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 The next BIG thing. 
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I like this idea, tons of ways you can go off of this. +1 from me :mrgreen:

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Thu Apr 04, 2013 10:05 pm
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+1 ! I love this concept!

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Thu Apr 04, 2013 10:08 pm
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Perhaps one idea for "Colossal" NPCs would be to actually -spawn- them rather than random encounter? Similar to the way many bosses are spawned in MMOs. You don't just go walking around on a dusty highway outside Bakersfield and say "Holy crap it's Darth Sidius!!!" ***

Perhaps you have to have unlocked a particular mission (either repeatable for each person or can only be started once for each person, but a person can join an infinite number?) in which you have to have X, Y, and Z items that are consumed to "spawn" the Colossal NPC. For instance, we are talking about an alien race from another galaxy, so to spawn "Ancient Alien Leader, Alarrius" you would need "Dead alien body", "Destroyed alien ship parts", "Alien distress beacon" ... the beacon sends a signal to the alien leader (like a trap) and the alien leader spawns ... at that point, that player can alert their legion, who can then in turn alert other legions, to take down this Colossal NPC!


That would be a new idea is having to go through different places to actually get the spawning items. Maybe one is an NPC drop (the alien body?), one could be a mission (the ship parts?), and one could be ... I dunno, something else. That way, you have to NPC AND do Missions, which means a broader spread of content rather than all NPCing or all missions?


From the Star Wars comment above:

*** Insert Star Wars Meme Here:
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Thu Apr 04, 2013 10:24 pm
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I don't image my opinion carrys much weight in the forums, but a huge +1 from me. As ours is a training Legion, I'd love to have more stuff for our members to do as a team, particularly if is started off right from the get go for low ranked new players, other than what I'm able to cobble together each week. Well thought out idea, epic in scope, and inclusive to all players.

Well played, Sir...well played.

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Thu Apr 04, 2013 10:31 pm
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Andronicus wrote:
Well played, Sir...well played.

What this guy said ^^
+10,000 from me, This would be freaking amazing
1 suggestion, if there are new and better planets for high level players in the new galaxy, also make an arti (found in the new galaxy) that allows them to abandon old crappy planets from the old galaxy, not just one to let them move their planets to the new galaxy.

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Fri Apr 05, 2013 12:03 am
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Kithsom wrote:
Andronicus wrote:
Well played, Sir...well played.

What this guy said ^^
+10,000 from me, This would be freaking amazing
1 suggestion, if there are new and better planets for high level players in the new galaxy, also make an arti (found in the new galaxy) that allows them to abandon old crappy planets from the old galaxy, not just one to let them move their planets to the new galaxy.


Most high ranking players have so many open planet slots that getting rid of older crappy ones would do nothing for them. Maybe make the cost of taking a new planet a little cheaper but still. I guess if I had said arti I would use it but to me its not as important. But that is just me. lol

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Fri Apr 05, 2013 12:15 am
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This is a great and very interesting idea +1

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Fri Apr 05, 2013 4:24 am
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SteveMcBob wrote:
Awesome813 wrote:
There should be a dueling arena also where we can fight them and people can "bet" on the fights


This would only be remotely interesting if combat consisted more than "who can click the fastest"


Everyone would have hull based on the difficulty of their opponents strength..
The player would be faces an NPC not another human..

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Fri Apr 05, 2013 10:23 am
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+1
This idea is pretty great, and would really add something new and exciting to the game.
It could lead to for example:
NPC controlled Planets / Planets taken over by NPC's.
For one, you'd now be able to scan a new class of planets, controlled by NPC's. you might have to target and kill certain NPC(s) via the planet. The planetary defense would be scaled to your rank.

One of your planets could be invaded by these new aliens, and you'd have to take it back, starting with fighting off a planetary siege, that would last, for example, 6-8 hours. during this time, you'd have to disable certain NPC's that are spawned on your BT, similar in concept to spacial entities, if you fail to get there in time, the planet would become enemy controlled. You can of course take it back, but there'd have to be certain criteria met first. there could be defending ships in orbit, that you would have to disable and such.

Now, as to how this new race would come to our Galaxy...
It could be done in a similar way to the invasion of the Ori, in the final episode of the 9th season of Stargate SG1.
They build a SuperGate, which uses a stabilized wormhole to instantaneously send matter across massive distances.
Basically, they send ships trough it and start taking over this galaxy.

Something like that could work. I don't think the concept is copy-written, so that shouldn't be a problem, just change out a few names and such.


Fri Apr 05, 2013 5:12 pm
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mojo311 wrote:
Ok guys here it is. Over the past year or so I have noticed a massive amount of missing content for low ranking players and I have noticed how much the high ranking players are effecting the game play on lower ranking players. Now this is only going to get worse and worse as time goes on. So for the past several months I have been thinking about how to fix that. I have talked to several high and low ranking players and think that I have found something that everyone in the game can enjoy and will help solve both of the problems above.

