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 A lot of possible upgrades. 
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Joined: Tue Oct 18, 2011 8:15 pm
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So, i was reading Trough the Suggestions and Ideas Forum, and i thought about adding a few suggestions of my own, for things to upgrade:

Ion Pulse Ballistae. (Size: 10. +80 atk -40 Energy)
Similar concept as, for example, the Kelethor, with an NPC that drops schematics to upgrade them.
Drannik Hyper Ballistae.
(not shareable)
Visible from rank 600.
Rank: 800.
Rewards: Ion Pulse Ballistae upgrade. (upgrades your Ion Pulse Ballistae by 25%, +50% to upkeep, to a maximum of 200%) (Drop rate 25%)
Ionic Infusion: Upgrades a standard defense or attack structure on your planet by 50% up to a maximum of 100% (Drop rate 75%)


Lazuli Mind Controller. (Size: 8. +35 atk +35 inv. attack)
Replaced with the Lazuli Direct-Neural-Link-Interface. (Size:12. +85 atk +85 inv. atk.)
This device allows you to reach into the minds of the indigenous population on an enemy planet, causing fear, and panic.
Would be dropped by an upgraded version of the Lazuli Titan:
Extremely Rare Elite Ship.
Top 4 damagers are rewarded.
Share with Ranks 600 - 5000 (takes over where the Titan stops(600))
Rank: 750
Shields: 184.000
Hull: 96.000
Abilities: None
Attack: 22.400
Defense: 16.200
Rewards: Direct-Neural-Link-Interface.
Electron Infuser Upgrade. Permanently increases hull by 35 and shield by 25.
Expires: After 24 Hours
Experience Earned on Kill: 25


Atmospheric Decimator. (Size: 10. +100 inv. atk. + 7% inv. atk.)
New item bought with Green Badges:

Harmonic Entropy Field Disruptor. [Cost 28 Green Badges]
[ Special Weapon - Size:21, Invasion Attack:450, Invasion Attack Bonus:+13% ]
A weapon designed to create ionizing devastating radiation spots on enemy planets, softening up their defenses for an easier invasion.
Requires Rank 400, as well as 700 medal points.
Limit 2 per ship.


Dark Mega Command. (feel free to come up with a better name)
The Dark Smugglers Guild established these Impenetrable Fortresses to protect over their most valuable assets, and to oversee all their illicit activities throughout the galaxy. These bases are among the most heavily fortified constructions any race has ever built.
Extremely Rare Boss Smuggler
Top 12 damagers are rewarded
Share with Ranks 1000 - 7000
Rank: 1400
Shields: 4.200.000
Hull: 3.600.000
Abilities:
Dark Disruption. (Disrupts attacking ships lowering their attack and defense by 25%, stackable)
Dark Matter/Energy Discharge. (Will sometimes hit an attacking ship with a burst of Dark Matter/energy, causing massive damage) (Randomly does 15 to 25% damage of combined shields and hull)
Mega Command Defense Protocols. (Increases NPC's defense by 25% for 20 minutes)
Attack: 102.000.
Defense: 80.000.
Cloak: 6.000.
Rewards: Dark Smugglers Cache(10%) Dark Void Beacon (45%) Void Engine Optimizer (45%)
Expires: After 8 Hours.
Experience Earned on Kill: 200.

Dark Void Beacon.
Upgrades an existing Dark Anti-Beacon on your planet to a Dark Void Beacon, doubling all of its bonuses.
The new structure will also provide a 5% cloak bonus.

Void Engine Optimizer.
Upgrades a Dark Void Engine on your ship by 50% up to a max of 100%.
Also reduces cooldown time on the ability by 1 hour per upgrade. (Max upgrade is 18 hour cooldown, 500 defense)


This post has been edited on 04.06.2013, at approximately 03:45 Local Time.
Some things have been altered, others have been removed completely to accommodate for changes in the game.

As always with my posts, Details can be changed to fit better into the game.
Suggestions and advice are always welcome, you see something here you don't like, feel free to come up with a better suggestion.


Last edited by Sereomontis on Tue Jun 04, 2013 1:46 am, edited 1 time in total.



Tue Dec 25, 2012 11:02 pm
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Sereomontis wrote:
Silthion T-Phase Utricle (Size: 20. Def +125)
Upgrades to the Silthion X-Phase Centricle (Size 28. Def +210)
Also, Silthion Gas Vesicle MK II. (Size: 1. +3 Research, +250 cloak.)


Surprisingly, Dan did better than you... check it out.


Tue Dec 25, 2012 11:22 pm
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ODragon wrote:
Sereomontis wrote:
Silthion T-Phase Utricle (Size: 20. Def +125)
Upgrades to the Silthion X-Phase Centricle (Size 28. Def +210)
Also, Silthion Gas Vesicle MK II. (Size: 1. +3 Research, +250 cloak.)


Surprisingly, Dan did better than you... check it out.

Did not know that. Cool.


