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 A race that increases planet size 
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Joined: Sun Nov 06, 2011 9:13 am
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energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months

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Thu Jul 12, 2012 10:46 pm
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failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months

i wouldn't risk it. planet destruction was brought up a while ago and widely shot down.

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Thu Jul 12, 2012 11:06 pm
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varunjitsingh146 wrote:
failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months

i wouldn't risk it. planet destruction was brought up a while ago and widely shot down.

i know that , but this is the counter effect of something that would otherwise be OP and thrown to the trash

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Thu Jul 12, 2012 11:08 pm
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Shame cause I would love to see it happen some way. I do like the idea of having it like the other race abilities and costing 5-10 gp.

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Thu Jul 12, 2012 11:14 pm
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failname wrote:
varunjitsingh146 wrote:
failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months

i wouldn't risk it. planet destruction was brought up a while ago and widely shot down.

i know that , but this is the counter effect of something that would otherwise be OP and thrown to the trash

your putting something that was shotdown pretty widely as a side effect of failure. personally i like the idea of using galaxy points for the use of this ability if it ever does get implemented.

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Thu Jul 12, 2012 11:16 pm
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failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months


id use it on crappy planets in hope to destroy them.

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Thu Jul 12, 2012 11:21 pm
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failname wrote:
varunjitsingh146 wrote:
failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months

i wouldn't risk it. planet destruction was brought up a while ago and widely shot down.

i know that , but this is the counter effect of something that would otherwise be OP and thrown to the trash


Let's be honest here, if someone had proposed the Taltherian race independent of the mission chain Dan released, it would have been shot down as OP. It would have seen the same arguments we have seen countless times before: "Dan wouldn't do that, it will take away the money he makes off of Terraformers!" "That's too OP, high level players will just sit there and get stronger" "If the game was meant to be played that way it would have already been added" etc. etc. etc.

The fact of the matter is it's only OP because we make it so. If the race was released to the general public, it would admittedly need to have rather absurd requirements as far as cooldown, and limiting it's use, but it is no more OP than other races being able to artificially boost their artifact production and the same arguments apply. But we already have Taltherian, and everyone is content with it. No one is complaining that Taltherian is too OP and Dan made a mistake. Exactly how if this race was already released and already had satisfactory limitations, no one would be arguing for it's removal. Instead everyone would be scrambling to become this race and utilize it's ability.

The only thing OP that has been suggested in this thread so far is the idea of destroying planets completely on the (I was hoping to say off chance, but 90% is far from slight) chance that the ability backfires. That would literally be destroying what Dan has spent time and effort to code, and provide for us players to do with as we see fit. Not to mention no matter what % chances you put on it, the chances of this being even considered drop dramatically the second you add pure luck into what is supposed to be a race specific ability. That completely removes the balancing of the race and makes it not worthwhile.

While I personally don't think this will be a race, there is no reason why it shouldn't be a race as long as legitimate and weighted limitations are placed on it.

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Thu Jul 12, 2012 11:22 pm
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KJReed wrote:
failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months


id use it on crappy planets in hope to destroy them.

lol same ;)

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Thu Jul 12, 2012 11:22 pm
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KJReed wrote:
failname wrote:
energy req : 2500
chance of succes 10% , if failed the planet has a 90% of being destroyed
cooldown : 4 days

cooldown is kinda random , doesnt really matter tho as the chance of succes is low and if it fails it has a high chance of being destroyed ,
stats like these would make it "acceptable" , but still the missions should cost a lot of gp compared to what you can do with it in a timeline of about 2-3 months


id use it on crappy planets in hope to destroy them.

i fergot to add the part "would cost 2 gp to abandon a destroyed planet , destroyed planet will not produce any resources) , opens the possibility for a new system to "planet debris"
destroyed planets are very unlikely to be scanned and once abandoned will and purged will gain random stats after ... days (if no one has scanned it)

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Thu Jul 12, 2012 11:24 pm
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Follyuu wrote:
[

Let's be honest here, if someone had proposed the Taltherian race independent of the mission chain Dan released, it would have been shot down as OP. It would have seen the same arguments we have seen countless times before: "Dan wouldn't do that, it will take away the money he makes off of Terraformers!" "That's too OP, high level players will just sit there and get stronger" "If the game was meant to be played that way it would have already been added" etc. etc. etc.