I think the game needs a story line. Something that you start working on from very nearly the very beginning. I think that this story line should start out as six or seven of the bi-weekly missions and then build from there for a very long time. I'm talking past fab plants even. This is not something that should be introduced all at once because of the scale of it but it should be worked on and put out in parts fairly quickly since we will need the high ranks to do stuff as well.

My thoughts are this. Have a galaxy wide invasion. Yes that is right. Have aliens from another galaxy near ours figure a way out to come over here and start a war with this galaxy. This could lead to many many new aspects of the game as it goes on. I would hope to see new NPC's, new arti's, new planets, new ways for legions to interact, and so on from this. Here is the story as I see it so far.

It would start out with the bi-weekly's as some new probe that is unknown to everyone in the galaxy and is made up of never before seen materials and elements has started to pop up all over the galaxy. The entire first mission would be us trying to first off find some of the probes to disable to study. Then trying to figure out where they came from and what they are for. Then we figure out they are transmitting a signal to a base ship and have to try and find that ship and so on till we figure out that they are not of this galaxy. The last mission would end with us watching as we see many more ships of their type coming in to our galaxy starting this massive war. This is where many new NPC's should come out. I'm thinking at least 2 common's, 1 uncommon, 1 rare not share able, 1 or 2 elite rares, maybe an elite ext rare, and a few boss types as well. These would be able to be seen by pretty much everyone. Now as the story grows you would have to run through a massive mission chain where each part of it unlocks at either certain ranks or after you do certain things to unlock them. Maybe even have a new tab where you can check your progress through the story and see what you need to do to unlock the next stage or maybe even one of the next stages. This should go on and on for a very long time and then once players get to around rank 4 or 5 thousand they unlock the final mission for this galaxy which is to figure out the way to finally go to the enemy's galaxy. I will go more into how I think that should work a bit later. Now to get there though I do think that one of the missions you find along your way opens up a new research chain for you to do. This research chain will focus on one thing and one thing only. To fight and study the enemy ships. The final research for it should be the galaxy jumper which will then allow you to move to their galaxy and to take the fight to them.

Now once you get to the new galaxy that is when things would get a bit difficult. I don't really know how this would all work out and think that it would be a massive project that may or may not work. However after talking with other high ranking players we came up with this. Once there you can jump back and forth from galaxy to galaxy. This may either require time to get back and forth or a new type of resource that would allow for a instant jump back. This resource should only be able to be found in the new galaxy. Once there you can still receive alerts about if your base back in the home galaxy is under attack, if your planets are under attack, and things such as that. But no NPC alerts or PVPing from players back in that galaxy. You should also still be able to receive your resources from your planets and collect them when needed. Though I think any arti's you find from the home galaxy should stay there till you go back to it. Then they are added to your cargo. Now as time goes on I think that there should be new arti's you find in the new galaxy while fighting new NPC's that would be there that would allow you to move your planets from the home galaxy to the new galaxy. Making it easier to protect them and faster to get your arti's and such. Also once your in the new galaxy I think that you should still be part of the same legion your in in the home galaxy but you would have to start a new base up. Now since this new galaxy is pretty much ran by the invading forces that attacked your galaxy you would have to start your base off much stronger then you did here. Meaning that it should cost as much as say a lvl 8 base for just the first lvl of base there. The story should not finish once their either. No this should really just be the half way point. There should be several new mission that allow you to slowly take out the enemy's of your galaxy. So pretty much this new galaxy would be a new hunting ground and at some point a new home for the high ranking players in the game. Getting them out of the old galaxy and into the new one. Now they will probably bounce back and forth a bit but if Dan builds the new galaxy to have better planets and better NPC's for the high end players I think they will try to stay in this one and try and do all their fighting and Planet scanning there.

Now about these invaders. The invaders themselves should be unlike anything we have seen here. They should be very smart and very strong. I don't have a name for them I'm sure someone or even just Dan can do that. I think that they should be very focused on planets. Making them better and that is the main reason they attacked us. They saw that many of our planets where crap and that we where not worthy to run the galaxy. So they invade us and want to improve many of the planets. Those allowing them to drop arti's that will help your planets. This would also be the reason why many of the planets in their home galaxy would be much better then the ones here.

Now things I really hope to see from this.

*A massive in depth story line with sevearl misssions that get to be very costly to do.
*Several new NPC's that players of all ranks can enjoy
*New Legion missions.
*Many new arti's.
*New resource types.
*New and better ways for legions to interact with each other to help (or maybe even hinder) during the war time.
*New planet types.
*New medals.
*New badges.
*New research for our home galaxy and then even more once we get to their's.
*New blockade NPC's.
*New allies.
*New massive NPC's. Look at my post below to see what I mean.
*More to come as I think of them. lol


That is all I can really think of right now for this idea. Please feel free to comment on this let me know what you think one way or the other. If you want to talk to me about adding more to it or what ever please PM me and we can hammer things out. Again as I said at the start this would be a massive project and should not come out all at once. That is why I have the ranks so high for when we would go to the new galaxy since it would take so long to have everything come out not to mention how long it would take to do it all. Hope to hear back from you all. Thanks.