Tue Dec 25, 2012 11:26 pm
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Lazuli Mind Controller. (Size: 8. +35 atk +35 inv. attack)
Replaced with the Lazuli Neural-Link Commander. (Size:12. +65 atk +65 inv. atk.)
Would be dropped by an upgraded version of the Lazuli Titan:
Extremely Rare Elite Ship.
Top 3 damagers are rewarded.
Share with Ranks 600 - 5000 (takes over where the Titan stops(600))
Rank: 750
Shields: 74,000
Hull: 52,000
Abilities: None
Attack: 4.800
Defense: 6.200
Rewards: Lazuli Neural-Link Commander. + Some other Random Drop.
Expires: After 24 Hours
Experience Earned on Kill: 100


Atmospheric Decimator. (Size: 10. +100 inv. atk. + 7% inv. atk.)
New item bought with Green Badges:
Tectonic Disruptor. [Cost 22 Green Badges]
[ Special Weapon - Size:18, Invasion Attack:350, Invasion Attack Bonus:+11% ]
A weapon designed to Devastate Enemy Planets, softening up their defenses for an easier invasion.
Requires Rank 250 or Greater
Limit 2 per ship.



I have to give a -1 to both of these... whilst an upgrade to that lazuli module would be nice... 65 atk for 12 space isn't really worth it, within the confines of the rank range you've given it.

Perhaps if it were a mid-rank upgrade.. 600-1500 maybe, and then a third elite(1500-5000) which has a drop which gives the module a +25% effect boost, so eventually you end up with size 12: +130 atk.

As for the Atmostpheric Decimator upgrade... whilst many will like the idea.. obviously :) ... i don't think there should be any other modules that increase the % of your invasion attack, other than what is already available.

.........

I love the rest of the ideas though... upgraded Smuggler NPC.. well duh thats a winner for anyone :D

Drannik NPC.. yes please.. nice upgrade idea too, maybe planet trap/new drannik core upgrade as 2nd/3rd drops.

Crimson NPC.. sure why not.. another npc which drops that aperture artifact is a + for me.


Tue Dec 25, 2012 11:38 pm
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kirkeastment wrote:
Quote:
Lazuli Mind Controller. (Size: 8. +35 atk +35 inv. attack)
Replaced with the Lazuli Neural-Link Commander. (Size:12. +65 atk +65 inv. atk.)
Would be dropped by an upgraded version of the Lazuli Titan:
Extremely Rare Elite Ship.
Top 3 damagers are rewarded.
Share with Ranks 600 - 5000 (takes over where the Titan stops(600))
Rank: 750
Shields: 74,000
Hull: 52,000
Abilities: None
Attack: 4.800
Defense: 6.200
Rewards: Lazuli Neural-Link Commander. + Some other Random Drop.
Expires: After 24 Hours
Experience Earned on Kill: 100


Atmospheric Decimator. (Size: 10. +100 inv. atk. + 7% inv. atk.)
New item bought with Green Badges:
Tectonic Disruptor. [Cost 22 Green Badges]
[ Special Weapon - Size:18, Invasion Attack:350, Invasion Attack Bonus:+11% ]
A weapon designed to Devastate Enemy Planets, softening up their defenses for an easier invasion.
Requires Rank 250 or Greater
Limit 2 per ship.



I have to give a -1 to both of these... whilst an upgrade to that lazuli module would be nice... 65 atk for 12 space isn't really worth it, within the confines of the rank range you've given it.

Perhaps if it were a mid-rank upgrade.. 600-1500 maybe, and then a third elite(1500-5000) which has a drop which gives the module a +25% effect boost, so eventually you end up with size 12: +130 atk. thats a great idea, way better than mine. Well done.

As for the Atmostpheric Decimator upgrade... whilst many will like the idea.. obviously :) ... i don't think there should be any other modules that increase the % of your invasion attack, other than what is already available.thats understandable, some people out there have way to much power as it is, and defending planets, is hard enough already. I really only suggested this because my judgement was impaired by a massive lack of sleep.

.........

I love the rest of the ideas though... upgraded Smuggler NPC.. well duh thats a winner for anyone :D

Drannik NPC.. yes please.. nice upgrade idea too, maybe planet trap/new drannik core upgrade as 2nd/3rd drops.

Crimson NPC.. sure why not.. another npc which drops that aperture artifact is a + for me.

Thanks, took me quite a bit of time to come up with all of it. and more will come soon.


Wed Dec 26, 2012 7:51 pm
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If not upgraded decimators I'd like to see some other use for green badges.

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Wed Dec 26, 2012 7:56 pm
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Ok, so i figured its about time for some more suggestions:
Keep in mind, some of these wouldnt be upgrades, but rather suggestions for new things.

RSL Central Tech Hub.
This craft is where the Rogue Tech Collectors come to drop of their stolen goods.
Rank 400 elite Hub.
Rare.
Shield: 30.000
Hull: 90.000
Abilities: None.
Attack: 12.200
Defense: 18.600
Cloak: 1.500
Drop: Tech cache. (rewards randomly between 100 and 200 tech parts)
I figured, this is something worth having in the game.

Now, for an upgrade:
I was thinking, something like a mission that upgrades Domain walkers to Domain Guardians.
10 clicks/completion, at 40 energy, 1 phase cutter chassis, +80 exp. per click.
Infinite completions.
Rewards an arti that upgrades one Domain walker to one Domain Guardian
Either: Increasing attack and defense by 100% to Size: 1. Atk +1200, Def +1200.


How about something following in the footsteps of the customized Decoy:

Customized Matter Infusion. [42 Dark Badges]
Choice: provide 6% bonus to attack when battling non-player enemies,
or 6% bonus to attack when battling enemy bases.
Lasts 8 hours.
This bonus is immune to removal from enemy artifacts.