The fact of the matter is it's only OP because we make it so. If the race was released to the general public, it would admittedly need to have rather absurd requirements as far as cooldown, and limiting it's use, but it is no more OP than other races being able to artificially boost their artifact production and the same arguments apply. But we already have Taltherian, and everyone is content with it. No one is complaining that Taltherian is too OP and Dan made a mistake. Exactly how if this race was already released and already had satisfactory limitations, no one would be arguing for it's removal. Instead everyone would be scrambling to become this race and utilize it's ability.

The only thing OP that has been suggested in this thread so far is the idea of destroying planets completely on the (I was hoping to say off chance, but 90% is far from slight) chance that the ability backfires. That would literally be destroying what Dan has spent time and effort to code, and provide for us players to do with as we see fit. Not to mention no matter what % chances you put on it, the chances of this being even considered drop dramatically the second you add pure luck into what is supposed to be a race specific ability. That completely removes the balancing of the race and makes it not worthwhile.

While I personally don't think this will be a race, there is no reason why it shouldn't be a race as long as legitimate and weighted limitations are placed on it.


The are a few major differences here.
For one terraformers are WAAAY more common than qse's from npcing and therefore are more likely to be bought.
Also taltherian only boost arti production not all three like terraformer.
The taltherian chain also reguires 400k+ energy to complete.

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Thu Jul 12, 2012 11:34 pm
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KJReed wrote:
Follyuu wrote:
[

Let's be honest here, if someone had proposed the Taltherian race independent of the mission chain Dan released, it would have been shot down as OP. It would have seen the same arguments we have seen countless times before: "Dan wouldn't do that, it will take away the money he makes off of Terraformers!" "That's too OP, high level players will just sit there and get stronger" "If the game was meant to be played that way it would have already been added" etc. etc. etc.

The fact of the matter is it's only OP because we make it so. If the race was released to the general public, it would admittedly need to have rather absurd requirements as far as cooldown, and limiting it's use, but it is no more OP than other races being able to artificially boost their artifact production and the same arguments apply. But we already have Taltherian, and everyone is content with it. No one is complaining that Taltherian is too OP and Dan made a mistake. Exactly how if this race was already released and already had satisfactory limitations, no one would be arguing for it's removal. Instead everyone would be scrambling to become this race and utilize it's ability.

The only thing OP that has been suggested in this thread so far is the idea of destroying planets completely on the (I was hoping to say off chance, but 90% is far from slight) chance that the ability backfires. That would literally be destroying what Dan has spent time and effort to code, and provide for us players to do with as we see fit. Not to mention no matter what % chances you put on it, the chances of this being even considered drop dramatically the second you add pure luck into what is supposed to be a race specific ability. That completely removes the balancing of the race and makes it not worthwhile.

While I personally don't think this will be a race, there is no reason why it shouldn't be a race as long as legitimate and weighted limitations are placed on it.


The are a few major differences here.
For one terraformers are WAAAY more common than qse's from npcing and therefore are more likely to be bought.
Also taltherian only boost arti production not all three like terraformer.
The taltherian chain also reguires 400k+ energy to complete.


Exactly, which is why if this were to be considered, the requirements would have to match those key differences. Honestly terraformers are purchased for the sole purpose of finishing the Exotic mission, and improving artifact planets unless the buyer is too rich or too new to know/care better. QSE are similar. Yes they can be used on any planet type, but considering the importance of artifacts over the other resources (not denying the others are important mind you) most are used on artifact planets. So imo, this race is worth considering if you scale the requirements according to the difference in availability of QSE and terraformers, the two GP artifacts these two races can be argued to replace.

In other words if Taltherian takes 400k+, and we assume that QSE are maybe 5% of the drops from troop carriers (I don't know the specific odds so I'm just making an example), make the chain for this race cost 8mil+ energy. Sounds like a lot, but we are lacking end game content so it will give some higher ranks something to do. Also, scale the ability use accordingly. Maybe 1 use per week. Or 1 use, per planet, per year AND a weekly cooldown.

The point is, the race itself is not OP based purely on the ability that is being suggested. The "OP" part is the limitations being placed on the race, which it seems most players agree are too lax. So if we could find a set of restrictions that are acceptable for the power of the ability, the race wouldn't be OP and could be considered.

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Thu Jul 12, 2012 11:43 pm
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...

We don't need to figure out the mathematics or how to balance out the OP, Dan would do that.