About a year ago I thought of a very similar idea to this. I still have it saved on my computer although incomplete, if I manage to finish it I'll post it here and it might five you some inspiration for your own idea I don't know, but either way this is a massive project but I think over time it would be be very beneficial.


Fri Apr 05, 2013 5:18 pm
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Just wrote about 2k words... :)

In response to Mojo’s idea, I have an idea to propose, it does fuse several interesting ideas together, or at least I hope it does, I hope you can see, reading this the thinking behind it:
My idea is what you could call a galactic war.
The idea is much like Mojo’s idea that maybe Dan could design a new npc race, an invading race from another galaxy the same again. In this idea I’ve simply called them The Invaders.
What would happen on a date decided by Dan a new bi-weekly mission is released (similar to Mojo’s), it would be matched so the energy requirements depend on your rank, it's purpose would be solely for a storyline and no rewards would be given. Anyone could complete it with a bit of work, even very low ranking players. Basically the plot line would be a process where the pilot/ship/captain volunteers to join a galactic defense force from these invaders.

*if you don’t want to read the whole lengthy idea then right at the end there will be a section summarizing it.

There would be three main stages, which would be reinforcing, defense, then later attack, each stage in itself is a complex idea having many mini stages incorporated into it.

Stage 1: Reinforcing

This stage would be a week or two period where no attacking or defending would be done, it would basically be a chance to add defense to your planets (big hint as to what's coming next), retro-fitting your ship for war, stocking up artifacts and just generally strengthening the galaxy.
When you are retro-fitting your ship it's important to remember not just attack is important but all the attributes, scan and cloak would be much more useful than they are usually, I'll get into this more in the next slightly more exciting stage, the defense stage.
Other than normal defenses on your planets you could also have frontier defenses. What I mean by frontier defenses is that your owned planets would all be part of your territory. So you would build defenses around your territory as a whole not one individual planet, obviously the higher your rank, the more planets you have, the bigger your territory so it's matched in a way as the higher you are the more you can get but the more you will need to protect your much larger territory.
The more resources you invest in frontier defenses to protect your territory the easier the defense stage will be. The frontier defenses could be a new research tier, so the higher your research the better defenses you have but chances are you'll have more territory to protect, that and they'll cost more. frontier defenses could be drones for instance for attack, satellites (not original I know) for cloak, telescopes (better idea for these?) for scan and maybe mines for defense.
Attack: Obviously the more attack you have the more ships would be destroyed before reaching your planets.
Defense: Again the more defense you have the more enemy ships will be destroyed, but for variety's sake maybe it could be changed to that it saves you some time when they attack, giving you more time to come online and defend your planets.
Cloak: Maybe cloak would mean that you covered up some of your territory, ‘The Invaders’ would see it as smaller than it is and would therefore send less forces to attack your territory.
Scan: It would be a very important attribute as the more scan you have the more exact you are able to tell the arrival time of the enemy, time your defense, and scan will give you a more accurate estimate of the enemy's numbers/overall strength, making it easier for you to decide how much defense to add.

Maybe there would be five frontier defense slots per planet, but all would be built under the same tab, so if you had 4 planets you would have n/20 frontier defenses shown, as they are not planet specific, but cover your entire territory.

Stage 2: Defense

Part 1: NPC Attack

After the reinforcing period the invaders, at a random time, and a random date would attack every person at the same time in varying numbers depending on the size of your territory. Of course you could predict more accurately when they will come and their strength the more scan you have.
First of all is as soon as you come online, be it as the invasion happens or a few hours later. A huge horde of Invader NPC’s take over your BT.
The NPC’s would come in waves at you, progressively getting harder every wave, and you have to kill the first wave before moving on to the next and so on.
The first wave would be weak. They would of course be matched in all aspects. As would all the waves. In between every wave, there would be a grace time, a chance to catch a breath and recuperate.
The waves would possibly be something like this: (All the numbers are more or less matched to rank 500, of course Dan would work out the formulas and all of that.)

Invader Scout
The first wave of invaders is comprised of scouts, they are very weak. Their sole purpose is to gather information about the hostile ship.
Abilities: Dodge - They can completely avoid your attacks while continuing to deal you damage. Lasts for one attack per activation. (High chance, say 50%.)
Attack: 500
Defense: 500
Shield: 200
Hull: 200


Maybe a damage cap of 50 as most will be hitting it on every shot. The amount of them would be matched, there wouldn't be many of them, with their low damage cap and ability they wouldn’t pose any real challenge, basically their just a warm up. There would be a xp reward for killing them but nothing else. The second wave would be slightly tougher, decent attack and defense, decent health and a relatively small damage cap, close to stryll assassin type things.

