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 time dilation device. 
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Joined: Tue Oct 18, 2011 8:15 pm
Posts: 476
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A thought for a new idea:

Time Dilation Device.

Sets up a time dilation field around around your ship, making time pass much faster for you, inside the field than it is for anyone outside the field.
Effects would be:
Costing energy continuously, without giving experience (or giving small amount of experience). (could drain energy at a rate of say, 30/60/90/hour?) (or just slowing down energy recovery rate)

If it drains Energy faster than your recovering it, it will drain your energy down to 0, then automatically stop.

Speeding up Shield recovery.
Shorter wait for resources. (mining/research/arti)
If your guarding a planet, the Colony age on that planet increases faster.
Reduces Cooldown time for abilities.
Probably more.
Basically makes everything that takes time, go faster.

I would prefer if time would not be cut in half and proceed at normal rates, but rather count down twice as fast from the full numbers. (at 2x rate) but thats me personally.
The exact rate it speeds up time at, would be relative to the amount of energy drained. (30 E/H 2 x faster. 60 E/H 3 x faster. 90 E/H 4x faster)

I've seen similar things in other games, so i know its possible, though might be very difficult to code.

Now, the reason it drains your energy, is because establishing and maintaining a Time Dilation Field requires vast amounts of energy.

The way it works is by making the clocks in the game go faster, but only for those who have it active.
A mission would become available around rank 200.
What you would do, is do the mission, get the ability, activate it, and all your timers start speeding up.
You toggle it on or off yourself.

Costs quite a bit of energy to turn it on(at least 100+ for no experience) but nothing to turn it off. This is of course in addition to the constant drain of keeping it on.

This would be a great addition to the game(at least in my mind) and would help to solve the problem of ranking up to fast for the higher rankings.
It would bring something new and exiting to the game, which we desperately need.

As always, Details need some work.

Ok, I put a lot of work into this, so please be kind in your verdict.


Thu Apr 05, 2012 1:23 pm
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Joined: Tue Aug 09, 2011 2:15 am
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ive got 3100 energy and there are a LOT of players who have 5-10X that... if i was getting resources at 4X the regular speed, i'd be able leave this ability on for. 31 hours from full...(disregarding the fact of my recharge rate at 61/hr) id be gaining whatever 12K arti is x 31 X 4... and there are plenty of people who have mush higher productions... then after all that energy is used.. i just use a refill of any kind, and do it all over again....

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Thu Apr 05, 2012 11:41 pm
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Joined: Fri Sep 16, 2011 12:04 am
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as above post said, multiple production is OP.
It also makes no sense--the field is around ur ship, how would it increase your PLANET production?

Now, if it only increase ur researcher on ur ship rate, then it would be reasonable, thou that would require seperating timer and hence possiblly lots of trouble.

Thou if there is a start up cost that is higher than the hourly rate, then we can allow the researchers to count twice during shipment.

Now, it would make sense to make it also do the same thing for the production of the planet you are currently guarding.

and the cost really should go up IMO, like 50, 150, 500 E/h for 1.5x , 2x and 3x respectively.

in any case, something like this would be interesting, but it takes a lot of work to make sure it is balanced

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Fri Apr 06, 2012 12:24 am
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Joined: Tue Oct 18, 2011 8:15 pm
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Yeah, the details need some work, i'll admit. This was just a first draft, something iv'e been thinking about.
Theres a good idea in there somewhere, im sure of it.


Fri Apr 06, 2012 11:48 am
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Idea is great, but needs alot of work. This would be a good energy sink for those slow/freeze ranking other than hacking.

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Fri Apr 06, 2012 12:09 pm
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Joined: Tue Oct 25, 2011 3:25 am
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counter point to this idea that does not involve resource production.

for those who are freeze ranking.

make this a new CT lab idea

requires 30 halcyon traps, 30 calming amps, 10 time manips

gives your ship the pacified ability for 1 week, preventing you from being attacked / hacked during such time.

standard rules for pacified apply: attack / hack / raid / use offensive artis, and the effect ends.

alternative affect for same idea:

requires 80 dark pyramids, 80 void shells, 30 time manips

you do not appear on battle tab or player 'actions' tab for 1 day.

that is, you cannot be found on the BT, and if you attack / raid / hack / invade a planet, the 'offended' player does not have a link back to you, they would only see:

5 min. ago
you were disabled
view ship

5 min. ago
210 artifact points were stolen from you
view ship

5 min. ago
192 research points were hacked from you
view ship

5 min. ago
"your planet" has been conqured
view planet

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Fri Apr 06, 2012 4:34 pm
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elerian wrote:
counter point to this idea that does not involve resource production.

for those who are freeze ranking.

make this a new CT lab idea

requires 30 halcyon traps, 30 calming amps, 10 time manips

gives your ship the pacified ability for 1 week, preventing you from being attacked / hacked during such time.

standard rules for pacified apply: attack / hack / raid / use offensive artis, and the effect ends.

It would have to be a LOT more expensive to justify a full week of immunity and you should NOT be able to clear it yourself by any method. You wanna be pacified for a week? Stay pacified.
elerian wrote:
alternative affect for same idea:

requires 80 dark pyramids, 80 void shells, 30 time manips

you do not appear on battle tab or player 'actions' tab for 1 day.

that is, you cannot be found on the BT, and if you attack / raid / hack / invade a planet, the 'offended' player does not have a link back to you, they would only see:

5 min. ago
you were disabled
view ship

5 min. ago
210 artifact points were stolen from you
view ship

5 min. ago
192 research points were hacked from you
view ship

5 min. ago
"your planet" has been conqured
view planet


Way too overpowered. No hot links? No way. You attack someone then they have a right to return the favor. I can name a few people that would absolutely love to be able to attack with impunity whomever they wish, and have the resource capabilities to make it a more or less permanent effect. Really not a good idea.

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Fri Apr 06, 2012 6:15 pm
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elerian wrote:
counter point to this idea that does not involve resource production.

for those who are freeze ranking.

make this a new CT lab idea

requires 30 halcyon traps, 30 calming amps, 10 time manips

gives your ship the pacified ability for 1 week, preventing you from being attacked / hacked during such time.

standard rules for pacified apply: attack / hack / raid / use offensive artis, and the effect ends.

Many freezers use hacking as a way of burning energy whilst frozen without gaining XP. Hack, Comm, change scan (to avoid messy XP gains whilst bumping) and there you have it, a perfect freeze still burning energy.

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Fri Apr 06, 2012 6:29 pm
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To put it politley, this would **** ** the game balance

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Fri Apr 06, 2012 11:57 pm
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