Now, we all love the Composite rays, am i right? And why wouldnt we, they're great. But i think its a shame nothing better has been added to that branch of the GL tree...
So, on that note. Let me introduce to you:

Composite Ray MK II [456 Dark Badges]
[ Special Weapon - Size:18, Attack: +160 ]
When first installed, choose 1 permanent bonus to this weapon:
+65 Defense, +65 Scan, OR +100 Cloak.
Requires Rank 90 or Greater. (Limit 4 per ship)

And, of course, the next one:

Composite Ray MK III [608 Dark Badges]
[ Special Weapon - Size:21, Attack: +220 ]
When first installed, choose 1 permanent bonus to this weapon:
+90 Defense, +90 Scan, OR +130 Cloak.
Requires Rank 180 or Greater. (Limit 4 per ship)

I would like to propose adding a brand new type of badge, the light badge, here is the Intensifier Rays:

Intensifier Ray MK I [304 Light Badges*]
[Special Weapon - Size:13, Attack: +80]
When first installed, choose 1 permanent bonus to this weapon:
+40 Energy, +60 Shield, OR +100 Hull.
Requires Rank 50 or Greater. (Limit 4 per ship)

Intensifier Ray MK II [456 Light Badges*]
[ Special Weapon - Size:18, Attack: +160 ]
When first installed, choose 1 permanent bonus to this weapon:
+65 Energy, +100 Shield, OR +160 Hull.
Requires Rank 90 or Greater. (Limit 4 per ship)

Intensifier Ray MK III [608 Light Badges*]
[ Special Weapon - Size:21, Attack:220 ]
When first installed, choose 1 permanent bonus to this weapon:
+90 Energy, +140 Shield OR +220 Hull.
Requires Rank 180 or Greater. (Limit 4 per ship)

Also, how would you feel, about a light badge counterpart to the Customized Decoy?

Customizable Deflector Screens. [32 Light Badges*]
Choice: provide a 10% bonus to Shield or a 15% Bonus to hull.
Lasts 6 hours.
This bonus is immune to removal from enemy artifacts.

* Light Badges are badges dropped from Certain NPC's, such as:

The Crimson Plague (new) (Matched) (equal to the Assassin)
Added to the drops from (for example) Dark Arms Carrier.
Possibly Others. Feel free to come up with suggestions.

Maybe, some day, down the line, add an upgrade to both of the MK III's, similar in concept to the Dominion Autoblasters.


This post is now Edited.

Thats all i got for now, but stand by for more updates in the following days.
Keep in mind, all the Details are examples, and are free to change. You got a better idea? Suggestion to improve something? Let me know, id love to hear it!


Last edited by Sereomontis on Tue Jun 04, 2013 1:54 am, edited 1 time in total.



Wed Dec 26, 2012 8:36 pm
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KJReed wrote:
If not upgraded decimators I'd like to see some other use for green badges.

I have to agree here, im not too fond of the Assimilation Locus or the Subjugation Protocols..
I dont think those are bad, but id rather save my greens, just in case something really good is added. Here's hoping.


Fri Dec 28, 2012 1:04 am
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Wow some great ideas popping up here, keep it up, would love to hear more.

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Fri Dec 28, 2012 3:10 pm
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Zargor wrote:
Wow some great ideas popping up here, keep it up, would love to hear more.

Thanks. i try my best.
More will come soon.


Fri Dec 28, 2012 6:29 pm
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Here are some I posted almost a year ago (so stats from them aren't necessarily the best based on current numbers):

This begins after the Crimson Mission are finished. Like the Dark Smugglers missions, you would need to find an Extremely Rare NPC to open the mission.

Name: Crimson Infiltration
120 attempts at 50 energy each, requires 1 crimson obelisk per attempt, 1 completion
Gives: Crimson Auto-Loader: Size 15 ship module, +100 attack, and grants setting that every 2 hours it reloads your crimson obelisk or your crimson amplifier every 8 hours (or both/neither, it adds controls in your settings page) without having to do it yourself. (If contaminant missiled, it will wait 5 minutes before rebooting. Manual reboot can be initiated by using a crimson obelisk/amplifier).

Name: Crimson Energy
50 attempts at 50 energy each, requires 1 crimson generator part, 1 completions
NPC: Crimson Planetary Probe, Uncommon
Shield 15k, Hull 1k, ability none, Attack 3k, Defense 3k, drop crimson generator part
Gives: Crimson Generator: Size 25 ship module, adds setting that allows you to choose between your normal ship shields or red shields, removes relay energy drain, increases shield charge time by your current highest relay charge time. (Example: if you have HyperChannel Relay installed, you would gain +27 to shield recharge time). Limit 1 per ship.


Mission appears directly after finishing Portal Prototypes.
Name: Mass Produced Mechanical Mayhem
75 attempts at 210 energy each, requires 1 Sentry Guard and 1 Shield Sentry per attempt and 20 CTP, 1 completion
Gives: Upgrades your Prototype Mech XV to a Mobile Ship Walker
Size 0 ship module, +100 attack, doubles during invasion, increases chance of critical hits to ship by 1%, increases planet damage cap to 21.


Mission appears directly after finishing the Exotic Algorithm mission.
Name: Exotic Upgrade
40 attempts at 180 energy each, requires 1000 Exotic Matter per attempt, 3 completions
Gives: Upgrades your Exotic Pulser to a Exotic Pulser - PDW.
Size +5 ship module (so size 10 total), +60 attack, +15 defense, adds passive point defense ability. Negates -10 max energy of v1 Exotic Pulsers.