Invader Fighter
The second wave of invaders, the fighters, are sent to swarm your ship, to soften it up a bit for the later waves.
Abilities: Kamikaze - Make a suicide run against you ship, causing you heavy damage but destroying them in the process. (Maybe a 25% chance, but only if they get below a certain number of hull.)
Attack: 2000
Defense: 2000
Shield: 2500
Hull: 3000


Damage cap of maybe 300-400. There would a LOT of these, matched again of course, but enough enough to pose a minor challenge even to high rankers owing to them being matched. Again it would only give xp and xp only. The thing about this wave and the next waves to come is that it would be more like PvP than NPC, the fighters would actually be actively attacking, not just dealing damage when attacked. So every so often you get the message: Your ship has been disabled by Invader Fighter! View Your Ship.
You would of course have to repair and they could even raid you once disabled. Traps could also be incorporated into this. For instance krios and omicrons, no halycons though. A nice feature would be if you could see the traps effects for instance NPCs would take damage from the omicrons and their attack would be debuffed to zero by krios. Another thing that could be added in is active hacking on both sides, but I think it would be more suited for stage 3. The next stage would be almost three man elite difficulty, not many of them but each one would be tough, and of course no legion alerting so basically a solo elite.

Invader Attack Vessel
The third wave of invaders, the attack vessels, are meant to seriously damage your ship, hoping to disable you, they are basically the first real attacking force in an invader fleet, hard to kill but not many of them, they are a force to be reckoned with.
Abilities: Emp Pulse - Sends out a massive shockwave of electromagnetic energy, causing disruption of several of your systems, all systems functionality decreased by 25%. (Medium chance of happening say 10%, removed by a containment cage of course.)
Attack: 4000
Defense: 4000
Shield: 10000
Hull: 7500


A high damage cap this time, maybe 600+. This wouldn't only drop xp but also a module say:

Invader Heat-Sync Cannon *insert better name here*
Size: 10
Attack: 120
Special: Attack bonus doubles when attacking an invader vessel.
Limit: 4 per ship.
Scrap for 40-60 Complex Tech Parts


On to the fourth wave, a fixed four extremely tough solo ships, maybe equal to a ten man boss. Something like this:

Invader Destroyer
It's purpose being the utter destruction and annihilation of all who oppose them.
Abilities: Launch Fighters: Launches fighters, the fighters will move into position and attack the hostile ship. (Basically you have to disable ten or so of the afore mentioned Invader fighters (wave 2), as a pose to a percent chance this would happen every five minutes or so, capping out at 100 fighters, like actually launching fighters.)
Attack: 7000
Defense: 7000
Shield: 50000
Hull: 50000


A damage cap of probably 1-2k. As you can see from the ability the faster you kill them the better. The reward would be a module of sorts. This is what I came up with:

Invader Molecular Reactor *insert better name again here*
Size: 12
Energy: 80
Limit: 4 per ship.
Scrap for 40-60 Complex Tech Parts


There is no limit as there would be a fixed number of the NPCs that dropped them. The last npc instead of just being a simple stat increase over the others is even more than that, although the other waves incorporate some kind of PvP action this guy would be like a huge online fight.

Invader General
The co-ordinator and final wave in an invader attack, it is the ship of your nightmares, it will take, dedication, skill and a dash of luck to take him down.
Abilities: Call For Reinforcements - The general calls in reinforcements from other sectors to help him. You must disable a random number of random invader ships from the first three waves to carry on your attack against the general. (5% chance to happen.)
Critical Hit - The general hits a critical system in your ship causing you to take massive damage, you are instantly disabled. (5% chance to happen.)
Crimson Obelisk - +10% attack to the ship for 30 minutes. (5% chance to happen.)
Grid Console - +10% defense to the ship for 30 minutes. (5% chance to happen.)
Disarming Bombs - The general fires disarming bombs upon your ship, reducing your attack by 10% temporarily. (5% chance to happen.)
EMP Spheres - The general fires EMP Spheres upon your ship, reducing your defense by 10% temporarily. (5% chance to happen.)
Containment Cage - Removes all negative effects active on the ship. (5% chance to happen.)
Attack: 15000
Defense: 15000
Shield: 100000
Hull: 100000


As you can see it has pretty much all the standard artis you use in a PvP fight at it’s disposal, and all would be independent of each other so all of them could potentially go off on the same attack. There would be no alerting at all[b] for any of these NPCs. For it to be worth it then it would need a good reward, I’m thinking:

Invader Defector
After seeing it’s fleet wiped out this invader ship decided if you can’t beat ‘em, join ‘em.
Attack: 200
Defense: 150
Energy: 50
Hull: 250
Scan: 100
Cloak: 150
At Rank 25: Unlocks +10 shield recharge.
At Rank 50: Unlocks + 100 energy.
At Rank 75: Unlocks Special Ability - When activated all xp gained from destroying invader ships is doubled.
(To upgrade you must disable invader ships (wave 3+).
No scrapping.


