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 another tier for planetary construction 
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If any new tech is added, I don't think it should have a required minimum rank. I think it should be unlocked after all current standard research is done as well as a certain level of base research. Since level 5 seems to "set the standard" as far as bases go, Sub Quantum Logistics complete 3/3 sounds good to me. And to force people to maintain a balance in their tech, you can only start New Tech 2 after all the New Tech 1 branches are done. As in, you can't research the second tier of Weapons until you have the first tier of Weapons, Energy, Shield, Hull, Defense, and Structures done. This would keep ships from becoming too overpowered in one particular aspect. No Super Killing Machines or Super Titanium Bricks. Know what I mean Vern?

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Thu May 31, 2012 4:00 pm
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failname wrote:
well i have made my point

more scan and cloak wil destroy the game balance

No, uping one without the other would.

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Thu May 31, 2012 4:01 pm
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Bluecifer wrote:
failname wrote:
well i have made my point

more scan and cloak wil destroy the game balance

No, uping one without the other would.

in pvp it wouldnt matter but its about planets dude

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Thu May 31, 2012 4:04 pm
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failname wrote:
Bluecifer wrote:
failname wrote:
well i have made my point

more scan and cloak wil destroy the game balance

No, uping one without the other would.

in pvp it wouldnt matter but its about planets dude

More scan=more planets
More cloak=better cloaking structures=better hidden planets

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Thu May 31, 2012 4:09 pm
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Bluecifer wrote:
failname wrote:
Bluecifer wrote:
No, uping one without the other would.

in pvp it wouldnt matter but its about planets dude

More scan=more planets
More cloak=better cloaking structures=better hidden planets


dude star char purgers are there for a reason

if theres new scan modules to give you 15k scan that would destroy the balance

now im not going to respond anymore ive said this 10 times already

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Thu May 31, 2012 4:10 pm
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Extra tiers for shield tech have actually been thought up already: viewtopic.php?f=6&t=24100

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Thu May 31, 2012 4:18 pm
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I really want to know how it would destroy the balance as you keep saying. Because we could scan more worlds? That means it would take more purgers to get rid of them before we can scan again. Besides that all we are finding is crap anyways so what is more crap on top of that? And I think you are forgetting that you would get upgraded cloak buildings as well to help even out the scan so you could still over cloak them in the end.

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Thu May 31, 2012 4:20 pm
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I don't think the point is to be able to cloak them out of existence. It doesn't seem that unbalanced to me if you have to *gasp* put some researched cloak on your planets. Afterall, the trade-off for safety is supposed to be production, right?

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Thu May 31, 2012 4:23 pm
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In a way, extra scan/cloak would be unbalancing. (or at least game changing)
It require players to go through all of their super cloaked planets, and add better cloak, and to reconfigure them.

And if there is a minimum level for the research, that too is unbalancing.
That would mean higher up players could research much better tech, making it harder for lower ranked players to hide their planets from higher up players.

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Thu May 31, 2012 10:19 pm
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Silver_Stiched_Crow wrote:
In a way, extra scan/cloak would be unbalancing. (or at least game changing)
It require players to go through all of their super cloaked planets, and add better cloak, and to reconfigure them.

And if there is a minimum level for the research, that too is unbalancing.
That would mean higher up players could research much better tech, making it harder for lower ranked players to hide their planets from higher up players.


You'll notice I didn't say anything about new tiers of scan and cloak. Regardless, until Dan reduces planetary cloak to size 2 (which obviously isn't going to happen) lower ranks are already at a disadvantage versus high rank scanning. To ubercloak a planet without the very best tech possible, it's not even really worth doing. You lose so much productive space to inefficiently sized cloak mods that you're better off with a lesser planet that won't entice as many people.

Personally, I think scan and cloak are just fine where they are at. We are able to find a lot of planets already (most of which are garbage anyway) and we can still scan really good planets on occasion. We're also able to fully cloak our best planets from a vast majority of the players. The other technologies, I think we really could use better stuff. Not just with size and base stat increase, but with percentage tweaks and other interesting twists. Such as a planetary building that is size 18 (same as a +12) but has +14 to the standard resource and +2 to a choice of the other 2 resources or +200 to attack or defense or +100 invasion defense, etc. Or ship mods with a slight increase on the basic tech but with secondary stats as well, just like so many of the NPC/mission mods. Weapons with a secondary stat to defense or energy or a defense mod with secondary hull or cloak, for example. The possibilities are nearly endless. We just need to convince Dan that it is worthwhile.

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[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?


Thu May 31, 2012 10:38 pm
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I'm probably wrong here, but I think I remember Dan saying that the issue does not lie in the fact of adding better tiers, but in coming up with names and subsequent technology for the new tiers, considering the fact that our current tiers are supposed to be the best of the best ever. Coming up with a more advanced tier would be difficult for the writing.

