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 New CTL idea.... 
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Joined: Sat Oct 29, 2011 12:39 pm
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My idea is pretty much something like the velox/aegis but for attack.

(Insert Name)
Ancient Crystal Foci x300, Containment Missile x300, Shipbot x200
Special Module - Size:30, Attack:450, Attack Bonus:+5%, (Limit 3 per ship)
Requirements: Rank 500+, medal points - 500+

It would be the 1st ctl item to require medal points as well.

What do u guys think, if it is overpowered it can be adjusted, but what do u guys think overall on this idea?

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Last edited by Zargor on Sat Sep 01, 2012 3:18 pm, edited 2 times in total.



Sat Sep 01, 2012 10:16 am
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I like it, but the red badge effect seems pointless as most people by rank 500 if they are going to get them will be getting there or will have got all of the necessary ones they need, also the attack to space ratio is too low for the amount you need to make it, also i think rank requirement should be reduced to say 300 or so! otherwise +1

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Sat Sep 01, 2012 10:23 am
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I have adjusted it how is it now?

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Sat Sep 01, 2012 10:29 am
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Far better, definate +1 to that improved one! :)

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Sat Sep 01, 2012 10:40 am
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No attack is much too valuable so that multiplier on say mentos attack :/ plus all temporary buffs no too op maybe 1% attack multiplier. And the requirments are way to easy to do

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Sat Sep 01, 2012 10:40 am
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so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!

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Sat Sep 01, 2012 10:46 am
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Adsibearsawsome wrote:
so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!


Yeah i agree.

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Sat Sep 01, 2012 10:55 am
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Adsibearsawsome wrote:
so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!

Defense isn;t as important as attack and rank 350+ are most likely to have 200 shipbots

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Sat Sep 01, 2012 11:15 am
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mysterion wrote:
Adsibearsawsome wrote:
so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!

Defense isn;t as important as attack and rank 350+ are most likely to have 200 shipbots


No. Rsnk 350+ won't have 200 shipbots, but 450+ may. But it also depends how fast the person ranks, if they are rank 350+ and slow rank they could but if they rank normally then they won't til a later rank.

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Sat Sep 01, 2012 11:37 am
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There's already enough attack buffs. We don't need another 15.7%. Combined with all the other buffs, a "permanent" bonus like that gets a bit OP.

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Sat Sep 01, 2012 11:57 am
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Darth Flagitious wrote:
There's already enough attack buffs. We don't need another 15.7%. Combined with all the other buffs, a "permanent" bonus like that gets a bit OP.


U could argue the same with all the defense and scan and cloak stuff we continue to get.

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Sat Sep 01, 2012 12:35 pm
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I don't think it would make that much of a difference to anything but planetary invasions. NPC's most people cap on already, in PvP everyone will have the module so it makes no difference, and in base battles the cap is such that it won't be that much of an increase.


Sat Sep 01, 2012 1:50 pm
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Epicownage wrote:
I don't think it would make that much of a difference to anything but planetary invasions. NPC's most people cap on already, in PvP everyone will have the module so it makes no difference, and in base battles the cap is such that it won't be that much of an increase.


Yes i agree to a certain extent, but it's another idea, and another ship module that everyone can eventually get, it's new content, isn't that what everyone wants, i've adjusted it so it's not OP, but i should change the rank requirement back to 500+ since a rank 350+ will less likely have 200 shipbots in their cargo hold. We rarely get an attack module coz Dan is cutting down on it, but just because he's cutting down on it does not mean we can't have another. def is used in pvp,npc's,bases ect.. but we keep getting those kind of mods, same with cloak and scan, it would great to change it up a bit every now and then. We all want new ctl items, especially ones that use shipbots, well i have proposed one.

This idea was meant for the mid to high ranks anyway, so it shouldn't be a problem to lower ranks.

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Last edited by Zargor on Sat Sep 01, 2012 3:32 pm, edited 1 time in total.



Sat Sep 01, 2012 3:17 pm
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+1.

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Sat Sep 01, 2012 3:26 pm
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Adsibearsawsome wrote:
so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!


I saw Mento's post from a few months back that he had over 2k spare ship bots...

mysterion wrote:
No attack is much too valuable so that multiplier on say mentos attack :/ plus all temporary buffs no too op maybe 1% attack multiplier. And the requirments are way to easy to do


He can most likely make them all right away, and he'll get a boost of (x+1350)1.157625... Where 'x' is his current attack.

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Sat Sep 01, 2012 3:45 pm
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Come on, we have the 5% shield, and the 5% defense modules, why not add an attack module with that passive effect? +1.

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Sat Sep 01, 2012 6:26 pm
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As said above, adding extra 15% permanent attack makes highly defended planets, base, somewhat ships a lot easier for others. Crux Amp. + Crimson Amp. + Ancient Foci + Crimson Obel. + Konqul + your CTL idea would be way too op. For if you want more attack stack up on your Tacticals or research high weapon levels. No point in adding this module in game while we still need a huge game content/update.

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Sat Sep 01, 2012 8:51 pm
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f3ar3dlegend wrote:
Adsibearsawsome wrote:
so the velox thruster is Op then?? 5% is 5% whether it be attack or defense!!! also do you happen to have 200 ship bots just casually lying around? i know i definately don't! also rank 350+, 500+ rank points and getting the 200 ship bots as well?? how is that too easy to get? besides ship bots cost more ap points then helmsmen so it is already twice as hard to get as the velox in the first place!!


I saw Mento's post from a few months back that he had over 2k spare ship bots...

mysterion wrote:
No attack is much too valuable so that multiplier on say mentos attack :/ plus all temporary buffs no too op maybe 1% attack multiplier. And the requirments are way to easy to do


He can most likely make them all right away, and he'll get a boost of (x+1350)1.157625... Where 'x' is his current attack.


People need to stop using mento as an excuse for this or that, ignore mento's stats coz he is far in front of everyone else, we are talking about the majority of players not mento.

SirKillsALot wrote:
As said above, adding extra 15% permanent attack makes highly defended planets, base, somewhat ships a lot easier for others. Crux Amp. + Crimson Amp. + Ancient Foci + Crimson Obel. + Konqul + your CTL idea would be way too op. For if you want more attack stack up on your Tacticals or research high weapon levels. No point in adding this module in game while we still need a huge game content/update.


Infact i agree with that, how about the % be 6 percent, 2% per mod....

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Sat Sep 01, 2012 10:17 pm
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Zargor wrote:
but i should change the rank requirement back to 500+ since a rank 350+ will less likely have 200 shipbots in their cargo hold.
The rank requirement should not be based on what ranks you think will be able to execute the blueprint. The artifact requirements handle that on their own. The rank requirement should only exist if you think it helps balance the game at a higher rank but breaks the game at a lower rank.

I think even a 6.12% total permanent attack multiplier is likely a huge imbalance, especially at higher ranks...

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Sat Sep 01, 2012 11:16 pm
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I like this idea


Sun Sep 02, 2012 7:26 pm
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