CTLII: special space 2: cost to build 10B cr, 1m e.m.(can only be built on level 8+ bases)
Battle Extender: gives one more npc slot(limit 2 per player)
50 dark void ACFs, 30 dark anti-beacons, 250 ship bots
I think we have enough NPC slots (at least until it is fixed so that they spawn from the top)he might consider fixing this or have another tab just for npc's(10 npc's and 10 enemy players)
Repair Ally: 1% chance to repair 5% of hull while attacking, and a 5% hull bonus(1/player)
500 nanodrones, 250 nanite swarms, 100 ship bots,
We already have a % hull booster. Chance to repair seems insignificant, I'd rather just use a nanoI'll rework this one later
Cloaker: adds 250 passive cloak to a planet(can’t be used on planets with 4k+ passive cloak)
5 interspacial fold generators, 25 dark pyramids, 25 positron clouders
Ummm.... no. Wastefulincrease passive cloak a bit lets say adds 500?
Hidden power: size: 1: 4 artifact, 10% cloak bonus(limit 1/planet)
100 void shells, 5 magnetosphere charger, 4 adumbrate stations
I wish... overpowered600 dark badges and having to raid 4 level 6+ bases
Quasmitate: Expands a planets size by 1 up to massive
100 ship bots, 50 tesseract containers, 2 terraformers,
This makes dan lose money from QSE's. Plus colossal planets would be everywhere in no time
Make it max at vl and only use 1 terraformer(or 2?) increase ship bots required?
Time stopper: ability that allows you to raid/hack without the use of a Time manipulator(2 hours)
500 time manipulators, 100 containment missles, 10 krionite torpedos
I cant see any problems with this
decrease the time to 1 hour or less?
Recycler: size: 5: Grants 1 t.o. for red badge aquired
500 red badges, 100 ancient crystal foci, 100 crimson obelisk
No... just no496 badges give 600 attack, an additional 784 give 360 extra attack, 1k would give 500 extra since many players have 2.5k+ kills and would probably use it. they keep the red badges after the initial 500.
Styrll informer: informs you on the traps the enemy has
10 stryll trap probes, 10 containment missles, 5 subspace seekers
This one sounds okDefender: adds 500 passive defense to a planet(can’t be used on planets with 4k+ passive defense)
50 alarm sentries, 5 gravtiv amplifiers, 2 domain walkers
Wastefulchange the walkers to 50 sentry guards
Crimson spurt: Ability: increases attack by 10% for one hour with a 20 hour cooldown(1/player)
1000 ancient crystal foci, 1000 crimson obelisk, 1000 dark void foci
No more attack buffs are needed, we already have a bunchprobably decrease the time and only certain players would want it
DM 85 Data center: upgrades an existing Dm 79 Data center doubling its production
100 spy uplink chasis, 5 shadin hypergrid networks, 4 Dm 79 Data Centers
This must be a joke... Its already a very high powered structure and you want to double it?
not very op since it provides 100 extra research on a 17x plasma and research isn't that great
Tri-phase upgrade- triples the mining/attack of a tri phase
100 phase cutter chassis, 25 warp gates, 5 tri phases
9 mining for 1 space? Overpowereddouble the bonus so 6 and you would only have a few since this one requires 5 raids of a level 5 base.
I started running out of ideas and was thinking of whether it should cost research points or e.m. to use
1. research points: same way and it gets harder as is continues
2. exotic matter: same way but 25% of the cost. 8k research point attempt= 2k e.m.