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 New Drannik NPC 
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Annabell wrote:
Littlefluffy wrote:
This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

It can't be as annoying as the Grivv, as it doesn't steal your energy, and doesn't require the Inner Bypass nonsense. :P

Also, as you can see below, it's actually pretty equivalent to the typical Cluster that's not debuffed, and requires the exact same amount of damage to lock.

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If it weren't immune to IMI would you support it?


I would be far less against it. I am just against new content over fixing bugs atm, so don't bother trying to win my vote.

I do want to suggest that the trap adds a +% to the planet's defenses in addition to the 5k, other wise 5k is not much of a boost tbh.

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Fri Apr 19, 2013 11:34 pm
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Since there is talk about adding in a new high-level NPC or two, I figured I'd bump this well thought-out NPC.

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Mon May 20, 2013 7:16 pm
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Still no Drannik Boss at any Rank in game. :|

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Fri Feb 14, 2014 9:48 am
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+1

the only thing I dont like is the

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Secondary Reward:
•Dark Laurels (Awards 5 Dark Badges. Estimated Drop Rate: 100%.)


at rank 1000+ around 1 in 10 NPC is a Stryll Assassin, so 5 Dark Badges from an extreamly rare boss, isnt going to make any difrence on how many Dark badges you get

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Sun Feb 23, 2014 6:10 pm
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+1.

Maybe add the selective targeting thing from the last Scruuge event though.

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Sun Feb 23, 2014 7:48 pm
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Digging though the GL archives, I present you a gem from 2011. While it is not a shared NPC, its idea is still decent; with a reward that would take a while to max out.

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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: Matched
Hull: Matched
Attack: 0
Defense: Matched
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).


Sun Feb 23, 2014 8:25 pm
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ODragon wrote:
Digging though the GL archives, I present you a gem from 2011. While it is not a shared NPC, its idea is still decent; with a reward that would take a while to max out.

Quote:
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: Matched
Hull: Matched
Attack: 0
Defense: Matched
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).


Did you quote the correct idea?

Because that idea is so so so far from decent it's laughable.

4 upgrades and the Ballistae weapons are finished... The Crimson Base NPC Kelethor sucks for the very reason that it's Schematics Upgrades have a finite use... but at least that takes like 24 upgrades.

Spy Uplink upgrades? That's probably only useful for those who need research(as idk any reason to use them on planets otherwise), and those who need research are still likely struggling to get the hundreds of spy uplinks needed for CTlab & the 3-4 other missions that require spy uplinks.


Last edited by kirkeastment on Sun Feb 23, 2014 11:03 pm, edited 1 time in total.



Sun Feb 23, 2014 10:48 pm
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Here are some good ones. Bare in mind these were from early last year, and gained zero traction.

It's actually really very sad, to go back through the suggestions forums, and realize just how many really good NPC suggestions have been made... and the last new NPC's we had were in January last year(not counting seasonal elites), and we had to put up a stink for over a year to get those.

Quote:
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.


Quote:
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.


Quote:
Okchack, Drannik Convoy
Elite / Extremely Rare
*Shareable to Ranks 800 - 5000
*Rewards Top 5 Damagers
-----------------------------------------
*Drannik Envoy - The Convoy dispatches a group of diplomats to try to agree their surrender - Causes a 25% attack reduction for 5 minutes.
*Okchack's Emission - This Vessel carries many toxic elements, which cause multiple safety issues. Causes a 75% defense reduction which lasts for the duration that this NPC is on your battle tab.
-----------------------------------------
Shield = 150000
Hull = 650000
Attack = 80000
Defense = 60000
Cloak = 2500
-----------------------------------------
Rewards:
*Drannik Embargo Trap - Planetary Trap: For 24 hours the planet is immune to enemy artifacts & grants a 2500 atk and defense boost. 50%
*Okchack Weaponry Upgrade - Upgrades a single Drannik Ballistae Ship Module by 20% to a maximum of 300%. - 25%
*Drannik Researcher Outpost - Planet Structure: Size 2: Mineral +2 Artifact +2 Research +2 Population +500.


Sun Feb 23, 2014 11:02 pm
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kirkeastment wrote:
Did you quote the correct idea?

Because that idea is so so so far from decent it's laughable.

4 upgrades and the Ballistae weapons are finished... The Crimson Base NPC Kelethor sucks for the very reason that it's Schematics Upgrades have a finite use... but at least that takes like 24 upgrades.

Spy Uplink upgrades? That's probably only useful for those who need research(as idk any reason to use them on planets otherwise), and those who need research are still likely struggling to get the hundreds of spy uplinks needed for CTlab & the 3-4 other missions that require spy uplinks.

Of course I quoted the right one. Its not laughable. Just because you don't like it doesn't make it laughable.

Unlike schematics, once you finish upgrading your ship, you can still use them on planets. Honestly, most of these upgrades should work for planets and ships, then you can use them for a long time after you've maxed out your ship.


Sun Feb 23, 2014 11:16 pm
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ODragon wrote:
kirkeastment wrote:
Did you quote the correct idea?

