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[ 9 posts ] |
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Delta265
Joined: Sun Nov 13, 2011 4:26 pm Posts: 41
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gives you an overcharge bar that you can fill up to a set limit based on your rank. for example you fill it with say 500 Energy and select where you want to re-route the power(cloak,scan,attack, shields, or defense), and you can set a certain amount of power you want to transfer on a regular basis, so it automatically transfers energy to: -shields, to charge them faster -attack, to boost your attack -defense, to boost defense -cloak, to boost cloak -scan, to boost scanning power
any suggestions or questions?
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Sat Sep 15, 2012 6:37 pm |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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was going to give this an automatic -1 but noticed that the overcharge did not go back to energy, so looked again.
i think i would be ok with the transfer to a different ship module, but it should NOT be automatic.
here's my suggestion:
you would have to use 500 of your current energy to double the effect of ONE ship module for 1 hour. can use module activation effect once per day.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Sat Sep 15, 2012 8:35 pm |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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this sounds kind of interesting. +1
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Sat Sep 15, 2012 8:53 pm |
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Necrokristo
Joined: Sat Mar 10, 2012 7:43 pm Posts: 130
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i can only see doubling a ship module happening for scanning and cloak.
for the others. an increase attack or def by 10% maybe.
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Sat Sep 15, 2012 9:21 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Oh, the fun slow rankers will have with this... +1
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Sat Sep 15, 2012 9:38 pm |
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kellmaster
Joined: Sun Feb 19, 2012 4:36 am Posts: 319
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hmm, perhaps options on how you want the boost to be used, ie: double the power of one module, OR overall increase of that stat by 10%, OR a set increase. overall, +1 i like this idea.
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Sat Sep 15, 2012 10:06 pm |
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Sereomontis
Joined: Tue Oct 18, 2011 8:15 pm Posts: 476
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Well, as far as i know, the highest attack of any single Module, is 430 (Heavy Quasi), spending 500 energy to double that, I.E. adding another 430 attack, wouldnt be a big increase in your total attack, and it wouldn't be that much energy either, when you've gotten to the point where you can actually use those. I'd say just a set system, where your only option is doubling, is not good enough, for that kind of energy cost, at least if you want this to be accessible to some of the low-mid ranked players, who might be running around with nulls, or thetas or worse. Make some changes, and you have some potential.
Varying amounts of energy for a varied bonus:
Only usable on ONE module at a time (or it would be way, WAY OP'd) It would be the same for all modules: 50 energy = 10% increase. 250 energy = 50% increase. 500 energy = 100% increase. 750 energy = 150% increase. 1000 energy = 200% increase. Etc. up to a max of say, 2500 energy for 500%? Put in an 8 hour cooldown maybe? Now, i know 500% seems like a lot, but keep in mind, its only for 1 weapon, which, at most, adds 2150 attack to your basic attack, and, lets face it, to people who can afford to spend 2000 energy every 8 hours, another 2000 attack, is really not that much.
Maybe scale the energy up faster than the bonus?
Here's an idea if you want even more freedom with it: Maybe you would add an option somewhere, to transfer the energy recharge into the Overcharge Capacitors, in stead of having the energy charge directly into your ship, so you dont just transfer energy directly from your ships energy storage, but have to actually switch it to charge the capacitors. Then, make it so the capacitors can be activated at any time, rather than it drawing a set amount of energy, that has to be below what you currently have there, basically, a quantity box where you type the amount of energy you want to spend, and thats how much you spend, and, of course, the bonus would be scaled based on how much energy was being used. Maybe it drains energy slowly from the capacitor, to maintain the effect, after taking a larger chunk to initialize the process? This would have to be scaled of course.
Thoughts and suggestions are, as always, welcome. Details and such can be changed.
Doesn't seem that overpowered to me, i think with some tweaks, this could be a really cool add on to the game. To bad the idea, like 90% of all ideas on this forum, will go ignored by Dan, and in a week, it will be completely forgotten. Eh, well.
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Sat Sep 15, 2012 11:47 pm |
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TheMagicBean
Joined: Sun Aug 26, 2012 4:14 am Posts: 323
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Sereomontis wrote: Well, as far as i know, the highest attack of any single Module, is 430 (Heavy Quasi), spending 500 energy to double that, I.E. adding another 430 attack, wouldnt be a big increase in your total attack, and it wouldn't be that much energy either, when you've gotten to the point where you can actually use those. I'd say just a set system, where your only option is doubling, is not good enough, for that kind of energy cost, at least if you want this to be accessible to some of the low-mid ranked players, who might be running around with nulls, or thetas or worse. Make some changes, and you have some potential.
