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 CTL ideas.... 
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[ Special Module - Size:30, Hull: 1000, Hull Bonus: +2% hull restoration every hour]

Requirements: 250 Durtanium Brackets, 500 Repair nanodrones, 750 Nanite swarm capsule. Limit 3 per ship.

(Insert Name)

[ Special Module - Size:30, Attack: 1000, Attack Bonus: +2%]

Requirements: 500 Ancient crystal Foci, 2500 Crimson Obelisk, 1500 Containment missiles. Limit 3 per ship.

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Last edited by Zargor on Sat Dec 22, 2012 6:55 am, edited 2 times in total.



Fri Dec 21, 2012 2:39 pm
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The first one is awesome and I would get however the other I would never get because of how many ACF's it takes.

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Fri Dec 21, 2012 3:00 pm
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How about 500 ACF's?

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Fri Dec 21, 2012 3:03 pm
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I would just about get on my knees to blow whatever legion had the auto-hull repair unlock, to get it... however, limit of 3 I believe to be too much. That is one of the drawbacks of hull stacking, is it doesn't repair.

Limit 1 seems more practical, for a simple 5% (or so) per hour sounds more reasonable. On the other hand, with some of the hull other effects, 10% passive hull regeneration is a nice rounded number.

On the weapon system, I'm not quite getting why it should have containment missiles as part of the build, when it does nothing relating to what c-missiles do.

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Fri Dec 21, 2012 10:15 pm
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I like the first one most but Only if it doesn't undissable your ship.

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Sat Dec 22, 2012 12:24 am
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Mandalore wrote:
On the weapon system, I'm not quite getting why it should have containment missiles as part of the build, when it does nothing relating to what c-missiles do.


It uses the casing/shell of the CMs to make the weapon? :D

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Sat Dec 22, 2012 4:26 am
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Mandalore wrote:
On the weapon system, I'm not quite getting why it should have containment missiles as part of the build, when it does nothing relating to what c-missiles do.


What do tachyon cylinders have to do with the build of a hypergate when the hypergate gives an extra +1 on mining, arti and res, which by the way has nothing to do with scan. There are other artis used in the lab which have nothing to do with their builds.

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Sat Dec 22, 2012 6:52 am
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I've re-done the hull repair bonus to +2% each hour. And i've even added an attack bonus % to the cannons. Now what do u guys think.

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Sat Dec 22, 2012 6:59 am
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Those I like better.

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Sat Dec 22, 2012 3:17 pm
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Defo a +1 to both these ideas... high artifact amounts needed which is always a good thing imo for limited buildables, and best of all they're not something that you could consider 50mil research spent on finding a waste.


Sat Dec 22, 2012 3:52 pm
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Pretty well thought out, not something that would be completed immediately (250 ACF's :lol: ) +1

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Sat Dec 22, 2012 7:30 pm
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Glad u all like the ideas. :) Hope Dan will put these into the game.

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Tue Jan 01, 2013 1:06 pm
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Zargor wrote:
Glad u all like the ideas. :) Hope Dan will put these into the game.

Does this count as a necro? Its been 9 days since the last comment. Im unsure how long it takes, before a post is officially dead.


Tue Jan 01, 2013 2:02 pm
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Sereomontis wrote:
Zargor wrote:
Glad u all like the ideas. :) Hope Dan will put these into the game.

Does this count as a necro? Its been 9 days since the last comment. Im unsure how long it takes, before a post is officially dead.


I'm sure it's more like a month.

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Tue Jan 01, 2013 9:11 pm
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Zargor wrote:
(Insert Name)

[ Special Module - Size:30, Hull: 1000, Hull Bonus: +2% hull restoration every hour]

Requirements: 250 Durtanium Brackets, 500 Repair nanodrones, 750 Nanite swarm capsule. Limit 3 per ship.


I'm guessing you wouldn't want this applied if you are disabled? Otherwise, someone could be continually disabled because they keep getting repaired of their own accord.

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Tue Jan 01, 2013 11:40 pm
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That's true, but in saying that a couple extra disables by players a day doesn't hurt much, the mid to high ranks don't care as much being disabled as it's a game plus the disabled stat doesn't really mean a thing, sure your rep may go down but that doesn't really mean a thing also, and if the rep does go down just bring it back up again by pvp'ing, it's mainly the low ranks that don't like being disabled and then they rage and alert for badge hits. Plus also if u think about it, it helps u earn reds quicker, and that's what people have been suggesting for ages, "A way to get reds quicker". So i still think both these ideas are awesome and so do others and so with that i hope dan see's this idea and implements it sometime.

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Fri Jan 04, 2013 1:05 pm
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Odd... I clearly remember everyone ridiculing the idea of hull regeneration last year. Maybe it just takes time for an idea to become good. :roll:

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Fri Jan 04, 2013 1:22 pm
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GrandMasterRav wrote:
Odd... I clearly remember everyone ridiculing the idea of hull regeneration last year. Maybe it just takes time for an idea to become good. :roll:


Yes i realised that before i posted this idea, but back then when people where suggesting the idea they were posting 5% to 10% increases whereas this is only 2%.

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Fri Jan 04, 2013 1:37 pm
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No more CT-lab items that can only be made a finite amount of times.

CT-Lab should be limited to infinitely usable items.

Really Dan should pull the non-infinite items and move them to a different lab.

This would slightly reduce CT-Lab research costs and make room for some more useful blueprints in it, maybe stuff that uses NPC dropped items:
Orbital Mass-Disruptor
Stryll Trap Probe
Sha'din Algorithm
Chaostatic Inhibitor
Dark Void Foci


Fri Jan 04, 2013 1:46 pm
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ODragon wrote:
No more CT-lab items that can only be made a finite amount of times.

CT-Lab should be limited to infinitely usable items.

Really Dan should pull the non-infinite items and move them to a different lab.

This would slightly reduce CT-Lab research costs and make room for some more useful blueprints in it, maybe stuff that uses NPC dropped items:
Orbital Mass-Disruptor
Stryll Trap Probe
Sha'din Algorithm
Chaostatic Inhibitor
Dark Void Foci


I get tons of those artis you just suggested going into the ctl, and i'm rank 678, imagine how much a rank 1k+ will get, they are not necessary to go into the ctl. Plus everyone wants things implemented that will take seconds to complete where's the fun in that, if Dan was to have a seperate lab for non-infinite items then it would make it easier to get ctl discoveries, The ctl is meant to be a legionwide effort and is meant to be challenging (yes some high ranks have coompleted ctl's by themselves but the amount of research they get is ridiculous lol).

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Fri Jan 04, 2013 2:03 pm
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