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 Base Crew 
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Joined: Mon Aug 09, 2010 2:43 pm
Posts: 1978
Location: Pirate Space
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Any thoughts of being able to add crew to the Legion base?

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Thu Aug 23, 2012 1:53 am
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Joined: Tue Apr 17, 2012 12:11 am
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Location: Alpha Legion 100
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sounds interesting. +1

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Thu Aug 23, 2012 3:30 am
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Joined: Mon Dec 19, 2011 6:01 pm
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So instead if a percentage on base its crew v crew or another chance to raid with a whole different new items. So a base can get 10 crew a lv Tactical officers +100 per point every 1000 to's you get increases the chance to find the legion members that have your base locked(and battlepacts)
Helmsman +150 per point none
Engineers +100 per point Every time you get 1000 of these the base shield rate will go quicker by 10%
Scientists +150 per point Every time you get 1500 of these the base production daily shipment time will decrease by 10% for 1 day
Just those two but also a gp item to get more points and you can get 5 more per level.
Costs40gp each. So does the crew add to the base defense and attack aswell

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Thu Aug 23, 2012 7:37 am
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Joined: Thu Oct 13, 2011 8:37 pm
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mysterion wrote:
So instead if a percentage on base its crew v crew or another chance to raid with a whole different new items. So a base can get 10 crew a lv Tactical officers +100 per point every 1000 to's you get increases the chance to find the legion members that have your base locked(and battlepacts)
Helmsman +150 per point none
Engineers +100 per point Every time you get 1000 of these the base shield rate will go quicker by 10%
Scientists +150 per point Every time you get 1500 of these the base production daily shipment time will decrease by 10% for 1 day
Just those two but also a gp item to get more points and you can get 5 more per level.
Costs40gp each. So does the crew add to the base defense and attack aswell

First of all, I really have no idea what your trying to suggest here, but adding crew to a base I don't think is as good an idea, as getting more player interaction with both base defense and base attack.


Thu Aug 23, 2012 4:24 pm
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Joined: Wed Feb 09, 2011 6:01 am
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Location: Hudson County, NJ, USA
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That might not be a bad idea. If nothing else, it will show who is truly loyal in your legion as donating skill points for crew members would hinder individual ship growth.

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Tue Aug 28, 2012 6:43 am
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RavenDark13 wrote:
That might not be a bad idea. If nothing else, it will show who is truly loyal in your legion as donating skill points for crew members would hinder individual ship growth.

Ah but see individual growth is paramount to a successful legion.


Tue Aug 28, 2012 11:29 am
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Joined: Wed Feb 09, 2011 6:01 am
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Location: Hudson County, NJ, USA
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Epicownage wrote:
RavenDark13 wrote:
That might not be a bad idea. If nothing else, it will show who is truly loyal in your legion as donating skill points for crew members would hinder individual ship growth.

Ah but see individual growth is paramount to a successful legion.


Amen to that. I agree with you 100% on that. That being said, it's not that bad of an idea, IMO.

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Tue Aug 28, 2012 11:34 am
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Joined: Thu Aug 11, 2011 9:48 pm
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How about this:

You can donate rank points to the base.

Helmsmen: Cost 5 RP, Increases defense by 5, (limit 2,500 max def per base level)
Tactical Officers: Cost 5 RP, Increases attack by 5 (limit 2,500 max atk per base level)
Scientist: Cost 5 RP, Increases Research Production by 1, (limit 100 max research per base level)
Excavator: Cost 5 RP, Increases Artifact Production by 1 (limit 100 max artifact per base level)
Miner: Cost 5 RP, Increases Mining Production by 1 (limit 100 max per base level)
Specialist: Cost 50 RP, Icreases your max ability point cap by 1 (limit 5 max per level)
Repairman: Cost 50 RP, Lowers the cost of repairing an ally by 20% (limit 1 max)
Commander: Cost 100 RP, Allows all members of the legion to use a special ability: Command
Trade Specialist: Cost 150 RP, lowers the trade tariff on mineral units by 25%
Advisor: Cost 250, Allows all members of the legion to use a special ability: Insight
Engineer: Cost 250, Puts energy into the base split. Produces 500 energy per day. (limit 1,000 Engineers)

Command: Increases the effectiveness of your Tactical Officers and Helmsmen by 20% for 15 minutes. Has a cooldown timer of 4 hours
Insight: Increases your knowledge of performing actions, allowing you to use 20% less energy for all actions requiring energy. Has a cooldown of 20 hours

What do you think?