The energy and cooldown could increase depending on the size and resources of the planet.
Some planets could have a limit such as Icy Planets

And there shouldn't be any kind of failure when upgrading planet, that is just retarded..


Fri Jul 13, 2012 1:59 am
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I wouldn't mind seeing a cool down and energy cost based on planet size and production, don't like the limit for which type of planet you use it on.

As for the mathematics we can get a better idea of what we would like if we roll around the numbers.

8 Million energy just to get the race would be a bit of overkill, if we had to use that much I would hope that we could get Colossal planets. 4Million would be nice if we could make Very Massive and 2million would be doable for making all planets to Very Large. A week long cool down would also be a bit much but something more then a 40 hour (roughly 2 days) cooldown would make a lot more sense.


Fri Jul 13, 2012 4:58 am
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failname wrote:
chance of succes 10% , if failed the planet has a 90% of being destroyed

Just no.
Nova149 wrote:
And there shouldn't be any kind of failure when upgrading planet, that is just retarded..

I think we can discount ideas without spiteful messages, even if it wasn't aimed at the person only at the idea it could still come across very badly.


Fri Jul 13, 2012 5:22 pm
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Epicownage wrote:
failname wrote:
chance of succes 10% , if failed the planet has a 90% of being destroyed

Just no.
Nova149 wrote:
And there shouldn't be any kind of failure when upgrading planet, that is just retarded..

I think we can discount ideas without spiteful messages, even if it wasn't aimed at the person only at the idea it could still come across very badly.

i was not the one suggesting it , i was just giving an idea of how limited it should be as it is way to OP

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Fri Jul 13, 2012 9:19 pm
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something like this ability would help all players as the crappiest planets get *slowly* improved.

'supersize' ability - upgrade a small or smaller planet (with no permanent effects) one size level

1000 energy
cooldown timer: 1 week
success rate decreases based on planet size:

very tiny -> tiny: 50%
tiny -> very small: 25%
very small -> small: 10%
small -> average: 2%

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Sat Jul 14, 2012 12:08 am
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senatorhung wrote:
something like this ability would help all players as the crappiest planets get *slowly* improved.

'supersize' ability - upgrade a small or smaller planet (with no permanent effects) one size level

1000 energy
cooldown timer: 1 week
success rate decreases based on planet size:

very tiny -> tiny: 50%
tiny -> very small: 25%
very small -> small: 10%
small -> average: 2%


that part that i highlighted is something i like. +1

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Sat Jul 14, 2012 1:46 am
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senatorhung wrote:
something like this ability would help all players as the crappiest planets get *slowly* improved.

'supersize' ability - upgrade a small or smaller planet (with no permanent effects) one size level

1000 energy
cooldown timer: 1 week
success rate decreases based on planet size:

very tiny -> tiny: 50%
tiny -> very small: 25%
very small -> small: 10%
small -> average: 2%



Nearly useless unless you have taken a ton of super small planets. Also takes away possible gp that would be spent dropping them,

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Sat Jul 14, 2012 1:51 am
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senatorhung wrote:
something like this ability would help all players as the crappiest planets get *slowly* improved.

'supersize' ability - upgrade a small or smaller planet (with no permanent effects) one size level

1000 energy
cooldown timer: 1 week
success rate decreases based on planet size:

very tiny -> tiny: 50%
tiny -> very small: 25%
very small -> small: 10%
small -> average: 2%


awesome concept of success chance...
but now it's UP XD
it should go to at least VL, and if its cd is 1 week long, upgrade to VL should have at least 25% chance.
But a method of decresasing succss rate is defintely something that can be explored.

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Sat Jul 14, 2012 2:19 am
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failname wrote:
Epicownage wrote:
failname wrote:
chance of succes 10% , if failed the planet has a 90% of being destroyed

Just no.
Nova149 wrote:
And there shouldn't be any kind of failure when upgrading planet, that is just retarded..

I think we can discount ideas without spiteful messages, even if it wasn't aimed at the person only at the idea it could still come across very badly.

i was not the one suggesting it , i was just giving an idea of how limited it should be as it is way to OP

Were you not? Well I guess it doesn't matter anyway, I was just trying to say that destruction of a planet would make the ability too risky to be used on good planets and using them on bad planets would be stupid as their...well...bad planets.


Sat Jul 14, 2012 9:33 am
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