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 Profession Specific Abilities 
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Joined: Mon May 03, 2010 6:47 pm
Posts: 240
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Idea to replace the builder prof, since it is taking a lot of flak (I don't like it either).

Builder: Creates useful technology trinkets that are added to cargo once every 4 hours for 200 energy
Choices are given when ability activated, and amount scales with rank like daily reward:

1. Planet buffs (T.O. ship bot, ion repulsers, drannik shield trap, orbital mass disruptor, ect)
[*] Repeatable mission planet traps ( like t-plasma attractor) are available if mission is unlocked

2. Ship buffs (Ancient crystal foci, grid consoles, dark pyramids, ect)
[*] Repeatable mission items (like thetacron traps) available if mission is unlocked

3. Tech parts, just a shipment of tech parts based on rank

Items like the temporal flux orb may be too strong for a consistent item to be in the draw, so may be excluded. Thats just up to Dan.

The draws would also have to be a large enough shipment to be worth the 200 energy, and I dont really know what amount that would be, but small enough to be merited the frequent 4 hour cooldown.

All permanent effects (ship bots, rescued prisoners, durtanium brackets, QSE's, terraformers, ect) were purposefully left out. These are bigger reward items than a profession would be able to fabricate and for game balance.


I also have something to say about the hacker buff, it should still show critical hacks. I believe this is something Dan put in the game to balance hacking overall. It wouldn't have to show who hacked it, just that a planet was hacked.

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Mon Jan 23, 2012 6:09 pm
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Joined: Fri Sep 23, 2011 3:30 am
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If i was to redo the bio idea part i would give them a ability to perhaps double the base regen rate of population for 8 hours at the cost of maybe 20 energy would in a way make sense and to a extent would give them a way to counter a virus or even could be used to greatly boost how well a planet resists attack.

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Mon Jan 23, 2012 7:48 pm
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Joined: Thu Dec 08, 2011 5:01 pm
Posts: 31
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maybe biologist should just have passive +50% pop regen. (they'd pop regen even while under a virus)
or a % based population attack (8 hours. adds status effect to planet so multiples can't be used)

in general many of the new class abilities would overpower the class. Builder already has a pretty darn good ability in saving people multi-millions, going into billions a day. but yes, some of the classes need some kind of boost


Wed Jan 25, 2012 2:25 am
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Joined: Mon Apr 25, 2011 2:37 am
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perhaps a biologist could use this :

clone longevity .... acts as a cloning pod and longevity serum when used on a planet , the longevity effect lasts for 4 hours, usable every 8 hours

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Wed Jan 25, 2012 2:29 am
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Joined: Mon Nov 29, 2010 9:48 am
Posts: 3900
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detregets wrote:
perhaps a biologist could use this :

clone longevity .... acts as a cloning pod and longevity serum when used on a planet , the longevity effect lasts for 4 hours, usable every 8 hours


that sounds like a plan... especially if it can be used alongside a longevity serum. +200% pop would be a beast to take down. love it!

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Wed Jan 25, 2012 6:31 am
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