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 would they b a dominion cannon mark IV? 
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Joined: Sun Sep 04, 2011 2:37 pm
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I dont know if this has been asked b4 but would they ever b one like stats like this

space 25
attack 235
upkeep 500k/day

or something similar?


Sun Feb 05, 2012 7:17 pm
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i hope not i really cant be bothered to get another 800 badges or so lol

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Sun Feb 05, 2012 7:29 pm
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That would piss off alot of pvpers.

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Sun Feb 05, 2012 7:38 pm
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Xzien, I would have enough badges for 2 or 3 already. It wouldn't take long to get the others. PvPers would rejoice!

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Sun Feb 05, 2012 7:39 pm
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strm avenger wrote:
Xzien, I would have enough badges for 2 or 3 already. It wouldn't take long to get the others. PvPers would rejoice!

And for those that aren't serial killers?

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Sun Feb 05, 2012 7:48 pm
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Xzien wrote:
strm avenger wrote:
Xzien, I would have enough badges for 2 or 3 already. It wouldn't take long to get the others. PvPers would rejoice!

And for those that aren't serial killers?

Aren't they all dead already?
Jokes.

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Sun Feb 05, 2012 8:00 pm
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Xzien wrote:
strm avenger wrote:
Xzien, I would have enough badges for 2 or 3 already. It wouldn't take long to get the others. PvPers would rejoice!

And for those that aren't serial killers?


I'm only 27th on the killsboard Xzien! Sheesh...

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Sun Feb 05, 2012 8:03 pm
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if this happens i would be pissed.
but dont mind tbh now im pvp a lot more now but dan will make something since eventually eveyone will have all doms and then be scanning bases like made so everyones base will be scanned more frequently

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Sun Feb 05, 2012 8:05 pm
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If it was an upgrade that required you had the Mark IIIs installed already I could see this happening.

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Sun Feb 05, 2012 8:13 pm
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Or if it were minimum rank 600+... give a good 500 ranks for the mark IIIs to be useful.

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Sun Feb 05, 2012 8:27 pm
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NO! NO MORE DOMINION CANNONS!
New red badge modules would be good though. Just not more dominions. I got most of my reds below rank 200. It's a nightmare now - you need about 4 trap probes and a null per red. it's not worth it.

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Sun Feb 05, 2012 9:05 pm
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spyder wrote:
NO! NO MORE DOMINION CANNONS!
New red badge modules would be good though. Just not more dominions. I got most of my reds below rank 200. It's a nightmare now - you need about 4 trap probes and a null per red. it's not worth it.


spyder ur ship must b really weak then, make ur ship stronger....u are in fact implying tht ur ship is weak


Sun Feb 05, 2012 10:58 pm
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mikeydude97 wrote:
spyder wrote:
NO! NO MORE DOMINION CANNONS!
New red badge modules would be good though. Just not more dominions. I got most of my reds below rank 200. It's a nightmare now - you need about 4 trap probes and a null per red. it's not worth it.


spyder ur ship must b really weak then, make ur ship stronger....u are in fact implying tht ur ship is weak


nothing to do with a weak ship, just a pain to have to bust through 30k unbuffed hull and 15k shield to get one red badge, now having to do that a prospective 800 times at least is not something people want to do again.


Sun Feb 05, 2012 11:02 pm
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mikeydude97 wrote:
spyder wrote:
NO! NO MORE DOMINION CANNONS!
New red badge modules would be good though. Just not more dominions. I got most of my reds below rank 200. It's a nightmare now - you need about 4 trap probes and a null per red. it's not worth it.


spyder ur ship must b really weak then, make ur ship stronger....u are in fact implying tht ur ship is weak


no, thats a good estimate of the resources it takes high ranks to get 1 red. the trap probes are because most people at high ranks all have halcyons up. the null fuse is to get through the one person that only has a kv up. This is why i suggested passive players not show up on the bt after a certain amount of time... because they clog up valuable resources that could be occupied by killable targets.