Because that idea is so so so far from decent it's laughable.

4 upgrades and the Ballistae weapons are finished... The Crimson Base NPC Kelethor sucks for the very reason that it's Schematics Upgrades have a finite use... but at least that takes like 24 upgrades.

Spy Uplink upgrades? That's probably only useful for those who need research(as idk any reason to use them on planets otherwise), and those who need research are still likely struggling to get the hundreds of spy uplinks needed for CTlab & the 3-4 other missions that require spy uplinks.

Of course I quoted the right one. Its not laughable. Just because you don't like it doesn't make it laughable.

Unlike schematics, once you finish upgrading your ship, you can still use them on planets. Honestly, most of these upgrades should work for planets and ships, then you can use them for a long time after you've maxed out your ship.


It's research. That alone makes the idea laughable.

The only people that are even using Spy Uplink Chassis on Planets, are those who are in desperate need of research production, or have no idea on how to build their planets correctly, or as a filler on their Col 17x Plasma's which they're trying to offload. Either way, it's still laughable.

At least the Kelethor gives a +200 cloak +1 arti structure which doubles with rift access.


Mon Feb 24, 2014 7:43 am
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kirkeastment wrote:
It's research. That alone makes the idea laughable.

The only people that are even using Spy Uplink Chassis on Planets, are those who are in desperate need of research production, or have no idea on how to build their planets correctly, or as a filler on their Col 17x Plasma's which they're trying to offload. Either way, it's still laughable.

I forgot, only content that helps older established players matters.


Mon Feb 24, 2014 9:56 am
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ODragon wrote:
kirkeastment wrote:
It's research. That alone makes the idea laughable.

The only people that are even using Spy Uplink Chassis on Planets, are those who are in desperate need of research production, or have no idea on how to build their planets correctly, or as a filler on their Col 17x Plasma's which they're trying to offload. Either way, it's still laughable.

I forgot, only content that helps older established players matters.


Bloody right.

Pardon my french, but why the heck do low rank players need more content than all of the crap we spent the last 2-3 years getting through?

When i started playing there were enough missions to get me to rank 700 or so, now there are enough missions/legion missions content to sustain a player well into their 1k+ ranks, and more are added each and every month.

Yet there is still nothing new for over a year now. Tossing 4-5 new NPC's into the pool for us every year is nothing more than an appeasement ploy to get people to shut up, glad to know for some people it worked.

By the time this new generation reaches the rank that the likes of yourself or i have reached, they won't need to worry about content because it'll be another 2-3 years down the line, and the new content will be there for them, but the likes of you or me, or the other myriad of players that have quit recently won't be playing anymore.

If we are still playing in 2-3 years time, and no new content has been released by then, then it will be for one reason, because of loyalty to your legion... A reason i maintain is the only reason any player over rank 1500 even bothers playing this game anymore, we already know there's zero reason to play above rank 2k except for loyalty to their legion.

What's wrong with Dan bringing out 10 or so mission chains for rank 1k+(as well as still having those fortnightly chains to keep the low ranked players new content going too), which might take months to complete... maybe a year or more if fleshed out in the "Daily" manner. OR Introducing 3, 4 or even 5 new races of NPC's as well as introducing newer replacement NPC's for the older defunct ones.

There was no content for rank 2k+ 2 years ago, the first new piece of content which was also available to the rank 2k crowd came in January 2013... Silthion Cluster, Attiroth, Pevreon, Grivv & after much harassment a replacement for the NPC's lost at 2200(Dark Mass Carrier). 5 new pieces of content in 2 years.

Now before anyone comes in and say... Oh, but you still get the fortnightly missions and such. This is true. But everyone who is of the appropriate minimum rank can see those, and yet they can only be completed once a day. What are people with no missions left, or no reason to NPC expected to do after that... Are we meant to just leave and do something else until base time swings around? As that's what everyone else above rank 1500 does these days.

Not all players need more content, pretty much everyone under rank 1k has still got dozens of chains to get through, so why continue to cater to everyone, when not everyone needs content right now.

Just my two cents on as to why, right now...
Quote:
only content "for" older established players matters
. If people knew this game had an "end" which it does, i very much doubt they would spend money on it, let alone invest years into the game.



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Mon Feb 24, 2014 11:08 am
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to be fair we got a few more then the 5 you mention

we did also get the 2 The Bralkir Clan NPC after the Dark Mass Carrier
•Rank 400 Bralkir Ritualist
•Rank 400 Bralkir Vicar
but you need to max the Vortov before you can summon them

5 + 2 New legion mission NPC's (Galakis Pirate, Crimson Sniper Drone, Xathe Vortex Entity, T.O. Dropship Carrier and Siladon Mine from the old legion missions + Ryelis Waste Barge and Ryelis Orbital Waste from the new legion mission)

around 10 to 15 new season NPC, that you only have acces to 3 weeks pr year
I did like the Hub-GMU3, Scruuge Base and Scruuge Vicar we got for the 2013 Scruuge event, where you could target locations

the Word from Dan was

viewtopic.php?f=2&t=39030
Quote:
Post Patches and Updates - December
The Scruuge seasonal event has begun, and will last until the end of December 26th,
As part of this release, certain seasonal enemies now have "targetable areas". These are (mostly) optional areas that can be attacked to remove certain abilities from the enemy. You will see future high-level enemies include targetable areas.