Point Defense ability: small % chance of shooting contaminant missions, debuffs and probes (resource, trap, attack, defense) before they work. Owner notified but not linked back so one can't use it to retaliate.

Note to PDW owner: Your point defense weapons have shot down a projectile launched at your ship.

Note to projectile launcher: Your projectile was shot down by point defense weapons.

New NPC:

Drannik Infiltration Probe
The Drannik originally built this highly cloaked probe to act as an onsite spotter for Drannik Ballistae. Its sensors would pinpoint high value targets as well as relaying realtime data back to the Drannik hive. If found, it was very hard to destroy because of its high speed and ability to disrupt sensors.

Extremely Rare Infiltration Probe

Rank: Matched
Shields: 2000
Hull: 1000
Attack: 0
Defense: 10000
Ability: Sensor Flare: Temporarily decrease scan and critical hits by 25%

Reward: Drannik Sensor Pack: Can be incorporated into your Ion Pulse Ballistae as a power pack and targeting array. Removes energy penalty and +20 attack, size increase of Ion Pulse Ballistae by +2 (so size 12). Name chanced to Optimized Ion Pulse Ballistae.

Drannik Sensor Pack (Planetary Building Upgrade): Modifies Spy-Uplink to Drannik Spacial Web, adds +1 research, +1 scan, retains its +40 cloak, maximum 1 per planet. (Think of it as a multi-planet SETI array allowing the planets to add to your scanning ability).

I see it as being one drop from the Probe NPC. If you use it while in your cargo, it upgrades your cannon. If you use it on your planet, it upgrades your spy uplink. This way once you've finished upgrading your cannons, you aren't stuck with an NPC that does nothing for you but CTP.


Sat Dec 29, 2012 12:21 am
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ODragon wrote:
Here are some I posted almost a year ago (so stats from them aren't necessarily the best based on current numbers):

This begins after the Crimson Mission are finished. Like the Dark Smugglers missions, you would need to find an Extremely Rare NPC to open the mission.

Name: Crimson Infiltration
120 attempts at 50 energy each, requires 1 crimson obelisk per attempt, 1 completion
Gives: Crimson Auto-Loader: Size 15 ship module, +100 attack, and grants setting that every 2 hours it reloads your crimson obelisk or your crimson amplifier every 8 hours (or both/neither, it adds controls in your settings page) without having to do it yourself. (If contaminant missiled, it will wait 5 minutes before rebooting. Manual reboot can be initiated by using a crimson obelisk/amplifier).

Name: Crimson Energy
50 attempts at 50 energy each, requires 1 crimson generator part, 1 completions
NPC: Crimson Planetary Probe, Uncommon
Shield 15k, Hull 1k, ability none, Attack 3k, Defense 3k, drop crimson generator part
Gives: Crimson Generator: Size 25 ship module, adds setting that allows you to choose between your normal ship shields or red shields, removes relay energy drain, increases shield charge time by your current highest relay charge time. (Example: if you have HyperChannel Relay installed, you would gain +27 to shield recharge time). Limit 1 per ship.


Mission appears directly after finishing Portal Prototypes.
Name: Mass Produced Mechanical Mayhem
75 attempts at 210 energy each, requires 1 Sentry Guard and 1 Shield Sentry per attempt and 20 CTP, 1 completion
Gives: Upgrades your Prototype Mech XV to a Mobile Ship Walker
Size 0 ship module, +100 attack, doubles during invasion, increases chance of critical hits to ship by 1%, increases planet damage cap to 21.


Mission appears directly after finishing the Exotic Algorithm mission.
Name: Exotic Upgrade
40 attempts at 180 energy each, requires 1000 Exotic Matter per attempt, 3 completions
Gives: Upgrades your Exotic Pulser to a Exotic Pulser - PDW.
Size +5 ship module (so size 10 total), +60 attack, +15 defense, adds passive point defense ability. Negates -10 max energy of v1 Exotic Pulsers.

Point Defense ability: small % chance of shooting contaminant missions, debuffs and probes (resource, trap, attack, defense) before they work. Owner notified but not linked back so one can't use it to retaliate.

Note to PDW owner: Your point defense weapons have shot down a projectile launched at your ship.

Note to projectile launcher: Your projectile was shot down by point defense weapons.

New NPC:

Drannik Infiltration Probe
The Drannik originally built this highly cloaked probe to act as an onsite spotter for Drannik Ballistae. Its sensors would pinpoint high value targets as well as relaying realtime data back to the Drannik hive. If found, it was very hard to destroy because of its high speed and ability to disrupt sensors.

Extremely Rare Infiltration Probe

Rank: Matched
Shields: 2000
Hull: 1000
Attack: 0
Defense: 10000
Ability: Sensor Flare: Temporarily decrease scan and critical hits by 25%

Reward: Drannik Sensor Pack: Can be incorporated into your Ion Pulse Ballistae as a power pack and targeting array. Removes energy penalty and +20 attack, size increase of Ion Pulse Ballistae by +2 (so size 12). Name chanced to Optimized Ion Pulse Ballistae.

Drannik Sensor Pack (Planetary Building Upgrade): Modifies Spy-Uplink to Drannik Spacial Web, adds +1 research, +1 scan, retains its +40 cloak, maximum 1 per planet. (Think of it as a multi-planet SETI array allowing the planets to add to your scanning ability).

