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 Please increase base/planet mods 
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Joined: Wed Oct 26, 2011 3:41 am
Posts: 177
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With everyone progressing over 3+ years or so, the general mods yes have received some upgrades, but overall are overshadowed by peoples stats as overtime you obtain large amount of attack/def/hull/shield that isnt due to mods.

Dan, please create another RP tier for people to research and be able to obtain:

-Base mod
35k hull mod
45k shield mod
4k defense and attack mods

^obviously increase the upkeep and maybe have something extra needed to create each item so they are slightly harder to obtain. Right now most bases can be rolled even they resist their best, have it upgraded, and been donating to base to improve it. This slight increase will make bases harder and more challenging.


-Planet mod
Increase from 1200 to 1500 for def and attack (no change in space, still 2 since planet space hasnt really changed)
Cloak to 1k (increase space to 8)
Population to 1.5k (increase space to 6)

^Above suggestions are not game breaking, not hard to implement, and will def help balance out base/planets before passives and all.

Just a suggestion, im sure someone already mentioned it.



(also rolling 20 planets a day is too funny and OP on silvers..)

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Thu Jan 02, 2014 5:38 pm
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Joined: Wed Apr 24, 2013 3:10 pm
Posts: 772
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a flat bonus will do nothing except kick the can down the road. you need something like this,

2 space
+1200 Defense AND -2% attack on target attacking ship

2 space
+1200 attack AND -5% defense on target ship

New mods need a % modifer other wise its just passing the buck.


Wed Jan 08, 2014 6:39 pm
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Joined: Sun Jan 20, 2013 8:36 pm
Posts: 129
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This is the reason why the scan increasing mods are few and far between and are met with general disgruntlement.

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Thu Jan 09, 2014 4:05 am
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Joined: Fri Dec 28, 2012 3:54 am
Posts: 988
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draxsiss wrote:
a flat bonus will do nothing except kick the can down the road. you need something like this,

2 space
+1200 Defense AND -2% attack on target attacking ship

2 space
+1200 attack AND -5% defense on target ship

New mods need a % modifer other wise its just passing the buck.
If you could just cage this effect then invade, I'm not sure how useful it would be. However, if there was a stackable effect that debuffed a ship's attack by % *as* it is invading, that might actually be interesting...

That said, a final tier that adds % buffs would actually make researched mods/structures worthwhile and is something I'd +1 all day long. Otherwise, it's all about can kicking as somebody else already said.


Fri Jan 10, 2014 6:23 pm
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