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 mega time manipulator 
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mega time manipulator :
ctlab discovery , 50 time manipulators , 25 toxic purifiers , 25 planetary data optimizers <i couldn't think of what else to use>

resets all timers for the user . including repair , hack , raid , invasion , planet/pvp share , daily reward , send , share


or


resets all base timers , including : shipments , credit repair , ability point recharge , repair bay , shield charge <but does not effect loyalty of the members>

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Fri Feb 03, 2012 8:28 pm
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how bout you get a paradox generator instead? its a lot cheaper...

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Fri Feb 03, 2012 8:30 pm
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Raptor wrote:
how bout you get a paradox generator instead? its a lot cheaper...

because you only get so many

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Fri Feb 03, 2012 8:32 pm
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detregets wrote:
Raptor wrote:
how bout you get a paradox generator instead? its a lot cheaper...

because you only get so many


I think that's the main reason they're limited; because they're good.

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Fri Feb 03, 2012 8:36 pm
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detregets wrote:
mega time manipulator :
ctlab discovery , 50 time manipulators , 25 toxic purifiers , 25 planetary data optimizers <i couldn't think of what else to use>

resets all timers for the user . including repair , hack , raid , invasion , planet/pvp share , daily reward , send , share


or


resets all base timers , including : shipments , credit repair , ability point recharge , repair bay , shield charge <but does not effect loyalty of the members>

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Fri Feb 03, 2012 8:42 pm
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Xzien wrote:
detregets wrote:
mega time manipulator :
ctlab discovery , 50 time manipulators , 25 toxic purifiers , 25 planetary data optimizers <i couldn't think of what else to use>

resets all timers for the user . including repair , hack , raid , invasion , planet/pvp share , daily reward , send , share


or


resets all base timers , including : shipments , credit repair , ability point recharge , repair bay , shield charge <but does not effect loyalty of the members>

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it has to be costly , right ?

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Fri Feb 03, 2012 8:49 pm
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toxic purifiers and planetary data optimizers are irrelevant to time manipulation though. 50/75 TMs, 100 Planetary Time Vortexes (or 75) and 75/100 warp gates seems to make more sense.


Fri Feb 03, 2012 9:04 pm
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Drekentai wrote:
toxic purifiers and planetary data optimizers are irrelevant to time manipulation though. 50/75 TMs, 100 Planetary Time Vortexes (or 75) and 75/100 warp gates seems to make more sense.

that does make more sense +1

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Fri Feb 03, 2012 9:24 pm
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-1
U won't feel fun when someone invades ur planets 10 times in a roll.
which most ppl over rank 1000 can probably do on a monthly basis with this craft, if not more.

now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)

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Fri Feb 03, 2012 10:03 pm
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Uy23e wrote:
now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)

Racist.

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Sat Feb 04, 2012 10:57 pm
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Uy23e wrote:
-1
U won't feel fun when someone invades ur planets 10 times in a roll.
which most ppl over rank 1000 can probably do on a monthly basis with this craft, if not more.

now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)


1) most currently over rank 1k use a lot of TM's, they wouldn't be able to make as many of these as you think.

2) if the planet is that hard to take, we would alert it to our legion and someone would get lucky. Before Dan made them invulnerable, I used to see a number of mission exotics and dysons change hands that way, even after he added 10k passives to the planets. If the planet is worth that much trouble, it WILL get taken by someone.

IF this gets implemented, it should be like the paradox generator and not affect abilities at all, IMO.


Sat Feb 04, 2012 11:31 pm
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Mark W wrote:
Uy23e wrote:
-1
U won't feel fun when someone invades ur planets 10 times in a roll.
which most ppl over rank 1000 can probably do on a monthly basis with this craft, if not more.

now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)


1) most currently over rank 1k use a lot of TM's, they wouldn't be able to make as many of these as you think.

2) if the planet is that hard to take, we would alert it to our legion and someone would get lucky. Before Dan made them invulnerable, I used to see a number of mission exotics and dysons change hands that way, even after he added 10k passives to the planets. If the planet is worth that much trouble, it WILL get taken by someone.

IF this gets implemented, it should be like the paradox generator and not affect abilities at all, IMO.


aww, i was hoping it would affect tactical remodulation, mind influence, and the three resource abilities... i dont see where that would hurt anyone. except maybe the player in the long run when they lose their built up planet.