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Tue Aug 28, 2012 1:56 pm
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playret0195x wrote:
How about this:

You can donate rank points to the base.

Helmsmen: Cost 5 RP, Increases defense by 5, (limit 2,500 max def per base level)
Tactical Officers: Cost 5 RP, Increases attack by 5 (limit 2,500 max atk per base level)
Scientist: Cost 5 RP, Increases Research Production by 1, (limit 100 max research per base level)
Excavator: Cost 5 RP, Increases Artifact Production by 1 (limit 100 max artifact per base level)
Miner: Cost 5 RP, Increases Mining Production by 1 (limit 100 max per base level)
Specialist: Cost 50 RP, Icreases your max ability point cap by 1 (limit 5 max per level)
Repairman: Cost 50 RP, Lowers the cost of repairing an ally by 20% (limit 1 max)
Commander: Cost 100 RP, Allows all members of the legion to use a special ability: Command
Trade Specialist: Cost 150 RP, lowers the trade tariff on mineral units by 25%
Advisor: Cost 250, Allows all members of the legion to use a special ability: Insight
Engineer: Cost 250, Puts energy into the base split. Produces 500 energy per day. (limit 1,000 Engineers)

Command: Increases the effectiveness of your Tactical Officers and Helmsmen by 20% for 15 minutes. Has a cooldown timer of 4 hours
Insight: Increases your knowledge of performing actions, allowing you to use 20% less energy for all actions requiring energy. Has a cooldown of 20 hours

What do you think?

What do I think? OP, that's pretty much it.


Wed Aug 29, 2012 9:16 am
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Joined: Wed Feb 09, 2011 6:01 am
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Location: Hudson County, NJ, USA
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Epicownage wrote:
playret0195x wrote:
How about this:

You can donate rank points to the base.

Helmsmen: Cost 5 RP, Increases defense by 5, (limit 2,500 max def per base level)
Tactical Officers: Cost 5 RP, Increases attack by 5 (limit 2,500 max atk per base level)
Scientist: Cost 5 RP, Increases Research Production by 1, (limit 100 max research per base level)
Excavator: Cost 5 RP, Increases Artifact Production by 1 (limit 100 max artifact per base level)
Miner: Cost 5 RP, Increases Mining Production by 1 (limit 100 max per base level)
Specialist: Cost 50 RP, Icreases your max ability point cap by 1 (limit 5 max per level)
Repairman: Cost 50 RP, Lowers the cost of repairing an ally by 20% (limit 1 max)
Commander: Cost 100 RP, Allows all members of the legion to use a special ability: Command
Trade Specialist: Cost 150 RP, lowers the trade tariff on mineral units by 25%
Advisor: Cost 250, Allows all members of the legion to use a special ability: Insight
Engineer: Cost 250, Puts energy into the base split. Produces 500 energy per day. (limit 1,000 Engineers)

Command: Increases the effectiveness of your Tactical Officers and Helmsmen by 20% for 15 minutes. Has a cooldown timer of 4 hours
Insight: Increases your knowledge of performing actions, allowing you to use 20% less energy for all actions requiring energy. Has a cooldown of 20 hours

What do you think?

What do I think? OP, that's pretty much it.


This isn't bad. Dan could actually add this to the Universal Maintenance research tier so as to make every ship earn it.

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Mon Sep 03, 2012 6:43 am
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