I see it as being one drop from the Probe NPC. If you use it while in your cargo, it upgrades your cannon. If you use it on your planet, it upgrades your spy uplink. This way once you've finished upgrading your cannons, you aren't stuck with an NPC that does nothing for you but CTP.

i think i remember seeing these ideas a long time ago... they have potential, but some details need to be updated, to fit better into the game as it has evolved in the time since this was first posted.


Sat Dec 29, 2012 1:23 am
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Lets see if i cant come up with a few more ideas here..


Lets have some NPC's!!

Now, this one somewhat follows in the footsteps of the Caelon, or that Hybrid Larva, in the sense that it will only be found once. However, unlike the aforementioned two, this thing does not reward a mission, it rather rewards a new ally.

This is the Prejor Prototype Drone.
Visible to ranks 1.200+
Rank: 800.
Shields: 320.000.
Hull: 195.000.
Abilities: None
Attack: 46.000.
Defense: 42.000.
Cloak: 8.500.
Rewards: Drone Blueprint*.
Expires: After 6 Hours.
Experience Earned on Kill: 0.
It has to be a tough kill, since you will only ever have to kill 1.
*this is something you access in the ship tab, under the Ships/Allies Subtab. Currently only as a blueprint, which takes several stages of construction to turn into an ally. You have to use certain artifacts, and a set amount of energy to build it.
For example:
Tactical Assault Drone [TAD] Blueprint, stage One: 200 Dark Pyramids + 200 Grid Consoles + 7.500 Energy.*
Tactical Assault Drone [TAD] Blueprint, stage Two: 250 Android Helmsmen + 250 Crimson Obelisks + 15.000 Energy.*
Tactical Assault Drone [TAD] Blueprint, stage Three: 300 Nanite Swarm Capsules + 300 Ion Repulsor Charges + 30.000 Energy.*
Tactical Assault Drone [TAD] Blueprint, stage Four: 350 Repair Nanodrones + 350 Grav Whip Traps + 60.000 Energy.*
Tactical Assault Drone [TAD] Blueprint, Last Stage: 400 Neural interfaces + 400 Shield Restorers + 120.000 Energy.*
When its done, it gains one level for every 1000 NPC's you kill. Max level of 200. (yes, this is meant to take a long time to build and level up)
* No experience is earned for the energy used. Energy and artifacts can be added incrementally, as with upgrading bases.
Stats:
[TAD]
Upkeep: 400M/day.
+2% increase in stats, 4% increase in upkeep per Ally level.
Rank1:
+ 50 Attack.
+ 70 Defense.
Rank 30:
+ 55 Energy (Pre-Bonus)
Rank 60:
+ 110 Hull (Pre-Bonus)
Rank 100:
+ 15% NPC defense (Fixed, no rank bonus)
Rank 130:
+ 35 Scan. (Pre-Bonus)
Rank 160:
+ 60 Shield. (Pre-Bonus)
Rank 200:
+ 10% NPC attack. (Fixed)
I know its going to take time to max it out, with 200.000 NPC kills needed, but it should give you something to work on for a long time ahead.

Here is something i suggested a while ago, that i think is worth bringing up again.
I altered it slightly.

The Attero Device. (Name might have a copyright on it)
Connecting this device to your ship trough a sub-space frequency will temporarily allow your ships structural integrity and deflection capacity to far exceed that of normal circumstances.
Possible CT Lab Discovery:
Cost:
20 XCharge Cells. 20 Durtanium Brackets. 50 Shield Amps. 50 Nanite Swarms.
This will increase both shield and hull by 25% for 72 hours.
This effect is immune to removal from other artifacts.

Possible Drop from a new NPC.
Terran Outsider Vanguard.
Rank 1000 Elite Capital Ship
Extremely Rare
Share-able 500-5000
This ship is the Pride of the Terran Outsiders defensive fleet. Built to defend key Terran installations and planets throughout the galaxy.
980.000 Shield.
420.000 Hull.
Enemy Type Elite 5
Rewards Up to 5
Abilities None.
Attack 45.000
Defense 56.000
Drops:
T.O. Terra Generator. size: 32, shield 360. limit 2. (an upgrade to the obsolete Shield Generator)(drop rate 20%)
T.O. Protective barrier. Planet structure, size: 2, 2 artifact, 2 mineral, 2 research. + 10% defense. when first installed, choose between +2 arti/res/min/+10% extra defense. (drop rate 40%)
The Attero device. This device will increase both shield and hull by 25% for 72 hours.(drop rate 40%)

Going further on the Terran Outsiders, i think its a shame, that the only boss they have, is the, somewhat pitiful, Stalar Command Center.
So, for your consideration:
T.O. Galactic Command Star.
This Massive base is the most prized possession of the Terran Outsiders, being nearly impenetrable, it is the Convergence point for all the Outsiders' activity in the entire galaxy, and is said to be the best defended location in the universe. This is also where the Outsiders are secretly developing their latest shielding technology, which is believed to be a massive improvement on the existing technology.
Extremely Rare Base Station
Rewards up to 12 top damagers
Share for Ranks 1000 - 8000
Rank: 1.600
Shields: 5.800.000
Hull: 3.200.000
Abilities: Call To Aid. (has the ability to summon Other ships that you need to destroy before you can keep attacking it*)
T.O. Overcharge. (Supercharges its weapons, increasing its attack by 30% for 1 hour)
Attack: 86.000
Defense: 114.000
Cloak: 5.500
Rewards: T.O. Proxy-universal Barrier, T.O. Underground Cloning Facility, T.O. Extrapolator Beam.
Expires: After 24 Hours.
Experience Earned on Kill: 100.

