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 Some Wild NPC Ideas 
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Joined: Sun Nov 27, 2011 7:39 am
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All NPC drops are artifacts. These are intended to be really high level NPCs, Rank 800+. Added pictures to make it look more appealing

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1. Lazarus, Genetarr Matriarch - Extemely Rare
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Image Image

Hull : Normal
Shields : Normal
Defence : Normal
Attack : Low
Abilities : Psionic Epilepsy - Kills a random crew member

A rogue Genetarr master physic who has pursues unknown sinister agendas. She is responsible for disrupting and manipulating government order and commercial corporations with her mezmerising powers. A large bounty has been placed on her head and many mercenaries are hunting her, including the stryll...

Drops : Keighas, Genetarr Prisoner - Grants you 1 Genetarr psychic crew member (Brainwash) +0.02% bonus to all crew bonuses per Genetarr Prisoner. If a player has 20K Scientists, TOs, Helms and Scientists - It provides bonus 4 crew per type of crew per genetarr crew member.

Or Drops : Psionic Warhead - Disorientates all androids and crew members of ship - Disables all bonuses provided by an ally ship belonging to an enemy player for 12 hours.

Or Drops : Para-physic Vault - Upgrades a Lazuli Mind Controller or Psionic Amplifier at random, Doubles both their attack and invasion bonuses. Can be used twice per modules.

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2. Zureus, Zolazin Apparition - Blockade (Hence, Mythical)
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Image Image Image

A small contingent of Elite Zolazin Sabotuer Corps had defected from the majority ever since the alliance was formed. This renegade group vengefully hunt their own brethren and vow to cause chaos on your colonies.

Hull : High
Shields : High
Attack : Very High
Defence : High
Abilities :
- Blockade (Passive) - Planet produces null resources whilst blockade is active.

- Colony Chaos (Passive) - Destroys 1 Non-mission/Non-mission NPC/Non-Medal structure per hour while you are online.

- Invisibillity - Lasts 10 Minutes, during this time, the NPC infallibly inflicts critical hits. Cloak of NPC increases to 30,000.

Drops : Zolazin Barracks - Grants you the ability to Zolazin Cyborgs, 2 Cloak per rank point placed in Zolazin Crew members

Or Drops : 4x Zolazin Shroud Cover and 2x Cloak Optimiser

Or Drops : Invisibility Generator - Grants 3x attack power when under attack by another player and + 30,000 Cloak - Lasts 30 minutes.

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Achronis, Sha'din Colossal Galaxy Destroyer - Boss - Top 10 Extremely Rare
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(Improved Genetarr Player would be handy against this NPC) (Some Sha'din Ships look like covenant ships from Halo cause they're pink and purple and stuff)

Image Image Image

Hull : 200,000
Shields : 300,000
Attack : 32,500
Defense : 25,000
Cloak : 1,500
Abilities :
- Warp Shockwave : Inflicts 50,000 Damage to Hull and Shields and -35% Hull+Shields to all members eligible to see when it is alerted. (A warm welcome lol)

- Electronic Resonant Cripple : Activates per hour it is alerted, affects all players who've inflicted damage on the NPC. Deletes all research points in your database and breaks two random researched modules you have installed.

- Shockpulse Barrage : Activates per 15 minutes, affects all players who've inflicted damage on the NPC, inflicts 25,000 damage to shields+hull and -50% defence.

- Sha'din Repulsor Void : Has a chance to activate when being attacked by player. Cause player to self-inflict themselves with the amount of damage the NPC would've sustained. Hence, if you inflict 400 damage to Sha'din NPC, when this abillity activates, it returns that 400 damage back at you while it sustains no damage at all. 150 Uses and then the NPC cannot use abillity again.

- Shield Restore : Activates once only, only activates when shields are completely depleted, gauranteed to activate before death. Recharges shields completely and adds six more player reward slots.

Rarely, have Sha'din produced a vessels of war, many of their ships specialize in abduction and electronic warfare. This ship here represents the apex of a large composite of military technologies that they have stolen from various government facilities and installations. The Archronis possesses a redundant amount of offensive countermeasures and attack systems that effectively make this ship a war juggernaut. The purpose of this ship is unknown however it has caused many sleepless nights for even the hardened Fleet Admirals.

Drops : Sha'din Specialist - When hacking enemy player, you steal 5% more research points per hack for each Sha'd Specialist crew member you have. Caps at 300%. Excess Sha'din specialists are "scrapped" for rank points or used in CT Lab.

Or Drops : Sha'din Repulsor Void (Trap) - Exactly as described in the NPC ability description, activates 250 times before it's completely used, only activates when player is under attack.

Or Drops : Fire Control Tower - Upgrades Space elevator, triples its pop and production bonus and +15% Planet Attack.

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Agamonn, Crimson Blade Axeship - Top 5 - Elite - Extremely Rare - Blockade
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Note : There's no such thing as "Do this much damage and you're guaranteed reward" rule on this specific NPC - Top 5 damagers only.

