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 NPC Bases 
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Joined: Tue Jun 21, 2011 6:32 pm
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New base module:
Hyperflux Decoding Station (2 special space)
Requirements to build: Hyperflux Signalling, Hybrid Theory Dynamics, Lvl4 base, 150 of each Continuum beacons, tachyon cylinders and subspace seekers.
Allows for scanning of NPC bases.

On the base scan screen, have 2 options:
Combat scan: 2-5 red badges, finds a legion base.
NPC scan: 10-25 dark badges, finds a NPC base (Command beacons reduce the badges needed by 5 each)
These have separate 8 hour timers, but only one can be attacked at a time.

NPC bases:
These would effectively be huge NPCs, giving from 60 to 180 drop slots. Each different base would have a different number of pacts that could be called in on it (0 to 2). They'd each have different abilities, and (I'm drawing on an old idea I've seen here) they'd have separate "targetable" sections. Here's an example:

Crimson Special-Ops Base:
60 people, 0 pacts, Level 6 NPC base.
Raw Hull: 250,000
Raw Shields: 100,000, regenerates 2% every 2 minutes.
Raw Defence: 40,000
Raw Attack: 30,000

Sections "share" attack and defence stats, but have independent "health" stats. Once destroyed, their effects no longer apply.
Sections:
Hanger: 35,000 hull, increases attack by 25%
Shield Generator: 30,000 shields, Provides 10,000 shields to all sections. Doubles shield recharge rates.
Comms Tower: 20,000 hull, 20,000 shields, provides +5% to all base stats

The drops, are for Dan to decide. But they'd better be good. Perhaps the more damage done, the MORE drops you get (eg top 20 get 3, 21-40 get 2, 41-60 get 1)

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Sun May 20, 2012 4:58 pm
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Joined: Tue Nov 01, 2011 8:43 pm
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+1 except for the different parts....
theres got to be more....like 10
and each has a max of 1/10th of the max people

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Sun May 20, 2012 5:51 pm
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Awesome813 wrote:
+1 except for the different parts....
theres got to be more....like 10
and each has a max of 1/10th of the max people

This was an example - perhaps "higher level" NPC bases would have more parts, and each "part" has a different set of drops?

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Sun May 20, 2012 6:29 pm
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yeah like hangers might have a fighter
shield might have a shield regenerater
and comms might have scanning

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Sun May 20, 2012 7:04 pm
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Joined: Sat Feb 19, 2011 10:55 pm
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NPC crimson base should replace all your current npcs with flamehawks.


Sun May 20, 2012 7:06 pm
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your kidding right?

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Sun May 20, 2012 7:07 pm
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SteveMcBob wrote:
NPC crimson base should replace all your current npcs with flamehawks.

Only if there's a Terran Outsiders base that fills your tab with Troop Carriers... :mrgreen:

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Sun May 20, 2012 7:07 pm
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deal :D

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Sun May 20, 2012 7:08 pm
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Darth Flagitious wrote:
Only if there's a Terran Outsiders base that fills your tab with Troop Carriers... :mrgreen:

Terran overlord
Hull-1000000
Shield-5000000
Cloak- 18000
Effects-Disables your ship and cannot repair or use repair nano for 1hr cannot be removed(2% chance of this)]
Lasts 1month
Can see 700+
Rewards-fills your NPC slots with TO troop carrier and cant see another TO troop carrier for 1week :mrgreen:

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Sun May 20, 2012 7:18 pm
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Crimson Depo
Extremely Common Crimson Base
Rank Range: 360-9999
Hull: 1000000000
Shield: 1000000000
Does not expire
Cannot be tactically remodulated
Solo elite
Shuts off all other NPC until killed.
Reward: Crimson Flush: Fills all of a TARGETS NPC slots Flamehawks. Way to be a douchebag.

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Sun May 20, 2012 7:31 pm
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strm avenger wrote:
Crimson Depo
Extremely Common Crimson Base
Rank Range: 360-9999
Hull: 1000000000
Shield: 1000000000
Does not expire
Cannot be tactically remodulated

Solo elite
Shuts off all other NPC until killed.

Reward: Crimson Flush: Fills all of a TARGETS NPC slots Flamehawks. Way to be a douchebag.

lol at all the green parts

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Sun May 20, 2012 11:13 pm
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