T.O. Proxy-universal Barrier. Ship Module: Size: 32, +380 Shield. + activated ability, T.O. HyperCharger. +15 to shield charging for 1 hour. (cooldown, 20 hours. unlimited charges) Replaces the T.O. Phase Barriers.
T.O. Underground cloning facility. Planet Structure: Size: 2, +2 Artifact, +2 Research, +600 Population, + 1200 defense, choice between +50% population/+10% defense.
T.O. Extrapolator Beam. Ship Module, Size: 21, +160 Attack, +200 Shield. Does 25% more damage to shields. (limit 3 per ship)
Call To Aid*

If you trigger this ability, one of three new ships will load, in place of the Command Star, which has to be killed before you can return to the Command Star. This ability will not block your battletab, it will simply cause one of these new ships to load, instead of the Command Star.

The new ships would be something like this:
T.O. Star Protector.
Rank: 650
Shields: 34.000.
Hull: 22.000.
Abilities: None.
Attack: 8.000.
Defense: 11.000
Cloak: 0.
Expires in 30 minutes.

T.O. Star Guardian.
Rank: 750
Shields: 54.000.
Hull: 32.000.
Abilities: None.
Attack: 14.000.
Defense: 19.000
Cloak: 0.
Expires in 30 minutes.

T.O. Defensive Cruiser.
Rank: 850
Shields: 85.000.
Hull: 24.000.
Abilities: None.
Attack: 8.000.
Defense: 24.000
Cloak: 0.
Expires in 45 minutes.
These Newly Spawned ships do not give any rewards, nor do they give experience when killed.

Edited.

Ok, thats about all ive got this time around, Any thoughts on this? same rules apply as with all my posts, Details are Examples and Temporary, and can be changed.


Last edited by Sereomontis on Tue Jun 04, 2013 2:13 am, edited 1 time in total.



Sat Dec 29, 2012 3:08 am
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Hehe, these look awesome to me. If these are put in, then I will have something else to look forward to besides Flamehawks!
Seriously though, awesome job on thinking of all these. New NPCs are always good!


Wed Jan 02, 2013 7:55 pm

Joined: Tue Oct 18, 2011 8:15 pm
Posts: 476
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Joseph4 wrote:
Hehe, these look awesome to me. If these are put in, then I will have something else to look forward to besides Flamehawks!
Seriously though, awesome job on thinking of all these. New NPCs are always good!

Thank you. Its always nice when your work is appreciated.

More ideas will come later, but for now, here's something:


Extremely Rare Boss Fortress.
Top 15 damagers are rewarded.
Share with Ranks 1200 - 9999.
Possibly shared with legions you have Battle Pacts with? This would not take up the base timer.
Of course, only people within the rank-range in the other legions would be able to see it.

Galactic Meeting Senate.
This Defensive Base was made to allow for all the different races in the Galaxy to meet, and discuss various temporary ceasefires and treaties. Since it is often visited by some of the most important members of Government from every known advanced Civilization in the galaxy, it has the most powerful and advanced defensive, and offensive systems available, from every race.

Rank: 1000.
Shields: 12.600.000.
Hull: 16.400.000.
Abilities: This NPC would have various abilities from different races, as different races helped build it.
Would have something to lower your ships attack and defense, as well as buffing its own. Possible Shield Regen? Maybe same rate as bases?
Would have a damage ability, with a chance to cause massive damage. (Randomly between 25-50% combined hull + Shield)
Attack: 84.400.
Defense: 96.800.
Cloak: 6.500.
Rewards: Would have rewards from several different races, such as The Crimson, The Dark Smugglers, The Sha'din, ETC.
Also, one possible reward: Captured [Race] Diplomat/politician. Gives [X] amount of rank points + Political favor* when released Back into the custody of their own Species. The amount of rank points and political favor would depend on the race. Takes 100 energy to use.
Expires: After 24 Hours.
Experience Earned on Kill: 25.
You wouldnt need to activate something in order to be able to attack it (like the Grivv). The massive hull and shields, combined with the abilities, should provide a sufficient challenge.

* Something new would be added to make Political favor worth having.
New items could include: Ship mods. A new ally, that uses Political favor to gain ranks. New missions. NPC's that somehow take Political favor to kill. (you go to the Actions tab to ask the government of that particular NPC-Faction for permission, and persuade them with favor?) Maybe do something similar to the Battle Market, where you would use political favor, rather than badges, to buy, or upgrade, things for your ship, your base, your planets, ETC..


Thats all i got for now. Any thoughts on this thing?


Last edited by Sereomontis on Fri Jun 07, 2013 3:30 am, edited 1 time in total.



Thu Jan 03, 2013 4:55 am
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Well, this is long overdue, but here i am again, with suggestions for new stuff.

Lets kick things off with an NPC.
This will be an elite version of the RSL Siege Cannon.