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Sun Feb 05, 2012 11:29 pm
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I won't mind UPGRADES, but new module can be bad.

being upgrade i mean improving on mark III.

In fact, for a semi endless red badge sink, there could be many many upgrades.
For example:
Dominion Cannon Upgrade Kit V1
Upgrade a Dominion Cannon Mark III to the next tier, increasing size by 1 and attack by 9.
Cost: 20 Red Badge

And there are MANY Dom III tiers, starting at regular(current), then Improved Mark III, Enhanced Mark III, Advanced Mark III, Elite Mark III
After that, it turns into mark IV (which is, at this point, 195 atk, 22 deck)

After that there can be a Kit V2 that upgrades mark IV with +1 deck +10 atk at 30 badge, similiar to the Mark III system, this ends at Mark V with 245 atk 27 deck.

And this system can go on almost indefintely.

(random note: current kill leader got 5k kills, even if all are badge kills, which is unlikely, that's only enough for 4 Elite Mark VIIs at best, which is 41 deck 412 atk each for 164 deck 1648 atk total)

At the same time, to prevent imba tiny build with a single say mark XII and become invincible, each kit can have its own minimal use lvl too

If it have to go down the "new module" path thou, the rank requirement should be: find the highest ranked player who does NOT have a full set of dom III. Round it up to the nearest hundred, add 100 to it.

That way, at least it won't piss off ppl who have only recently got their IIIs only to find they coulda have gotten IV....

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Sun Feb 05, 2012 11:39 pm
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Uy23e wrote:
I won't mind UPGRADES, but new module can be bad.

being upgrade i mean improving on mark III.

In fact, for a semi endless red badge sink, there could be many many upgrades.
For example:
Dominion Cannon Upgrade Kit V1
Upgrade a Dominion Cannon Mark III to the next tier, increasing size by 1 and attack by 9.
Cost: 20 Red Badge

And there are MANY Dom III tiers, starting at regular(current), then Improved Mark III, Enhanced Mark III, Advanced Mark III, Elite Mark III
After that, it turns into mark IV (which is, at this point, 195 atk, 22 deck)

After that there can be a Kit V2 that upgrades mark IV with +1 deck +10 atk at 30 badge, similiar to the Mark III system, this ends at Mark V with 245 atk 27 deck.

And this system can go on almost indefintely.

(random note: current kill leader got 5k kills, even if all are badge kills, which is unlikely, that's only enough for 4 Elite Mark VIIs at best, which is 41 deck 412 atk each for 164 deck 1648 atk total)

At the same time, to prevent imba tiny build with a single say mark XII and become invincible, each kit can have its own minimal use lvl too

If it have to go down the "new module" path thou, the rank requirement should be: find the highest ranked player who does NOT have a full set of dom III. Round it up to the nearest hundred, add 100 to it.

That way, at least it won't piss off ppl who have only recently got their IIIs only to find they coulda have gotten IV....


@#$5 all them doms in between the tiers (III - IV) just make it after mk3 it's mk4 then mk5 ect. with each having more attack,size then the last. This is my idea.

Dominion Cannon - Mark IV
[ Special Weapon - Size:23, Attack:230 ]
Requires Rank 200 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 50

Dominion Cannon - Mark V
[ Special Weapon - Size:30, Attack:330 ]
Requires Rank 400 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 100

Dominion Cannon - Mark VI
[ Special Weapon - Size:38, Attack:450 ]
Requires Rank 800 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 150

Dominion Cannon - Mark VII
[ Special Weapon - Size:47, Attack:590 ]
Requires Rank 1000 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 200

Dominion Cannon - Mark VIII
[ Special Weapon - Size:57, Attack:750 ]
Requires Rank 1500 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 250

Now if u look at the 1st 3 dom's u will notice there is a pattern happening, i am simply following that, and it actually isn't OP for those ranks required. The pattern is with size and deck, size increases by +1 for each new one and attack increases by 20 for each new one. So the 1st dom has 50 attack and 8 size, and the dom mk2 has 90 attack and 12 size, u look at the difference between both of there attack and it's 40, so by the dom mk3 the attack difference between mk2 and mk 3 is 60, so an extra 20 attack, and same for deck.