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Sun Feb 05, 2012 12:24 am
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Hansolocal wrote:
Uy23e wrote:
now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)

Racist.


sab is a class, not a race, thank you.
Mark W wrote:
Uy23e wrote:
-1
U won't feel fun when someone invades ur planets 10 times in a roll.
which most ppl over rank 1000 can probably do on a monthly basis with this craft, if not more.

now if it resets everything EXCEPT sab ability and invade.... I won't mind it. (i'm fine with all racial abilities, just not sab)


1) most currently over rank 1k use a lot of TM's, they wouldn't be able to make as many of these as you think.

2) if the planet is that hard to take, we would alert it to our legion and someone would get lucky. Before Dan made them invulnerable, I used to see a number of mission exotics and dysons change hands that way, even after he added 10k passives to the planets. If the planet is worth that much trouble, it WILL get taken by someone.

IF this gets implemented, it should be like the paradox generator and not affect abilities at all, IMO.


@1: u can buy TMs, and the high lvls will eventually have massive spare KU when their CR outgrow the current upkeep cap and their only real expenditure become planet capture(each of which can be used to buy tons of this)
@2: it's perfectly possible to have a planet with up to 400k invasion def, thou it would be hard to get it pass 250k(the former requires certian limited arti and 2 planet event effect, the latter does not).
If the 400k case ever came up (on a fluxed-but-alerted planet, for example), the top 3 legions are about the only legions who have a decent chance of capturing it w/o using paradox. Dominion, for example, have roughly only 70% chance of capturing the planet w/o paradox even if EVERYONE in the legion give it a try.
Any non-invic planet can be captured off guard, but not all planets can be captured if the owner knows about the attack and is stone walling it to the max degree, and semi-unlimited paradox just mess that up.

I personally don't care much for resetting racial, that's more or less a compensation for not setting invade, compared to paradox. But NO invade reset plz

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Sun Feb 05, 2012 1:09 am
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There is no upkeep cap. There is a repair cap. The formula will require more than one type of artifact, just make sure one or more are not tradeable, preferably something that gets used on a regular basis.


Sun Feb 05, 2012 3:55 am
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Mark W wrote:
There is no upkeep cap. There is a repair cap. The formula will require more than one type of artifact, just make sure one or more are not tradeable, preferably something that gets used on a regular basis.


well, assuming ppl are not keeping around random modules that they can't really use at the same time as some of the other stuff, there is a upkeep cap--when you have max of every module.
I mean u can go over it by having uninstalled stuff around but I really don't see why u would(thou some of the select-an-option stuff u might wanna mulitple set of)

so... there is a "soft cap" on upkeep too

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Sun Feb 05, 2012 4:05 am
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ok how about a drawback, you have to be able to pay upkeep every time you use it

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Sun Feb 05, 2012 4:39 am
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Formula suggestion: 100 Crimson Amplifiers, 100 Time Manipulators, 100 Spy Uplink Chassis.

@Uy23e: Yes, you are right, there is a soft cap at about 16 Billion credits until such time that Dan decides to add to the research tree.


Tue Feb 07, 2012 4:45 am
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Mark W wrote:
Formula suggestion: 100 Crimson Amplifiers, 100 Time Manipulators, 100 Spy Uplink Chassis.

@Uy23e: Yes, you are right, there is a soft cap at about 16 Billion credits until such time that Dan decides to add to the research tree.


I think dan is specifically trying to avoid making ct lab artifacts require npc drops. I believe the crimson amp is an NPC drop. perhaps replace it with planetary time vortexes? that way theres only one non tradeable item in this formula, and it also costs something that is extremely useful and rare at low ranks. dont get me wrong, time vortexes are still helpful at high ranks, but i have a few hundred sitting in my cargo because i never colonize planets...

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Tue Feb 07, 2012 6:37 am
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Yes I did that on purpose to keep people from getting very many of them. Probably if Dan decides to do this, he will use his own formula. I think it would be interesting for CTL items to use NPC drops so long as it from standard and matched NPC's. Or perhaps there could be an advanced version of the CTL at level 9 or 10 that would use NPC drops.


Tue Feb 07, 2012 4:44 pm
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