Image Image Image Image

Note : This NPC will only appear on a planet that has been conquered in the previous 24 hours. Does not appear on planets that have been scanned by 3 or more players. Only appears if one of the scanners is rank 1000+ ( Rank 1000+ NPC) All players that have scanned the planet that is rank 1000+ can see, target and alert the NPC, the rewards can be given to many legions.

Attack : 16,000
Defence : 37,600
Hull : 150,000
Shields : 150,000
Cloak : 3,000
Abillities :
Expire Time : 4 hours

Blockade (Passive) : -50% resources. -50% Defence and Attack. Population does not grow.

Clean sweep Operation : Removes all Debuffs and renders itself immune to artifacts for one hour.

Fortitude - Increases the NPC's defense by 200 incrementally each time this effect activates. Permanently.

A new class of warship that excels in attrition warfare and endurance and only appears to raid planets that have been weakened by a previous assailant. This ship was built as extremely durable ship that can absorb tremendous amounts of damage whilst smaller frigates maraud and pilfer resources from a host planet.

Drops : Marauder Crew Member, Increases the amount of Artifact/Minerals you steal by 3% per crew member you have. Caps at 300%. Excess Maruaders are "scrapped" for rank points or used in CT Lab.

Or Drops : Base Fortitude - Increases Base Defence by 200 for 8 hours incrementally each time this is activated when under attack. Caps at 5,000.

Or Drops : Embargo - Steals 90% of a enemy's planet income. Can only be used if you lost the planet less than 24 hours ago. Effects lasts 3 days.


Tue Oct 30, 2012 4:43 pm
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I love the idea of having some new NPC's and the general idea behind your post.

However, your title says it all in terms of the reward drops from these NPC's, that and the abilities the NPC's have. Even calling them Wild would be a stretch in the wrong direction.


1. Lazarus, Genetarr Matriarch - Extemely Rare

Ability = Bad - Killing crew members really?

Drops = Good on the Prisoner, the other two drops really bare no value to anyone. The warhead is just a random, imma piss this person off today artifact, the Vault is useless after both upgrades are completed, which tbh are really poor weapons to upgrade.

2. Zureus, Zolazin Apparition - Blockade (Hence, Mythical)

Ability = Fine

Drops = Ship Cloak Based Drops - If given the choice, i'd imagine most over rank 1400 would say they wished they had never installed cloak(or kept it as an install only when needed), its only purpose is to combat reverse hacks, it really serves no other viable purpose. Sure it hides you from the bt for a while, but if enough people on bt get killed your gonna appear anyway.

Achronis, Sha'din Colossal Galaxy Destroyer - Boss - Top 10 Extremely Rare

Ability = lol, hellz naw

Drops = Fire Control Tower = Big Yes, other drops are worthless tbh.

Agamonn, Crimson Blade Axeship - Top 5 - Elite - Extremely Rare - Blockade

Ability = Fine except for clean sweep operation, unless it has a limit of say 2 activations.

Drops = Should maybe just grant rank points rather than a new system of crew members. Base drop, is not really that useful given its a blockade npc. The planet income one is nice, but most planets good enough to use that on get flux-jacked, so nothing to use it on.


Tue Oct 30, 2012 5:35 pm
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agree with all kirk said other than i think the shadin trap would be useful if i read it right. stopping and reversing 250 attacks may be a bit much though

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Tue Oct 30, 2012 6:12 pm
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Yeah I'm pretty much with Kirk on this one too. Some abilities are OP, some rewards are both OP and useless.


Tue Oct 30, 2012 9:01 pm
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Um, as much as I dislike just quoting a post and putting +1...

kirkeastment wrote:
I love the idea of having some new NPC's and the general idea behind your post.

However, your title says it all in terms of the reward drops from these NPC's, that and the abilities the NPC's have. Even calling them Wild would be a stretch in the wrong direction.


1. Lazarus, Genetarr Matriarch - Extemely Rare

Ability = Bad - Killing crew members really?

Drops = Good on the Prisoner, the other two drops really bare no value to anyone. The warhead is just a random, imma piss this person off today artifact, the Vault is useless after both upgrades are completed, which tbh are really poor weapons to upgrade.

2. Zureus, Zolazin Apparition - Blockade (Hence, Mythical)

Ability = Fine

Drops = Ship Cloak Based Drops - If given the choice, i'd imagine most over rank 1400 would say they wished they had never installed cloak(or kept it as an install only when needed), its only purpose is to combat reverse hacks, it really serves no other viable purpose. Sure it hides you from the bt for a while, but if enough people on bt get killed your gonna appear anyway.

Achronis, Sha'din Colossal Galaxy Destroyer - Boss - Top 10 Extremely Rare

Ability = lol, hellz naw

Drops = Fire Control Tower = Big Yes, other drops are worthless tbh.

Agamonn, Crimson Blade Axeship - Top 5 - Elite - Extremely Rare - Blockade

Ability = Fine except for clean sweep operation, unless it has a limit of say 2 activations.

Drops = Should maybe just grant rank points rather than a new system of crew members. Base drop, is not really that useful given its a blockade npc. The planet income one is nice, but most planets good enough to use that on get flux-jacked, so nothing to use it on.