The only other issue I perceive is the price. I would not like to see another tier of weapons following the cost that Quasis did.

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Fri Jun 01, 2012 1:53 am
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Silver_Stiched_Crow wrote:
I'm probably wrong here, but I think I remember Dan saying that the issue does not lie in the fact of adding better tiers, but in coming up with names and subsequent technology for the new tiers, considering the fact that our current tiers are supposed to be the best of the best ever. Coming up with a more advanced tier would be difficult for the writing.

The only other issue I perceive is the price. I would not like to see another tier of weapons following the cost that Quasis did.


well if he can come up with 80% of the names for the plan he has (if he has one)
he can name the last tier "name , mark ll" but making names up is hard
and even if you think it doesnt exist theres still a big chance it already has copyright on it

dan should make a topic where people with X posts can respond with names they make up, if its for research, a module , a npc, something random, that wont matter

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Fri Jun 01, 2012 1:59 am
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Silver_Stiched_Crow wrote:
I'm probably wrong here, but I think I remember Dan saying that the issue does not lie in the fact of adding better tiers, but in coming up with names and subsequent technology for the new tiers, considering the fact that our current tiers are supposed to be the best of the best ever. Coming up with a more advanced tier would be difficult for the writing.

The only other issue I perceive is the price. I would not like to see another tier of weapons following the cost that Quasis did.


You may be right, but the only thing I ever recall Dan saying on the subject of new tech was that he didn't want to just make them bigger, costlier and more powerful. He wanted to do percents and other interesting things with them. You know, no more vanilla. Work with some of the things that have been suggested over time already, slap a nerdy sounding name on it, and voila! 80% of the work is done.

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[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?


Fri Jun 01, 2012 2:03 am
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merge a few existing tech together to make new ones like some quasicron protons. :D

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Fri Jun 01, 2012 2:08 am
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Darth Flagitious wrote:
Silver_Stiched_Crow wrote:
I'm probably wrong here, but I think I remember Dan saying that the issue does not lie in the fact of adding better tiers, but in coming up with names and subsequent technology for the new tiers, considering the fact that our current tiers are supposed to be the best of the best ever. Coming up with a more advanced tier would be difficult for the writing.

The only other issue I perceive is the price. I would not like to see another tier of weapons following the cost that Quasis did.


You may be right, but the only thing I ever recall Dan saying on the subject of new tech was that he didn't want to just make them bigger, costlier and more powerful. He wanted to do percents and other interesting things with them. You know, no more vanilla. Work with some of the things that have been suggested over time already, slap a nerdy sounding name on it, and voila! 80% of the work is done.



such as missions / blueprints / blueprint materials , maybe ?

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Fri Jun 01, 2012 2:09 am
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Perhaps combine new tiers with the new choice mods and make it a game long choice.

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Fri Jun 01, 2012 3:23 am
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Silver_Stiched_Crow wrote:
Perhaps combine new tiers with the new choice mods and make it a game long choice.

one thing for sure

you must put effort in it

not simply waiting for your research bar ,mining bar and/or arti bar to fill up

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Fri Jun 01, 2012 3:38 am
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mojo311 wrote:
Bluecifer wrote:
Or +15's...


I personally feel that all techs should be doubled asap and that we should get like 4 new minerals as well to keep the game going but I don't see that ever happening either.

Hey Mojo....I have extra cargo...feel free to send me your stash ;)

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Fri Jun 01, 2012 3:43 am
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Don't add another scanning tier. That would give players too high scanning power when looking for planets. Cloak on planets would not be nearly as effective. Another reason not too is the battle tab. Cloaking mods would be less effective at hiding you from other players.

BUT, add tiers in other areas, including cloak. With the most advanced scanning and cloaking mods installed, my scan is greater by more than 2500. Another tier of cloaking would make a better balance for high ranks. And it'd be nice to have more advanced planetary cloaking structures. The max scan possible is something like 18k, I believe. My last scan run was with about 12k.


Fri Jun 01, 2012 8:10 am
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Celestial Nullifiers: Weapons that draw upon the ambient energy of the cosmos, they scatter the matter of all targets that come under their fire across the galaxy.

Light Celestial Nullifier :
Size 57
Attack 480
Special bonus: 200 extra invasion attack/2% increase to energy (stacks, not multiplied by each bonus

Celestial Nullifier:
Size 59
Attack 495
Special bonus: 250 extra invasion attack/3% increase to energy

Heavy Celestial Nullifier
Size 61
Attack: 515
Special bonus: 300 extra invasion attack/5% increase to energy

The bonus is a choice (nothing too fancy, just getting the ball rolling)

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