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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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This begins after the Crimson Mission are finished. Like the Dark Smugglers missions, you would need to find an Extremely Rare NPC to open the mission.
Name: Crimson Infiltration 120 attempts at 50 energy each, requires 1 crimson obelisk per attempt, 1 completion Gives: Crimson Auto-Loader: Size 15 ship module, +300 attack, and grants setting that every 2 hours it reloads your crimson obelisk or your crimson amplifier every 8 hours (or both/neither) without having to do it yourself. (If contaminant missiled, it will wait 5 minutes before rebooting. Manual reboot can be initiated by using a crimson obelisk/amplifier).
Name: Crimson Energy 50 attempts at 50 energy each, requires 1 crimson generator part, 1 completions NPC: Crimson Planetary Probe, Uncommon Shield 15k, Hull 1k, ability none, Attack 3k, Defense 3k, drop crimson generator part Gives: Crimson Generator: Size 25 ship module, adds setting that allows you to choose between your normal ship shields or red shields, removes relay energy drain, increases shield charge time by your current highest relay charge time. (Example: if you have HyperChannel Relay installed, you would gain +27 to shield recharge time). Limit 1 per ship.
Mission appears directly after finishing Portal Prototypes. Name: Mass Produced Mechanical Mayhem 75 attempts at 210 energy each, requires 1 Sentry Guard and 1 Shield Sentry per attempt and 20 CTP, 1 completion Gives: Upgrades your Prototype Mech XV to a Mobile Ship Walker Size 0 ship module, +100 attack, doubles during invasion, increases chance of critical hits to ship by 1%, increases planet damage cap to 21.
Mission appears directly after finishing the Exotic Algorithm mission. Name: Exotic Upgrade 40 attempts at 180 energy each, requires 1000 Exotic Matter per attempt, 3 completions Gives: Upgrades your Exotic Pulser to a Exotic Pulser - PDW. Size +5 ship module (so size 10 total), +60 attack, +15 defense, adds passive point defense ability. Negates -10 max energy of v1 Exotic Pulsers.
Point Defense ability: small % chance of shooting contaminant missions and probes (resource, trap, attack, defense) before they work. Owner notified but not linked back so one can't use it to retaliate.
Note to PDW owner: Your point defense weapons have shot down a projectile launched at your ship.
Note to projectile launcher: Your projectile was shot down by point defense weapons.
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Tue Dec 13, 2011 3:31 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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generally speaking, nice concept although some stuff might be hard to add. But there are some problem: crimson auto-reload is too OP, 20 atk/deck is well beyond par, even better than the radiant surge IX. i would thinkg 20 deck 200 atk or something to that effect is much more justifiable, probably lower as it also have other functions.
i don't really know much about shield regen so i won't comment on that part. But instead of removing relay energy drain, I think it would be better for it to remove all non-relay energy drain. I think remove relay is a bit too much(in term of quantity) and also that while ppl often forget to remove energy weapon etc(and it's hard to do when you have lots of weapon module) manually removing relay when needed is an easier job. the relay option will probably save more in term of refund cost, but the all non-relay one will probably save more effort.
And lastly, if I understand point defense correctly, it basically makes probe/cont missle have a chance to fail? seems interesting
_________________ 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
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Tue Dec 13, 2011 5:44 am |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Uy23e wrote: generally speaking, nice concept although some stuff might be hard to add. But there are some problem: crimson auto-reload is too OP, 20 atk/deck is well beyond par, even better than the radiant surge IX. i would thinkg 20 deck 200 atk or something to that effect is much more justifiable, probably lower as it also have other functions. You're right, that was a typo. It was supposed to be +100 attack Uy23e wrote: But instead of removing relay energy drain, I think it would be better for it to remove all non-relay energy drain. I think that is TOO powerful. Each energy drain should be removed in a special way. The Crimson Energy removes the Relays and the Exotic Upgrade removes the Exotic Pulsar. I would think a new NPC to upgrade the Ion Pulse Ballistae and remove the drain is the way to go. Uy23e wrote: And lastly, if I understand point defense correctly, it basically makes probe/cont missle have a chance to fail? seems interesting Yes exactly. There is a chance of probes, missiles and I guess anything that is offensively sent at your ship fail.
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Tue Dec 13, 2011 12:25 pm |
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MitchellN
Joined: Tue Feb 22, 2011 12:44 pm Posts: 1582 Location: Western Australia, Australia
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Great Idea Dude +1!!
_________________ Why hello there
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Tue Dec 13, 2011 12:43 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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ODragon wrote: Uy23e wrote: But instead of removing relay energy drain, I think it would be better for it to remove all non-relay energy drain. I think that is TOO powerful. Each energy drain should be removed in a special way. The Crimson Energy removes the Relays and the Exotic Upgrade removes the Exotic Pulsar. I would think a new NPC to upgrade the Ion Pulse Ballistae and remove the drain is the way to go. how would that be too powerful? far as i know u can only have 4x ion pulse for 160 total 3x exotic pulse for 30 total That's a total of cancel -190 at most (unless i missed something) on the relay end, 4x X conduit is already cancel -200, which is more, it can go as far as -760. just to clarify to make sure you got what i meant. all non-relay means ALL modules EXCEPT relays. For now, that is only ion and exotic pulsars. If they add more energy weapon, it would include those too.
