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 New red badge module! 
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Joined: Sat Aug 20, 2011 4:36 pm
Posts: 149
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I see that everyone wants a new red badge module. I like doing PvP and i would love to have something new to spend my badges on. However, a new type of Dom cannons would be a bit imba and almost impossible to get for the high ranks.
So, my idea is to have new scan/cloak modules which affect only PvP(You get proficient when hunting and so you know how to find your targets weak spots, and how to defend yourself from attacks(because people will attack you in the same way that you do)).
The amount of scan/cloak would depend on the number of kills you have (the more you kill the better you get in hunting/hiding) - for example it could be in the range from 0.5-0.8 scan/cloak per kill. Most importantly... You will have a choice to adjust the amount given(from 0 to your max possible amount(0.5-08*number of kills) with a scroll bar somewhere in the battle tab or in the ship menu(allowing you to choose your targets basically).
It may be a size around 20-30 and minimum level over 150.

*They will affect crit chance ratios, both when attacking and defending.
*Those will not affect your scan/cloak when it comes to hacking(it has nothing to do with hunting).
*The scan module will not give you bonus when scanning for new planets.


Mon Feb 06, 2012 10:08 am
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Joined: Tue Mar 29, 2011 5:07 pm
Posts: 114
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+1

I like the idea of a +crit modifier .. something new and not in game currently .. and I think it should apply to all forms of attack (pvp, npc, base)


Mon Feb 06, 2012 6:59 pm
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Joined: Mon May 03, 2010 6:47 pm
Posts: 240
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Just a few criticisms that came to mind:

1. The red badge problem as I understand it is that people have extra badges after buying the cannons and base combat. A new module is only temporary as after it is bought the problem relapses.

2. Coding. Having a scan/cloak buff that works for combat but not scanning/hacking just sounds difficult to me. No real programing experience here, but it sounds like a complicated system.

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Mon Feb 06, 2012 7:14 pm
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Joined: Sun May 29, 2011 8:41 pm
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In reality, the boost would be classed as an entirely new stat, and the data would be stored as such. The crit code would need only a slight addition to it to incorporate the change.

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Mon Feb 06, 2012 7:18 pm
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