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 Idea For New Daily Mission 
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Joined: Tue Jan 25, 2011 8:04 pm
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Currently both daily missions give the same reward no matter what race you are, so what about one that gives a reward that's connected to your race at the time you finish it, so would give more reason for people to choose a race they normally wouldn't use. As with the other daily missions this would be completable once every 20 hours, however you must have been the race you wish to claim the reward as fir at least a day. Reward for this would be an artefact, that has a choice; either a ship effect or planetary effect.

The <your race>'s Scientific and Defensive Research department have managed to devise a new bio-technological device capable of amplifying the unique genetic traits of our race. Assist the department to empower the device for prototype testing, however current results show that its effects are temporary, lasting only a short while.

Costs 200 energy, 10 rounds (suggest changes).

Reward - Bio-Tech Amplifier : Grants a bonus to either your ship or one planet. This bonus depends on your race when used, which will also decide how long it would last. Would also be immune to removal by artefacts if used on your ship.
-Aerlen = When used on your ship, the Aerlen's pacifist nature is amplified, granting 12 hours of immunity to all hostile actions. This will be displayed under the effect tab, this will include using artefacts, hacking/raiding and attacking, however the ship must not have performed any offensive actions in the last 24 hours. If used on a planet, it gains a 50% defence boost as the populations pacifistic thoughts create a "bubble" around the planet, infesting the minds of any who enter orbit, lasting 8 hours.

-Human = When used on your ship, the Human's adaptive nature is amplified, granting an additional 5% boost to attack and defence while under attack. If used on a planet, the remaining time on a "negative" Planet Event (Insurgent Uprising etc) is reduced by 12 hours.

-Inergon = When used on your ship, the Inergon energy absorptive powers are amplified, doubling shield recharge time for 4 hours. If used on a planet, it gains a 15% production boost, as the absorptive energy increases reactions for study or separation of minerals and ancient artefacts.

-Konqul = When used on your ship, the Konqul rage overwhelms various systems, doubling the effect time of artefacts that increase attack (or could make attack buffs immune to removal ?). When used on a planet, it gains a 20% boost to invasion defence for 24 hours.

-Sillixx = When used on your ship, the Sillixx's trading skills are improved, reducing the trade tariff by 5% (stacks with aperture-key ability) for 12 hours. If used on a planet, planetary structure build costs are reduced by 25% (stacks with Enslaved Prisoners Event) as the Sillixx secure cheaper yet reliable materials.

-Vygoid = When used on your ship, your crew gain improved sensor equipment capable of detecting important items, giving you a 5% improved raid chance for 12 hours. When used on a planet the effect of a "Engineered Virus" is removed, as the virus becomes less effective against the machinery of the Vygoid.

-Drannik = If used on a non-Drannik ship, that ship gains a fraction of the Drannik's resentment against the Drones, gaining a 10% attack boost against NPCs for 24 hours. If used on a planet, it gains a 100% population boost if the planet has been attacked in the last week, as Drannik Protocols are activated to prevent their Second Extinction, lasting 2 days.

-Genetarr = If used on your ship, the Genetarr desire to rise as a galactic power grants you a 15% boost to scan, in an attempt to expand their borders. If used on a planet, it releases a psychic "scream" through space, attracting the relevant Blockade NPC.

-Kronyn = If used on your ship, the next planet to receive the "Erudite" ability will gain a 20% research production boost for 12 hours as you deliver the greatest Kronyn minds to assist with research projects. If used on a planet, the effects of a "Unique Lifeforms" Event will be extended by 7 days as the population become fascinated by this new race.

-Lazuli = If used on you ship, the repair timer is reduced by 2 minutes, as the Lazuli crew members imagine new ways to improve hull integrity. If used on a planet, it gains immunity from the "Saboteur" ability for 2 days, as the structures gain improved designs.

-Mylarai = If used on your ship, the cost to repair a legion members ship is reduced by 25%, as the maylarai influence have you thinking that you have enough wealth to spare. If used on a planet, the desire for profit puts production plants into overdrive, covering the planet with a thick fog, increasing cloak by 20% for 24 hours.

-Taltherian = If used on your ship you double the effect of ONE % boosting module, as the Taltherian's Industrious nature attempt to find new ways to improve something. If used on a planet it gains the "Sub-ground Hives" ability for a week, granting the planet 10% defence boost, as the Taltherian influence attempt to evade another mutagenic outbreak.

-Xecti = If used on your ship, Xecti crew members believe that a Broodmind Clone is nearby, spawning a random Boss/Elite NPC in your tab as you investigate. If used on a planet it immediately gains a random event, as long as no event is currently taking place on it.

-Zolazin = If used on your ship, Zolazin stealth technology gains a temporary boost, doubling your cloak for 4 hours. If used on a planet, when using the "Saboteur" ability the planet will also suffer a -10% defence effect, as the Zolazin compromise the planetary defences.

Any Comments/Feedback? feel free to change anything.

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Sun Jun 24, 2012 11:41 pm
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+1 for being a good idea and another +1 for being so verbose

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Sun Jun 24, 2012 11:43 pm
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Human vygoid, kronym (planet one) and mylari are under powered relative to the others and inergon (planet boost), genetarr and xecti are maybe overpowered.

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Mon Jun 25, 2012 2:39 am
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KJReed wrote:
Human vygoid, kronym (planet one) and mylari are under powered relative to the others and inergon (planet boost), genetarr and xecti are maybe overpowered.

idk i've made really good use of my vygoid's research bonus and i give the idea a +1

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Mon Jun 25, 2012 4:27 am
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KJReed wrote:
Human vygoid, kronym (planet one) and mylari are under powered relative to the others and inergon (planet boost), genetarr and xecti are maybe overpowered.


yeah, when i was writing it i wasn't sure about what to give these ones, but was thinking that Genetarr and Xecti should have something that's slightly better, with them being races you have to complete a whole chain to unlock.

With the Kronyn one i wasn't sure what to give them without them being a super-powered Vygoid.

As for the Mylarai, to make their planet effect better maybe upgrade a mining building that's come from artefact shipments, but would need ideas to improve their ship one.

With the Human ship one, i was trying to keep it reasonable, while keeping the Trinity Core drives and the Auto-Evasion Node in mind. Likewise with the Vygoid with the 3 Protean Armouries , so didn't want to push it too high.

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Mon Jun 25, 2012 8:00 am
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the drannik one doesn't really make sense.

all the other ideas are for use on the respective race ship (your own)

where as the drannik give a bonus to other races.

i suggest the drannik bonus be +10% npc defence for 12-24 hours (on the drannik ship) to keep things fair.

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Mon Jun 25, 2012 3:42 pm
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KxG Ryoko wrote:
the drannik one doesn't really make sense.
....
i suggest the drannik bonus be +10% npc defence for 12-24 hours (on the drannik ship) to keep things fair.


that would be better :)

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Mon Jun 25, 2012 4:17 pm
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+1, i like the idea of each race's story being unique, so certain rewards should be race specific

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Mon Jun 25, 2012 11:12 pm
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