As you can see it's almost like online PvP, you are attempting to kill an enemy who has a plethora of options available to it while as already stated earlier it is constantly and actively attacking your ship. The stats are immensely high, but it can’t repair itself remember. There is no time constraint to destroying these waves as to some it could prove a challenge, as long as you are not inactive for three days then your safe. If you are inactive for three days then you are assumed to be M.I.A. and the invaders take over a portion of your territory possibly blockading half your planets (chosen randomly) and a small force is left behind to guard each one which you have to of course disable. If you just leave while still in the fight you'll keep getting attacked, disabled and raided.

Part 2: Planetary Defense

In this part of the defense stage it would utilize the earlier reinforcement stage. A massive invader fleet, again depending on what the size of your territory/it’s cloak is will attack your territory. This fleet would be comprised of waves much like the last part, which of course creates the problem that you can only have one ally reward so an extra reward would have to be thought up for every consecutive general you fight, something like:

Invader Energy Core
A massive ship like the Invader General needs a massive source of energy, a source big enough to supply a whole planet.
Size: 1
Artifact: 4
Adds an extra 5000 storage space to each resource.
Scraps for 30-40 ctp.


Again it’s a almost OP reward but remember it’s an almost OP ship you have to take down to get it. These territory defenses would work in a way that would need a lot of complicated formulas to figure out how they interact with NPCs especially with large numbers of them attacking at the same time. You wouldn’t be able to assist your planets in any way it would be solely down to your territory defenses. If (and most likely they will) they break through then they begin to split up and attack your individual planets, again cloak can hide certain planets but there would be no guarantee of hiding as with cloaking against players, cloaking would instead increase the chance[b] of going undetected. When they do attack your planets your planetary defense will come into play and work in a similar way to the way they normally do although they’ll have to be tweaked to work with large numbers of NPCs of course. If they do break through your planetary defenses, then they will set up a blockade around your planets and again you will have to fight through a series of diminished waves of say up to level 4 invaders to un-blockade them. These blockades will lower production by a 100%. If you set up your defenses well you may only get very few blockades (the calculations should be set up in a way that means at least a few of your planets get blockaded to make it more interesting) if you set them up badly you may get many planets blockaded, and if you have no defense then all your planets will get blockaded and you’ll have no production whatsoever. Once you’ve cleared all your planets there will be no more sight of the invaders for a while. So much as a couple of weeks.

Stage 3: The Offensive

At a set date after the first two stages Dan would unleash the third stage, the offensive! This is where legions really come into the fore. Each legion would have say a couple of days to get organized into a fleet. One ship would be elected as the General and the General would oversee the actions of the entire fleet. Underneath him the General would have three Captains who would report to him.
-The first captain would be in charge of scout ships. First of all let me explain that every ship in the legion is given a role and every role performs a specific task, each as important as the next. The scouting captain would be made up of however many scouts the legion decides that it needs. The best idea would be to have a few say around 5 of them and most probably the lowest rankers in the legion. They would then be asked to equip their ships completely with scan and the total number of scan of all their ships including the captain would be added up to get a ‘fleet’ scan number. This ‘fleet’ scan number is important as it decides how often an invader fleet comes up on the legion fleet’s ‘radar’. The captain’s job is basically to organize their particular sections.
- Another thing is that each legion would have their normal legion comm but there wouldbe new comms as well. The command comm a.k.a. the general and the captains’ own exclusive comm that no one else can see. And each section would have a different comm too that only they can see. The General would have access to every one of these comms at all times. This would make coordination easier between captains and their ‘troops’.
- The second captain would be in charge of the hackers or ‘specialists’. This fleet again would be comprised of a few low level members, their task is once an enemy fleet has been located they then go to hack their fleets and basically cause different effects like debuffs as common debuffs would be unavailable. This would be especially useful against generals but it will come more into the fore in what comes after battling the enemy fleets.
- The third captain would be in charge of the bulk of the fleet. These ships would be the main body of the legion and they would be tasked with battling the enemy fleets once they have been located.

Time to talk about these fleets themselves. They would be the same as previous stages, again comprised of different waves, but this time they are matched to the [b]average strength[b] of the legion. Their number would then be decided by the number of members in the legion and yes that counts for those generals too. Instead of targeting these on the usual battle tab like with previous waves, you would be able to target them through the fleet tab where the comms and such would also be located. This battle tab would be a communal battle tab. It would be the same for all members attacking and much like with elites many people could hit the same NPCs at the same time, but not to worry for any damage done past a certain point maybe to stop tagging, everyone would get the reward be it xp, module or otherwise. It may be useful to think of new rewards for some of the other NPCs whose rewards become defunct after 4. Maybe integrating the upgrade system as seen in the legion missions. The scout and hacker ships would not be able to hit any of the NPCs. Hackers would be able to debuff them but no more. The solution to this is that you can change in what section each ship is after each fleet fight, but not during as massive scan ships could just change to battle ships.