RSL Invader Cannon.
(planet event, similar to the hyperseeker)
These Satellite-based weapons are powerful upgrades to the previous Siege Cannons, designed by the Rogue Science League to take over planets in an attempt to Expand their domain.
Top 5 damagers are rewarded.
Rank: 1400.
Share for Ranks: 900-9999.
Shields: 860.000.
Hull: 560.000.
Abilities: Magnetized Thetacron Blast. (Does 10-25% damage of combined shields and hull)
Gravitic well. (Increases NPC's defense by 50% for 30 minutes.)
De-Magnetizers: (Decreases your attack and defense by 25%. Stacks)
Attack: 92.400.
Defense: 56.200.
Rewards:
Tectonic Destabilizer. Ship module, size: 9, invasion attack +240. (limit 3 per ship)
Ionospheric Magnetizer. Artifact. Increases passive attack, defense and cloak of a planet by 150, up to a max of 5000.
RSL Deep Core Cannon Mounts. Planet Structure. Size: 2, +1 all res. + 1200 attack and defense. choice bonus, + 500 cloak, +10% defense, or + 250 cloak, +20% defense.
Expires in 18 hours.
Experience Earned on Kill: 50


I've got another NPC coming in here.

T.O. Kelurai Carrier.
The Terran Outsiders built the Kelurai in one of their secret research facilities, as an experimental new ship, built to exert greater control on T.O. controlled territories.
Extremely Rare Elite.
Top 4 damagers are rewarded.
Share for Ranks: 800 - 6.000.
Rank: 1.100.
Shields: 660.000.
Hull: 380.000.
Abilities:
Omni-Stabilizers. (Increases the NPC's defense by 100% for 20 minutes.)
Mass Purge. (Purges itself of any debuffs.)
Quadro-Phased Barriers. Shifts its own alignment into previously unknown Phases, making impossible to hit. (Can be brought back using the Phase-shift-reverser from the actions tab, at 200 energy per click. Should not have a cooldown)
Attack: 44.000.
Defense: 52.000.
Rewards: T.O. Hyper-Phaser. T.O. Platform Cache. Tetraformer. (estimated drop 50%/30%/20%)
Hyper-Phaser: Planet Structure, Size: 1, +1 arti, +1 mining, +1000 defense. Adds ability to the planet: Hyper-Phasing: adds 100 Passive cloak, up to a maximum of 2000. Cooldown, 48 hours, 50 energy to use ability, 100 energy to build structure.
T.O. Platform Cache: The T.O. equivalent to the Dark Smugglers Cache, except less powerful, adds 4 hours of production, rather than 8.
Tetraformer, a leap in Terraforming technology has made these possible: Increases a planets resource availability by 2, up to a maximum of 18X mega rich.
Expires: After 12 Hours.
Experience Earned on Kill: 75.


Now, my third and final NPC for this post.
Something that is not yet needed in any real sense, but ill add it anyway. This would be an upgrade to the hyperport.

Sha'din HyperWarp Base.
When they realized the Hyperports they had constructed were no longer powerful enough to hold at bay, an enemy who was continously growing in power, the Sha'Din Coalition Started research in new areas of defense.
Extremely Rare Boss Station
Sharable to Rank 1000 to 6000.
Top 14 damagers are rewarded.
Rank: 1400
Shields: 2.600.000.
Hull: 3.600.000.
Abilities: Sha'din Resistor Overcharge. (will sometimes Weaken the Systems of attacking ships, reducing attack and defense by 30% for 30 minutes and stealing 100 energy. Stackable)
Tactical Remodifier. (Will Occasionally re-modify its defensive systems, to adapt to the individual energy signature of an attacking ships weapons systems.) (+40% defense for 30 minutes, if possible, only against the ship that triggers the effect)
HyperWarp Beam Charge. (Will sometimes charge its weapons, increasing its own attack by 50% for 30 minutes.)
Attack: 74.500.
Defense: 64.000.
Cloak: 6.000
Rewards: Sha'din Hyperwarp Network, Sha'din Hyperwarp Engine, Sha'din Warp-Transference Terminal, HyperWarp Anomaly-Intensifiers.
Sha'din Hyperwarp Network: planet structure, Size: 1, +1 arti, +3 Research, +400 defense, +250 cloak.
Sha'din Hyperwarp Engine: Ship Module, Size: 34, defense +315. (limit, 4 per ship) (replaces Sha'din Hypervoiders)
Sha'din Warp-Transference Terminal: Ship Module: Size: 26, +125 cloak, Choice bonus, +125 attack, +125 defense, or +320 invasion attack. (Limit, 4 per ship)(Replaces Sha'din Security Terminals)
Expires: After 24 Hours.
Experience Earned on Kill: 100.

Another Edit.
Well, that's about it for now. I will come up with more stuff in the future. And sorry for taking so long.


Thu Mar 28, 2013 12:40 pm
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I figure since Dan is starting more actively checking the forums, taking more time to look at things like ideas and suggestions, i'd revive this thread, as i feel it has a lot of potential.
And i would like to apologize for necroing, i know its frowned upon.