_________________ 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
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Tue Dec 13, 2011 4:51 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Uy23e wrote: how would that be too powerful? far as i know u can only have 4x ion pulse for 160 total 3x exotic pulse for 30 total That's a total of cancel -190 at most (unless i missed something) on the relay end, 4x X conduit is already cancel -200, which is more, it can go as far as -760.
just to clarify to make sure you got what i meant. all non-relay means ALL modules EXCEPT relays. For now, that is only ion and exotic pulsars. If they add more energy weapon, it would include those too. Maybe too powerful is the wrong word. How about waste of content? Basically, if I understand what you are saying, you want 1 module that gets rid of all energy penalty items. I want 8 modules (basically 2 missions, a single and a 3 completion and 4 NPCs) which gives rise to a lot more content for the game.
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Tue Dec 13, 2011 5:12 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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After reading through the whole thread and seeing the typo on the crimson autoloader, I have to say these are all good ideas. The auto-load function I'm like meh about but +100 attack is +100 attack, I'll take it. The relay drain cancellation, I think a 50% decrease would be good. A set of Hyperchannels is -480 energy, getting that back would be MAJOR for a lot of people, so a 100% cancel would be a bit much IMO. Especially when you're getting extra charge rate on your shields with the same device. All in all though, it's a nice way around the tab tab tab click repeat repeat repeat that the current uninstall/reinstall system has.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Tue Dec 13, 2011 5:57 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Darth Flagitious wrote: The relay drain cancellation, I think a 50% decrease would be good. A set of Hyperchannels is -480 energy, getting that back would be MAJOR for a lot of people, so a 100% cancel would be a bit much IMO. People who turn off their relays turn off their relays. This is just a method that they don't need to. If it decreased it by 50% people would still be uninstalling them making the point of the module, half way moot.
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Tue Dec 13, 2011 6:27 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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ODragon wrote: Darth Flagitious wrote: The relay drain cancellation, I think a 50% decrease would be good. A set of Hyperchannels is -480 energy, getting that back would be MAJOR for a lot of people, so a 100% cancel would be a bit much IMO. People who turn off their relays turn off their relays. This is just a method that they don't need to. If it decreased it by 50% people would still be uninstalling them making the point of the module, half way moot. I get your point, but I think a good many people would be willing to sacrifice 240 energy but not 480 to just leave the relays installed. Like I said, coupled with a drop in the recharge time of shields, it's just a bit too powerful at 100%. Drop the shield bonus and I'm on board with 100% reduction for the relays. Now you need to come up with something for those damnable ion pulse ballistae that are forever buried halfway through the weapons list... 
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Tue Dec 13, 2011 6:36 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Darth Flagitious wrote: Now you need to come up with something for those damnable ion pulse ballistae that are forever buried halfway through the weapons list...  NPC: Drannik Infiltration Probe The Drannik originally built this highly cloaked probe to act as an onsite spotter for Drannik Ballistae. Its sensors would pinpoint high value targets as well as relaying realtime data back to the Drannik hive. If found, it was very hard to destroy because of its high speed and ability to disrupt sensors. Extremely Rare Infiltration Probe Rank: Matched Shields: 2000 Hull: 1000 Attack: 0 Defense: 10000 Ability: Sensor Flare: Temporarily decrease scan and critical hits by 25% Reward: Drannik Sensor Pack: Can be incorporated into your Ion Pulse Ballistae as a power pack and targeting array. Removes energy penalty and +20 attack, size increase of Ion Pulse Ballistae by +2 (so size 12). Name chanced to Optimized Ion Pulse Ballistae. Drannik Sensor Pack (Planetary Building Upgrade): Modifies Spy-Uplink to Drannik Spacial Web, adds +1 research, +1 scan, retains its +40 cloak, maximum 1 per planet. (Think of it as a multi-planet SETI array allowing the planets to add to your scanning ability).
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Tue Dec 13, 2011 7:10 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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ODragon wrote: Reward: Drannik Sensor Pack: Can be incorporated into your Ion Pulse Ballistae as a power pack and targeting array. Removes energy penalty and +20 attack, size increase of Ion Pulse Ballistae by +2 (so size 12). Name chanced to Optimized Ion Pulse Ballistae. So you'd need 4? I like it ODragon wrote: Drannik Sensor Pack (Planetary Building Upgrade): Modifies Spy-Uplink to Drannik Spacial Web, adds +1 research, +1 scan, retains its +40 cloak, maximum 1 per planet. (Think of it as a multi-planet SETI array allowing the planets to add to your scanning ability). Definitely like this... I have a gazillion spy-uplinks deployed. NPC drop or Blueprint-type mission?