These fleets would be located by the scout ships and the cooldown period in between each ‘lock’ would be determined by the fleet scan but remember you can’t switch after you’ve locked a fleet so best to keep your biggest ships in the combat section. These fleets would be unlimited and the ‘event’ would last for say a couple of weeks before moving on to the next stage of the offensive.

This next stage would be the same as the last, with the same fleet makeup and the characteristics except this time instead of attacking fleets you’d be attacking bases. These bases would have a selection of NPCs to fight through a bit like a fighter screen but overall it’d be much like fighting legion bases but there would be no timers. The bases would be something like this, but they would be matched of course:

Invader Base
Attack: 50000
Defense: 50000
Shield: 10000000
Hull: 40000000


Now there’s four reasons the hp is so high. First of all it’s matched so not many legion will have bases as tough as this one. Secondly remember it has no timer so no pressure. Thirdly you will have hackers who can target key points and greatly weaken it. And lastly and most importantly it’s meant to be the largest challenge so far as this is the end of the event and it’s meant to take a long time to disable it. Of course for a base this size it would give rewards equally as good. The rewards like all the ones I’ve posted so far are rough and open to discussion but I’m thinking a module:

Invader Sentry
A captured sentry guarding one of the Invader’s bases.
Size: 12
Attack: 300
Defense: 600


Again maybe it could be upgradeable but that might make it too OP. Another idea is a planetary artifact:

Invader Dome
A dome that opens up to show a powerful array of defenses.
Size: 1
Defense: 2400
Cloak: 400
Population: 2500


Again maybe OP but I’ll let you guys decide on that. And lastly maybe an arti:

Increases energy recharge by 10 for 24 hours.

*Summarization:
3 stages.
First stage is reinforcement where you have the chance to build defenses on your planets including a new type of defense called territory defense. Your territory size being determined by how many planets you own.
The first part of the second stage is a massive NPC fight where there are multiple waves of increasing difficulty and the NPCs can all target and disable you like in an online PvP battle.
The second part of the second stage is a massive fleet of the same NPCs attacking your planets and setting up blockades on any not adequately defended. You will have to then defeat even more waves of NPCs in order to un-blockade them.
The first part of the third stage is forming a fleet from your legion with each member having a different role. You then start targeting enemy fleets which are matched to the strength of your legion, these NPCs are placed on a communal BT.
The second part of the third stage is the final fight with an Invader base which is extremely tough.

Please by all means comment be it good or bad.


Fri Apr 05, 2013 7:48 pm
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Epicownage:
I see you've obviously put a lot of thought into this, and its pretty much all good stuff. Though some of it is a little outdated, like only being able to have 1 ally, and the difficulty, I.E. the shield/hull/Attack/def of your enemies. Though you did say on some of them, they'd be matched, which they would have to be, otherwise, it would be, as it is now, impossible for low rankers, challenging for middle rankers, and boring for high rankers. In addition, Dan has made it clear, there will be no more recharging power for energy.
But these are all details.

I see a lot of stuff in there that would work very well together with Mojo's idea, and the game could benefit greatly from it.
Big +1 from me.


Fri Apr 05, 2013 8:58 pm
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Sereomontis wrote:
Epicownage:
I see you've obviously put a lot of thought into this, and its pretty much all good stuff. Though some of it is a little outdated, like only being able to have 1 ally, and the difficulty, I.E. the shield/hull/Attack/def of your enemies. Though you did say on some of them, they'd be matched, which they would have to be, otherwise, it would be, as it is now, impossible for low rankers, challenging for middle rankers, and boring for high rankers. In addition, Dan has made it clear, there will be no more recharging power for energy.
But these are all details.

I see a lot of stuff in there that would work very well together with Mojo's idea, and the game could benefit greatly from it.
Big +1 from me.

So many commas! :o

I got a bit confused reading that.

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Fri Apr 05, 2013 9:01 pm
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SSo, in wave one, all other npcs would be gone with only the Invaders, correct?

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Fri Apr 05, 2013 11:37 pm
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Sereomontis wrote:
Epicownage:
I see you've obviously put a lot of thought into this, and its pretty much all good stuff. Though some of it is a little outdated, like only being able to have 1 ally, and the difficulty, I.E. the shield/hull/Attack/def of your enemies. Though you did say on some of them, they'd be matched, which they would have to be, otherwise, it would be, as it is now, impossible for low rankers, challenging for middle rankers, and boring for high rankers. In addition, Dan has made it clear, there will be no more recharging power for energy.
But these are all details.

I see a lot of stuff in there that would work very well together with Mojo's idea, and the game could benefit greatly from it.
Big +1 from me.

