1 Attack: 250 Defense: 250


Green wheel:
5 Green badges

1.) New planet art that lets you but two points of production where ever you want them (can be different for each or the same.)
2.) 5 GP's
3.) 5% extra planet invasion chance. (for 1 hour)*
4.) New attack mod
5.) New planet art that gives you 1000 planet invasion defense.
6.) 3 hours of mineral production**
7.) 3 hours of arti production**
8.) 3 hours of research production**
9.) cuts off 6 hours of planet invasion timer
10.) Free enemy occupied planet added to planet list for 2 days. (planet can be fluxed from other player making you lose the scan)

Silver wheel:
I don't think there should be a silver badge wheel because of what you can get with the silver badges the way it is.

Dark wheel:
50 Dark badges to spin

1.) rare NPC on scans
2.) Extremely rare NPC on scan
3.) 5 rank points
4.) 5 GP's
5.) 10% NPC attack (for two hours)*
6.) Spawns new NPC that gives rare arti' only able to be gotten from here. Enemy type: Matched
7.) 100 extra energy that can only be used on NPC's (new arti)
8.) New arti that lowers the attack and defense of a NPC by 10%
9.) Spawns new boss NPC. Lockable by 15 players. Enemy type: matched. Gives 3 different rewards. 3 days to kill it.
10.) New mod that gives NPC attack.

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Last edited by mojo311 on Wed Jan 18, 2012 2:58 pm, edited 1 time in total.



Wed Jan 18, 2012 2:49 pm
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Great Idea Mojo! Nothing Wrong with them...

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Wed Jan 18, 2012 2:52 pm
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This is a great suggestion mojo311.........Can we please get it in the February update thank you Dan :D

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Wed Jan 18, 2012 2:56 pm
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I'm glad this suggestion is evolving in to something players with different ranks, play styles and experience in GL can find useful.
+1 mojo

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Last edited by Twisted Saviour on Wed Jan 18, 2012 3:36 pm, edited 1 time in total.



Wed Jan 18, 2012 3:10 pm
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@Mojo311 - +1 i love it .

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Wed Jan 18, 2012 3:24 pm
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+1 to Mojo!

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Wed Jan 18, 2012 4:19 pm
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Also a friend has just let me know how this idea could get hugely abused by players who reset and then hold on to their badges till they get to a much higher rank then use them all to get really good rewards because of their productions and such. So to fix that I suggest that Dan put a cap on each badge type to force lower ranking players to use them or lose out on more badges. Something like 500 badges for the red, blue, and yellow. And like 100 for the greens while letting you have up to 1000 darks. Just to keep things more even and this to not be to over powered.

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Wed Jan 18, 2012 4:21 pm
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fun idea

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Thu Jan 19, 2012 12:28 am
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+1


Thu Jan 19, 2012 4:50 am
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Mojo's idea sounds great.

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Fri Jan 20, 2012 5:08 pm
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mojo311 wrote:
Also a friend has just let me know how this idea could get hugely abused by players who reset and then hold on to their badges till they get to a much higher rank then use them all to get really good rewards because of their productions and such. So to fix that I suggest that Dan put a cap on each badge type to force lower ranking players to use them or lose out on more badges. Something like 500 badges for the red, blue, and yellow. And like 100 for the greens while letting you have up to 1000 darks. Just to keep things more even and this to not be to over powered.


lol, please dont put the cap into place until we have a week or so to use up our current badge stockpiles... otherwise i'd be losing out. but awesome ideas for the wheel. i'd definitely use it with the updates.

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Fri Jan 20, 2012 5:52 pm
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Vekno wrote:
mojo311 wrote:
Also a friend has just let me know how this idea could get hugely abused by players who reset and then hold on to their badges till they get to a much higher rank then use them all to get really good rewards because of their productions and such. So to fix that I suggest that Dan put a cap on each badge type to force lower ranking players to use them or lose out on more badges. Something like 500 badges for the red, blue, and yellow. And like 100 for the greens while letting you have up to 1000 darks. Just to keep things more even and this to not be to over powered.


lol, please dont put the cap into place until we have a week or so to use up our current badge stockpiles... otherwise i'd be losing out. but awesome ideas for the wheel. i'd definitely use it with the updates.



I would hope if he did put the cap on it that anyone who all ready has over the cap would keep them and I'm pretty sure they would spin the wheel enough times before they try to get more. lol

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Fri Jan 20, 2012 6:38 pm
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mojo311 wrote:
Vekno wrote:
mojo311 wrote:
Also a friend has just let me know how this idea could get hugely abused by players who reset and then hold on to their badges till they get to a much higher rank then use them all to get really good rewards because of their productions and such. So to fix that I suggest that Dan put a cap on each badge type to force lower ranking players to use them or lose out on more badges. Something like 500 badges for the red, blue, and yellow. And like 100 for the greens while letting you have up to 1000 darks. Just to keep things more even and this to not be to over powered.


lol, please dont put the cap into place until we have a week or so to use up our current badge stockpiles... otherwise i'd be losing out. but awesome ideas for the wheel. i'd definitely use it with the updates.



I would hope if he did put the cap on it that anyone who all ready has over the cap would keep them and I'm pretty sure they would spin the wheel enough times before they try to get more. lol


If he puts the cap on, I really do hope that it's higher than 500 - maybe 750. I'll have over 500 red badges waiting for Rank 100.

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Fri Jan 20, 2012 6:43 pm
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viewtopic.php?f=6&t=20657&hilit=badge+wheel

^great idea^

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Sat Mar 31, 2012 9:45 pm
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