+1

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Tue Oct 30, 2012 9:55 pm
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First of all, while the first two might be matched, the other two... RANK MATTERS it govern the damage cap of the NPC, without knowing the rank, I seriously can't say wether it's op or not. If they are all rank 1 trillion and thus one-shot kill material, I won't mind their ability one bit.

Lazarus, Genetarr Matriarch:
I would say its ability might be fine depends on a variaity of factors:
1. minimal hit required to kill
2. drop rate of the prisoner artifact
3. proc rate of the ability.
Specifically, if the prisoner would break even the loss at minimal-hit-kill at say ~20k total crew, I would be fine with it.
That means, for example, 20 hit minimal, 50% drop rate, proc rate of 10%. Per fight it will kill 2 crews, per fight it will give 2 crews. So if you have more than 20k crew AND can kill it at minimal shot, it would be profitable.
Ofc, 20k break-even point is just a proposition, it could be lower or higher, but you get the idea. The ability is not a big deal if it got a nice average rate of return. If your return rate is crappy due to low attack/crew count, just avoid it.

Achronis, Sha'din Colossal Galaxy Destroyer
The ability was called to question, so let's look at them:
- Warp Shockwave : Inflicts 50,000 Damage to Hull and Shields and -35% Hull+Shields to all members eligible to see when it is alerted. (A warm welcome lol)
I don't know what to say..... I feel this would be kinda be fine if it can only be triggered once on alert and the debuff only lasts like 5 min.... It would just be a massive disable which isn't too big a deal IMO(I mean the players disabled might very well be found on BT anyway so~).... but if it's recurring, it's way too much.
Just don't alert it when there is a base battle or whatever....

- Electronic Resonant Cripple :
AND
- Shockpulse Barrage :
I feel those two are fine. You either don't hit it or kill it fast and it won't do ANYTHING. It's proc should be based on the time remaining timer so players can time a 15 min safe-period to nuke the hell out of it and avoid them. Can't avoid it due to whatever failure? your own problem IMO. It's decently powerful but not way too much, so not that hard to handle. I mean I've personally soloed warpstation at below 600 ranks under 10 min... This is not exactly much harder (800k hp/shield 25k def vs 650k hp/shield 13k def and same or higher damage cap, about twice as many shots should definitely do it, would take me ~1-1.2 bar of energy to solo) Does require more coordination thou, can't just wait for ppl to tap for rewards, just not much room for free-loaders. Don't particularly care about the effect, it's fine even if it disable every damage-dealer AND break all their module, cause it ain't gonna happen.

- Sha'din Repulsor Void : This is perfectly fine.

- Shield Restore : This feels kinda useless... why not just make it 16 slots 600k shields? guarantee is kinda... u know... defeat the point of an ability.

Overall, except the useless restore(conceptually speaking), only shockwave is of concern.

Agamonn, Crimson Blade Axeship
I would VERY VERY much like to know its rank. If it's by any chance low (thou I suspect it's fairly high considering the "rank to see" thing) it would require many many hits to kill and if the Fortitude ability have a high trigger chance....
As is, 300k at 2500(guessed, r1000) cap takes 1200 shots, at say 10% proc it will gain 24000 def. Less than double, that would be fine. but if it's rank say... 100..... hello at least 250k total def = =; base much?

I would like to know the trigger rate of clean sweep ops. If it's not limited trigger, it must be low enough to get in a bunch of shot every hour. Cause w/o debuff, it would be much much harder to kill, which means fortitude likely becomes a bigger and bigger problem. the combined result would be undesirable. 0.1% to 0.25% should be about good if it's r1000 (min-shot 1200) Unless case of extreme unluckies, it should be easy enough to handle (considering the party are made of 1k+ players)
If it's limited charged thou, I'd say 3 instead of 2. One hour in between is more than enough time to kill it.

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Tue Oct 30, 2012 11:19 pm
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These all sound really cool. They could use a few tweaks and changes, but other than that, I think that their general concepts and rewards are great. We could always use some new NPCs. We could also use some more NPC factions...

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Tue Oct 30, 2012 11:22 pm
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Yup, i was more focused on the "Coolness" and deviating from standard NPC abilities rather than balance particularly. Too many NPCs employ the same old Attack/Def Debuff - so make some new ones up.
I wanted NPC to "fight back" more - seen with Sha'din NPC, place some pressure on players and make them kill it fast, NPCs couldn't particularly "attack" you conventionally.
Crew members of different races and professions i thought could be interesting, i personally thought the Marauder and Genetarr crew members would be overpowered - i know some guys that just LOVE emptying someone's artifact production.

I thought of other ideas that are less..sane such as ones that duplicate themselves on the battletab, ones that taunt you while you're hitting it, other ones that appear on your pvp battletab but disguises itself as a player and Blockade NPCs that occupy the top 10 planets you own in resource richness.. etc

So a few tweaks could make them better - not that they gonna become real in the game anyway lol


Wed Oct 31, 2012 12:27 am
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