Yeah like I said I started it a year ago and although I did edit a few things I obviously missed out on a decent bit too.

asdfgr wrote:
SSo, in wave one, all other npcs would be gone with only the Invaders, correct?

Correct, but the bi-weekly mission at the start means that joining the 'cause' is optional.


Sat Apr 06, 2013 9:38 am
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Mojo, I read your idea, and I really like it. It would bring several completely new elements to the game, as would yours, Epic. I liked your suggestion as well, but it lacks the "different galaxy" idea. It could be put in there quite easily. What I mean is that after all the fighting, there could be something like this:
"Your men are curious about these beings and their origins. They wish you to find out from whence they came. Bear in mind that this will be a long process, likely involving challenges you have never imagined before. Good luck, you are certainly going to need it."

Now, there are several different missions that you must do before you are even allowed to depart for this unknown galaxy. You first must complete four extremely difficult missions (keep in mind that all of this is scaled to current ranks, I'm using rank 215, summaries are in green):

Researching: "If you wish to be able to follow them, we will need new technologies. New and more advanced cloaking would be an excellent place to start." This mission requires you to find and disable a rare* NPC for parts which you then analyze and use in a mission.
Mission requirements: 1 "Advanced 'insert race here' Cloaking Part", rank*5 energy, 10 rounds until completion, 2 completions
Mission rewards: rank*10 experience, unlocks 2 new cloaking research trees called, "Hyperspace Masking" and "Time Distortion Fields". The description for "Hyperspace Masking", which would also give a planetary cloaking module upon completion of the first of three tiers, would be something like this: "Hyperspace Masking is the extraordinarily complicated process of detecting incoming scanning signals and instantaneously using warp fields to transport the signals into hyperspace." "Time Distortion Fields" would be similar to: "These fields employ extremely intense time distortions, sending the incoming signals to the distant past." I will leave the details of RP needed and cost to build them up to Dan.
*Perhaps 1:200 chance for 1-199, 1:350 chance of spawning for ranks 200-499, 1:500 for rank 500+. There will be linear progression for these and a new option at the beginning of the mission for a guaranteed one every x number of NPC kills, where x equals the spawn rate (Example: For a rank 200, you would get one every 350 kills). This is an idea to prevent people from being screwed over by the RNG. However, if you do this, you will not get any in the previous 350 kills. Is that clear enough?....
(2 new cloaking research trees for which NPC materials are required)

Gathering Intelligence: "It is time to use our recently acquired cloaking technology. Follow them to their hubs and determine their weak spots. If we can take out their bases, we may be able to take them on." This will be a very long mission, involving many, many fights. The reason being that there is at least a 5% chance for a fight and at most a 50% chance, based on your cloak. These fights will involve several ships from various tiers. This is not scaled for most ranks, but it is scaled up to 400. This is to allow time to research the cloaking tree. I do not know what good figures would be for this part, so somebody please help me with this part.
The mission itself will be 100 rounds long, take 5 completions, and take your rank in energy. It will reward your rank*2 in experience, and you get an "Enemy Base Location" for every completion. This artifact will allow you to instantaneously kill, say, 75 of their ships. That total will be subtracted from the total number of enemies you have to fight after you go into their galaxy. That adds up to a total of 375 fewer enemies that you have to fight. You can choose to skip this step and jump straight into the next step for one payment equivalent to your energy with relays off and reactors on.
NOTE: If you fail the last part and you do this mission again, if you are caught, it is not a fight, but you flee, and the mission is failed. You have to start the completion over. You also do not get it added to your "Missions Ended" total this time around, although you do the first time.
(chance for a fight, skippable, not scaled except for 1-400 due to limited cloak numbers)

Planning and Preparing: "The time is near for your jump into 'insert race' territory. You will need to plan for this attack, as they will be extremely difficult to defeat. Determine their weaknesses, and you may stand a chance." This would be a mission for which you need credits as well as energy. The needed credits would be rank*10,000,000. Your scientists will need money to rebuild the previously disabled ships. The mission will be 10 rounds long and take 4 completions. For the first completion, you must fight a scout for every round you do. For the second one, one from the second tier every other round. For the third, one from the third tier every 5 rounds. For the fourth, the boss from the fourth tier after all 10 rounds. You must defeat these enemies to be credited with a completion. After each completion, you will get a "'insert race' Ship Blueprint", which doubles the damage cap against a certain type of 'insert race' ship. For example, for the first completion, you would get a blueprint for the ships in the first tier. For the second completion, you would get a blueprint for the ships in the second tier. That goes on through the 4 tiers. Now, the energy requirements for this one would be rather low. I am thinking maybe rank/2 for this one, plus disabling the enemies.
(learning the weaknesses of the enemy ships, doubles damage cap against them)