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Mon Feb 06, 2012 6:23 am
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Mark III have a Atk/deck ratio below 9, I think going stright to 10 on Mark IV is a bit much, maybe 9 or 9.5 is better
At the same time, all ur upgrade cost says "from Mark III" does that mean 50 red per upgrade? I think that's likely a typo and it should be from mkIV, from mkV etc but I'm not sure...

Anyway, I don't mind as long as it's an upgrade system as opposed to sell-and-rebuy cause the latter is just painful for those of us who just got their IIIs

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Mon Feb 06, 2012 6:35 am
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Uy23e wrote:
Mark III have a Atk/deck ratio below 9, I think going stright to 10 on Mark IV is a bit much, maybe 9 or 9.5 is better
At the same time, all ur upgrade cost says "from Mark III" does that mean 50 red per upgrade? I think that's likely a typo and it should be from mkIV, from mkV etc but I'm not sure...

Anyway, I don't mind as long as it's an upgrade system as opposed to sell-and-rebuy cause the latter is just painful for those of us who just got their IIIs


No it's not a typo, i have put that way were u need to get the mk4+ by upgrading from a mk3. I thought bout having each one upgrade by the tier so to upgrade to a mk5 u need a mk4, but i thought people wouldn't like that and think it's a pain. I also thought people wouldn't want to say get 500 reds for example to upgrade from say mk5 to mk6. That's y i have used your idea, the kit upgrades, which is y the cost is low, perhaps the cost can be increased, and perhaps we could make it so u need a mk4 to get a mk5, that seems better.

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Mon Feb 06, 2012 6:44 am
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the cost of each upgrade should be increasing that is to say it should cost more to go from IV to V than III to IV.
Otherwise, as long as rank allows, ppl will focus upgrade on one cannon instead of upgrading them evenly.
While focus upgrade(for max atk/deck ratio for whatever reason) should always exist as an option, I do believe incentives for even-upgrade should exist, in the form of attack_gained per red_badge_spent by making subsequent upgrades more expensive

How exactly that is achieved, I honestly don't care much

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Mon Feb 06, 2012 6:51 am
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Uy23e wrote:
the cost of each upgrade should be increasing that is to say it should cost more to go from IV to V than III to IV.
Otherwise, as long as rank allows, ppl will focus upgrade on one cannon instead of upgrading them evenly.
While focus upgrade(for max atk/deck ratio for whatever reason) should always exist as an option, I do believe incentives for even-upgrade should exist, in the form of attack_gained per red_badge_spent by making subsequent upgrades more expensiveHow exactly that is achieved, I honestly don't care much


Ok how about this.

Dominion Cannon - Mark IV
[ Special Weapon - Size:23, Attack:230 ]
Requires Rank 200 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 100

Dominion Cannon - Mark V
[ Special Weapon - Size:30, Attack:330 ]
Requires Rank 400 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 300

Dominion Cannon - Mark VI
[ Special Weapon - Size:38, Attack:450 ]
Requires Rank 800 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 500

Dominion Cannon - Mark VII
[ Special Weapon - Size:47, Attack:590 ]
Requires Rank 1000 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 700

Dominion Cannon - Mark VIII
[ Special Weapon - Size:57, Attack:750 ]
Requires Rank 1500 or Greater
Limit per ship - 4
Reds required for upgrade from mkIII - 900

Now those badge requirements for the upgrades are either for eaxmple 900 for an upgrade kit to upgrade all mk7's, or 900 badges for each dom cannon mk7 upgrade, im not sure u guys decide.

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Mon Feb 06, 2012 7:09 am
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