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Tue Dec 13, 2011 7:15 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Darth Flagitious wrote: ODragon wrote: Reward: Drannik Sensor Pack: Can be incorporated into your Ion Pulse Ballistae as a power pack and targeting array. Removes energy penalty and +20 attack, size increase of Ion Pulse Ballistae by +2 (so size 12). Name chanced to Optimized Ion Pulse Ballistae. So you'd need 4? I like it ODragon wrote: Drannik Sensor Pack (Planetary Building Upgrade): Modifies Spy-Uplink to Drannik Spacial Web, adds +1 research, +1 scan, retains its +40 cloak, maximum 1 per planet. (Think of it as a multi-planet SETI array allowing the planets to add to your scanning ability). Definitely like this... I have a gazillion spy-uplinks deployed. NPC drop or Blueprint-type mission? I see it as being one drop from the Probe NPC. If you use it while in your cargo, it upgrades your cannon. If you use it on your planet, it upgrades your spy uplink. This way once you've finished upgrading your cannons, you aren't stuck with an NPC that does nothing for you but CTP.
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Tue Dec 13, 2011 7:20 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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ODragon wrote: Uy23e wrote: how would that be too powerful? far as i know u can only have 4x ion pulse for 160 total 3x exotic pulse for 30 total That's a total of cancel -190 at most (unless i missed something) on the relay end, 4x X conduit is already cancel -200, which is more, it can go as far as -760.
just to clarify to make sure you got what i meant. all non-relay means ALL modules EXCEPT relays. For now, that is only ion and exotic pulsars. If they add more energy weapon, it would include those too. Maybe too powerful is the wrong word. How about waste of content? Basically, if I understand what you are saying, you want 1 module that gets rid of all energy penalty items. I want 8 modules (basically 2 missions, a single and a 3 completion and 4 NPCs) which gives rise to a lot more content for the game. no, because I do NOT want the module to get ride of relay energy penalty, because that's too big of a quantity. there can be no justification for a module that get rid of energy penalty on relays unless it cost like 100k+ energy and 10k+ CTP to get. would not be a waste of content, unless u enjoy finding ur 7 pulsars out of 10+ pages of weapons on ur ship. Granted, if both of ur pulsar upgrades are added, then there won't be a need for this unless they add another energy weapon. But if that is the case, then this module simply should NOT have any effect on energy penalty. 5k-10k total energy cost(depend on how much energy u spend killing the NPC) is way too cheap for a powerful effect like removing relay penalty. If it required 100 CTP, 100 energy, 1 generator part per round for 100 round AND the NPC is like 50k shield 50k hull, then it might become resonable.
_________________ 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
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Wed Dec 14, 2011 12:17 am |
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Shortwave737
Joined: Tue Nov 01, 2011 3:24 pm Posts: 748
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Uy23e wrote: ODragon wrote: Uy23e wrote: how would that be too powerful? far as i know u can only have 4x ion pulse for 160 total 3x exotic pulse for 30 total That's a total of cancel -190 at most (unless i missed something) on the relay end, 4x X conduit is already cancel -200, which is more, it can go as far as -760.
just to clarify to make sure you got what i meant. all non-relay means ALL modules EXCEPT relays. For now, that is only ion and exotic pulsars. If they add more energy weapon, it would include those too. Maybe too powerful is the wrong word. How about waste of content? Basically, if I understand what you are saying, you want 1 module that gets rid of all energy penalty items. I want 8 modules (basically 2 missions, a single and a 3 completion and 4 NPCs) which gives rise to a lot more content for the game. no, because I do NOT want the module to get ride of relay energy penalty, because that's too big of a quantity. there can be no justification for a module that get rid of energy penalty on relays unless it cost like 100k+ energy and 10k+ CTP to get. would not be a waste of content, unless u enjoy finding ur 7 pulsars out of 10+ pages of weapons on ur ship. Granted, if both of ur pulsar upgrades are added, then there won't be a need for this unless they add another energy weapon. But if that is the case, then this module simply should NOT have any effect on energy penalty. 5k-10k total energy cost(depend on how much energy u spend killing the NPC) is way too cheap for a powerful effect like removing relay penalty. If it required 100 CTP, 100 energy, 1 generator part per round for 100 round AND the NPC is like 50k shield 50k hull, then it might become resonable. You are a retard. It wouldn't remove the energy penalty on the relays. Only the Ion Pulse Cannon which gives a -40 energy for 80 attack. Not a realy.
_________________  Join the Terranian Armada for some awesome activity and NPCs, Bases, and the likes.
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Tue Mar 13, 2012 8:35 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Would you mind reading the full thread, especially the OP, before making a comment?
_________________ 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
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Tue Mar 13, 2012 9:08 pm |
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