To add a couple of new ideas:
Starting with, a new NPC, which could possibly belong to a brand new race, The Muriox

The Muriox, Tyranian Entity.
Rank 1.200 Extremely Rare Boss Entity.
Hull: 4.600.000.
These Previously unknown Space Entities suddenly appeared all over the galaxy. They seem to travel aimlessly throughout space, leaving destruction in their wake. No one knows where they come from, all we know is; They must be stopped.
Top 12 Damagers are rewarded.
Abilities: Muriox Energy Augmenter (Will sometimes increase its attack by 30% of base. Stacks. Can be removed with Muriox Energy Discharger for 400 energy from the actions tab, 60 second timer)
Muriox Disruptive Channeler (Will sometimes Disrupt the energy signature of an attacking enemies weapons, temporarily lowering their attack by 50%)
Attack 40.000.
Defense 65.000
Cloak 4.000
Expires in: 24 hours.
Exp Earned on kill: 20.
Rewards: Muriox Sub-network. Planet Structure, Size: 2, +1 All resource, +1.000 defense, +400 cloak. (nothing special) Scraps for 6-12 CTP. (2 per planet)

Muriox Outer Shell. Ship Module, Size: 24, Hull +480, Defense +110. Limit, 4 per ship. Upkeep: 110 M/day/module. Active Ability: Muriox Sentient Trap. Lasts 1 month. Has a chance to lower an attacking ships Attack and Defense by 75% for 1 hour. 5 Charges/Module. Scraps for 12-24 CTP.

Mechanical Bio Enhancer. Base upgrade. Increases a bases hull by 150 and shield by 100, as well as adding 25 attack. Can not be Scrapped.


Now, i already suggested a new Drannik in this thread, but that one was for an upgrade to the ballistae, this will simply be a new elite.

Hylaroy, Drannik Enterion.
One of the most advanced ships the automatons have ever created, these are powerful weapons of war, and were recently released accidentally, when unsuspecting galactic explorers came across a Drannik outpost. They now roam the galaxy, absorbing entire worlds to replicate themselves thousands of times.
Rank 800 Extremely Rare Elite Drone
Top 4 damagers are rewarded
Share with Ranks 1.000 - 6.000
Shields: 720.000.
Hull: 440.000.
Abilities: Replicating Protocols. Passive ability that recharges shields. 2% every 5 minutes.
Drannik Powerburst. (Will sometimes lower players NPC attack by 75% for 1 hour. Removed with CC)
Drannik Amplified Powergrid. (Will sometimes increase power output to weapons, boosting its attack by 50% for 1 hour)
Attack: 38.400.
Defense: 46.800.
Cloak: 1.000.
Rewards: Enterion Core Grid, Drannik Shield Trap, Drannik Defensive Outpost.
Expires: After 12 Hours
Experience Earned on Kill: 45
Enterion Core Grid. Ship module, Size: 19, Energy +140, Shield +120. Upkeep: 225 M/day/module. Replaces Encephalon Cores. An extremely advanced Power source, used by the Drannik. Scraps for 12-24 CTP.
Drannik Defensive Outpost. Planet Structure, Size: 1, 2 Artifact, 2 Research, 1800 Defense, 300 Cloak. (1 Per planet) Scraps for 6-12 CTP.

I also think it's a shame the Dranniks don't have a Boss NPC, so here is my suggestion:

Draconian, Drannik Fortress.
We think a standard Drannik Ship starting experiencing glitches in its programming, causing it to Restructure itself when it came into contact with an anomaly somewhere in the galaxy. It then started replicating.
Extremely Rare Boss Drone
Top 10 damagers are rewarded
Share with Ranks 1200 - 8.000
Rank: 1.000.
Shields: 3.600.000.
Hull: 4.400.000.
Abilities: Drannik Separation Protocols. (Will sometimes launch a canister filled with Dark Energy at attacking ships, doing massive damage)(10-20% of shields + hull)
Draconian Protection Grid. (Will sometimes activate a set of command protocols which increases its defense output by 50%)
Draconian Power surge. (Will sometimes cause your weapons to overload, damaging them, and lowering your attack by 50% for 1 hour)
Attack: 62.000.
Defense: 58.000.
Cloak: 4.000.
Rewards: Draconian Force-Grid Barrier. Draconian Weapons Forge. Draconian Structural Energizer.
Expires: After 24 Hours.
Experience Earned on Kill: 50.
Draconian Force-Grid Barrier. Ship Module, Size: 28, Hull +320, Shields +210, Defense +120. Upkeep: 75 M/day/module. (3 per ship) Scraps for 16-32 CTP.
Draconian Weapons Forge. Planet Structure, Size: 2, +2 Artifact, +2 Mining, +1200 Attack, +800 Defense, +25% Attack. (1 per planet) Scraps for 8-16 CTP.
Draconian Structural Energizer. Artifact. Choose between: 120 Hull and 90 Shield OR 20 Attack (Tactical Officers) and 35 Defense (Helmsmen) to your ship. Scraps for 2-4 CTP.

Ok, that's all i got for now. Details are always open for discussion.


Fri Jun 07, 2013 3:28 am
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I read it, and again, these sound like awesome ideas. There will probably be people who disagree with the "Tetraformer" (yes, I realize you did that in March, I didn't see it then), but Everything else looks awesome. I am looking forward to seeing these in the game!
+Graham's number


Fri Jun 07, 2013 5:15 pm

Joined: Tue Oct 18, 2011 8:15 pm
Posts: 476
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Joseph4 wrote:
I read it, and again, these sound like awesome ideas. There will probably be people who disagree with the "Tetraformer" (yes, I realize you did that in March, I didn't see it then), but Everything else looks awesome. I am looking forward to seeing these in the game!
+Graham's number

Well, i took some time over the last week to edit things, so it may not have been there last time you read it.


Sat Jun 08, 2013 4:01 am
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