Varying amounts of energy for a varied bonus:
Only usable on ONE module at a time (or it would be way, WAY OP'd) It would be the same for all modules: 50 energy = 10% increase. 250 energy = 50% increase. 500 energy = 100% increase. 750 energy = 150% increase. 1000 energy = 200% increase. Etc. up to a max of say, 2500 energy for 500%? Put in an 8 hour cooldown maybe? Now, i know 500% seems like a lot, but keep in mind, its only for 1 weapon, which, at most, adds 2150 attack to your basic attack, and, lets face it, to people who can afford to spend 2000 energy every 8 hours, another 2000 attack, is really not that much.
Maybe scale the energy up faster than the bonus?
Here's an idea if you want even more freedom with it: Maybe you would add an option somewhere, to transfer the energy recharge into the Overcharge Capacitors, in stead of having the energy charge directly into your ship, so you dont just transfer energy directly from your ships energy storage, but have to actually switch it to charge the capacitors. Then, make it so the capacitors can be activated at any time, rather than it drawing a set amount of energy, that has to be below what you currently have there, basically, a quantity box where you type the amount of energy you want to spend, and thats how much you spend, and, of course, the bonus would be scaled based on how much energy was being used. Maybe it drains energy slowly from the capacitor, to maintain the effect, after taking a larger chunk to initialize the process? This would have to be scaled of course.
Thoughts and suggestions are, as always, welcome. Details and such can be changed.
Doesn't seem that overpowered to me, i think with some tweaks, this could be a really cool add on to the game. To bad the idea, like 90% of all ideas on this forum, will go ignored by Dan, and in a week, it will be completely forgotten. Eh, well. Was about to -1 but this versions a +1
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Sun Sep 16, 2012 1:20 am |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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Sereomontis wrote: Well, as far as i know, the highest attack of any single Module, is 430 (Heavy Quasi), spending 500 energy to double that, I.E. adding another 430 attack, wouldnt be a big increase in your total attack, and it wouldn't be that much energy either, when you've gotten to the point where you can actually use those. I'd say just a set system, where your only option is doubling, is not good enough, for that kind of energy cost, at least if you want this to be accessible to some of the low-mid ranked players, who might be running around with nulls, or thetas or worse. Make some changes, and you have some potential.
Varying amounts of energy for a varied bonus:
Only usable on ONE module at a time (or it would be way, WAY OP'd) It would be the same for all modules: 50 energy = 10% increase. 250 energy = 50% increase. 500 energy = 100% increase. 750 energy = 150% increase. 1000 energy = 200% increase. Etc. up to a max of say, 2500 energy for 500%? Put in an 8 hour cooldown maybe? Now, i know 500% seems like a lot, but keep in mind, its only for 1 weapon, which, at most, adds 2150 attack to your basic attack, and, lets face it, to people who can afford to spend 2000 energy every 8 hours, another 2000 attack, is really not that much.
Maybe scale the energy up faster than the bonus?
Here's an idea if you want even more freedom with it: Maybe you would add an option somewhere, to transfer the energy recharge into the Overcharge Capacitors, in stead of having the energy charge directly into your ship, so you dont just transfer energy directly from your ships energy storage, but have to actually switch it to charge the capacitors. Then, make it so the capacitors can be activated at any time, rather than it drawing a set amount of energy, that has to be below what you currently have there, basically, a quantity box where you type the amount of energy you want to spend, and thats how much you spend, and, of course, the bonus would be scaled based on how much energy was being used. Maybe it drains energy slowly from the capacitor, to maintain the effect, after taking a larger chunk to initialize the process? This would have to be scaled of course.
Thoughts and suggestions are, as always, welcome. Details and such can be changed.
Doesn't seem that overpowered to me, i think with some tweaks, this could be a really cool add on to the game. To bad the idea, like 90% of all ideas on this forum, will go ignored by Dan, and in a week, it will be completely forgotten. Eh, well. i like the graded energy levels, but i would still make a steeper energy curve for the higher bonuses. however, if you don't have to use the charge right away, i would limit it to 1 capacitor charge per day, and 1 capacitor discharge per day. once a capacitor is charged, it can not be re-charged until it is discharged. that way, if you don't have a huge energy bar, you can charge up the capacitor, but can hold off on discharging it until you have restored enough energy to make good use of the effect.
_________________Rank 3950 Litheor Governor 100% DCR r385-r2200 GL Marauder #26 _____________ PvP leaderboards: 70212 raids: #1; 40852 kills: #1; 96377 hacks: #3;
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Sun Sep 16, 2012 5:43 am |
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