The Jump: "All the mapping, researching, and planning will finally be put into effect. Some Tri-Matrix Emblems and Repair Nanodrones would not go amiss. Time to see what you are made of!" The energy cost for this one is your energy with relays off and reactors on. You will be transported to one of their main hubs, i.e. "downtown". There will be a chance for (a) ship(s) to see you based on your cloak. If you have extremely high cloak, then only a few will see you at once. If you have little to no cloak, get ready for the fight of your life, because they will be coming at you like flies on a turd (best example I could think of). Anyways, if you elected to do the "Gathering Intelligence" mission, this will be easier. There will be a massive pool of these enemies, say about 1,000, and you can eliminate 375 of them. That leaves 625 for you to kill if you did it. Either way, there will be certain percentages of tiers. I am thinking something like 5% of the total for the first tier, 70% for the second tier, 24% for the third tier, and 1% for the third tier. These percentages will still be accurate after using the "Enemy Base Location" artifacts. If you are disabed for too long, maybe 30 minutes, your ship is transported back into the old galaxy, and you will have to try it again. If you used the artifacts, you cannot use them again. However, you can choose to go back and do the scouting mission again to get them back. This time, if you are caught, you immediately flee, and it is a mission failure. You will have to start again with the first round of that completion.
(one massive energy payment and a massive fight)

That's all I have for now. Please tell me what you think, and add any revisions you can think of.
Thanks for reading!


Sat Apr 06, 2013 9:11 pm
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+1 to this idea! Would be great.

One possible suggestions for this idea is that instead of being a one way trip like all the current missions are (meaning only 1 way to do it) these new missions could have effects, like possibly on one mission you could have a choice to either confront the unknown ship and attack it or to peacefully ask it questions and board their ship.

This would give the game and mission more depth and the end result would be different such as if you chose to attack it you would possibly either chase it away or disable it and it would drop an rare arti. OR if you choose to board it peacefully you would find out more info on them and receive a gift from them.

This would then develop with 2 separate forks in the road where in one ending you end up driving the enemy into hiding and find most of their technology but due to the lack of understanding cannot use it and in the other you become their allies and receive most of their technology with the understanding of how to use it.

this would create a bigger depth of the missions and create consequences which would make the game more interesting.

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Sun Apr 07, 2013 7:07 am
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snapdragon wrote:
+1 to this idea! Would be great.

One possible suggestions for this idea is that instead of being a one way trip like all the current missions are (meaning only 1 way to do it) these new missions could have effects, like possibly on one mission you could have a choice to either confront the unknown ship and attack it or to peacefully ask it questions and board their ship.

This would give the game and mission more depth and the end result would be different such as if you chose to attack it you would possibly either chase it away or disable it and it would drop an rare arti. OR if you choose to board it peacefully you would find out more info on them and receive a gift from them.

This would then develop with 2 separate forks in the road where in one ending you end up driving the enemy into hiding and find most of their technology but due to the lack of understanding cannot use it and in the other you become their allies and receive most of their technology with the understanding of how to use it.

this would create a bigger depth of the missions and create consequences which would make the game more interesting.

So, kinda like some RPGs where there are many different ways you can go? Hmmm..... I like this. I think, however, that if you were going to do that, you would also have to have attributes that you could put points into. Your level also would not matter except for scaling reasons.


Sun Apr 07, 2013 8:33 pm
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I like many of the ideas listed here. Thanks all for your input and support.

I love the idea about picking which way to go on a mission. However I think missions like that could be unlocked by doing different things. So you have the chance to do the mission again and pick a different way to do it. Maybe be able to find an enemy base that instead of fighting it you unlock a mission that gives you three options. Then once you do one of the three the base will go away like you disabled it. Maybe also have some of them come up after you even do some PVP things. So after like 50 raids you get one and the same with hacks and such. I would even be ok with them being badge unlocked in some cases. Could even be like the old badge wheel idea that was posted here about a year ago. lol (If you want to read it let me know I will bump it its worth the necro. lol)

I will have to read through some of the longer posts here again when I got a little more time and post more on them as well. lol But from what I read I really don't see any probs with them being inserted into this idea. Though I don't like the whole mission that matches with your rank idea. Unless its one of those NPC or badge ones. I don't want anyone in the new galaxy till they are much higher ranking.

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Sun Apr 07, 2013 10:03 pm
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mojo311 wrote:
I will have to read through some of the longer posts here again when I got a little more time and post more on them as well. lol But from what I read I really don't see any probs with them being inserted into this idea. Though I don't like the whole mission that matches with your rank idea. Unless its one of those NPC or badge ones. I don't want anyone in the new galaxy till they are much higher ranking.

Ah, good point.... that would not be too good of an idea (I know it's my own idea you're referring to). Well, just start them all at 2.2k with no scaling. That wouldn't be too hard. I did this within the course of 24 hours, so I didn't really think it through. Thanks for the constructive criticism!


Sun Apr 07, 2013 10:18 pm
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