so hopefuly we will get more normal all year round NPC's like those 2

but, even if it is around 25 new NPC's in total, it doesnt realy help mutch as you have limited acces to most of them
we could easily use atleast 50+ New NPC's for rank 2000+ players to replace some of the NPC's you lose at rank 600, 1000 and 2200

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Mon Feb 24, 2014 12:41 pm
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DarkMar wrote:
to be fair we got a few more then the 5 you mention

we did also get the 2 The Bralkir Clan NPC after the Dark Mass Carrier
•Rank 400 Bralkir Ritualist
•Rank 400 Bralkir Vicar
but you need to max the Vortov before you can summon them

5 + 2 New legion mission NPC's (Galakis Pirate, Crimson Sniper Drone, Xathe Vortex Entity, T.O. Dropship Carrier and Siladon Mine from the old legion missions + Ryelis Waste Barge and Ryelis Orbital Waste from the new legion mission)

around 10 to 15 new season NPC, that you only have acces to 3 weeks pr year
I did like the Hub-GMU3, Scruuge Base and Scruuge Vicar we got for the 2013 Scruuge event, where you could target locations

the Word from Dan was

viewtopic.php?f=2&t=39030
Quote:
Post Patches and Updates - December
The Scruuge seasonal event has begun, and will last until the end of December 26th,
As part of this release, certain seasonal enemies now have "targetable areas". These are (mostly) optional areas that can be attacked to remove certain abilities from the enemy. You will see future high-level enemies include targetable areas.


so hopefuly we will get more normal all year round NPC's like those 2

but, even if it is around 25 new NPC's in total, it doesnt realy help mutch as you have limited acces to most of them
we could easily use atleast 50+ New NPC's for rank 2000+ players to replace some of the NPC's you lose at rank 600, 1000 and 2200


That's my point though. All of the examples you have are limited NPC's(and most of them shouldn't count, because they are mission related NPC's... i.e. you only see them if you get that mission, and even then only if you want to do that task).

The seasonal NPC's were pretty much for the most part all a joke. The Elite's were once again 1/10k+ NPC's killed spawnrate... The only good event was the Scruuge event, and that's because as you said, the elite was great, the new rare was great as well, add in the regular NPC drops from those scruuge uncommon's and it was a great event. A close second is the Easter event, and even then, that's just because the Elite(another 1/10k spawner) had 2 drops, one was a minor scan module and the other was a planet structure with +1 all resources +30% population.

Even if Dan does release new high level NPC's with targettable area's... there gonna be elites or Rare's which means once again you gotta whack your way through nigh on 1k NPC's to find one of them... maybe even 10k NPC's if its an ex.rare elite.

It's not gonna be 25 new NPC's(once again LM NPC's and Seasonal don't count). It's not even gonna be 10, it'll be another wave of 4-5 new NPC's. I'll be happy to be proven wrong, but i'm 99% certain based on historical evidence.

We need a wave of 15-25 new NPC's, ranging from common-ex.rare-base level, and we need them actually be accessible all year round, not just on special occasions. They all need to have some sort of drop, be it badges, minerals, new planet structures, ship modules or even some new idea for a drop... with actual decent scrap rates, rather than the pittance you get from higher levelled drops.


Mon Feb 24, 2014 2:05 pm
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kirkeastment wrote:
We need a wave of 15-25 new NPC's, ranging from common-ex.rare-base level, and we need them actually be accessible all year round, not just on special occasions. They all need to have some sort of drop, be it badges, minerals, new planet structures, ship modules or even some new idea for a drop... with actual decent scrap rates, rather than the pittance you get from higher levelled drops.


I agrey
Personaly I'm Down to

5 common
(Dark Runner, Stryll Assassin, Rogue Tech Collector, Crimson Flamehawk, Sha'din Charger)

11 Uncommon
(Blade Harvester, Mylarai Extractor, RSL Confinement Center Lazuli Harrower, Dark Trafficker, Sha'din Penetrator, Stryll Trapper, Dark Eluder, Sha'din Shockfighter, RSL Siege Cannon, Sabre Gunship)

6 Rare
(Lazuli Fabrication Plant, T.O. Troop Carrier, Sha'din Envoy, Dark Arms Carrier, Crimson Scythe, Rogue LabPod )

13 Extremely Rare
Grivv Prime, Attiroth, Lazuli Carrier, Pevreon, Dark Specialist, Kelethor, Crimson Hauler, Silthion Hybrid Cluster, XRP Warp Station, Dark Command Nexus, Sha'din Hypergrid, Sha'din Hyperport, Rethion, Lazuli Superhauler, Silthion Queen, Telarys Carrier, Rogue Experimenter

that is the only NPC's I have left, so for me even limited NPC's like the legion mission NPC's and the other NPC's I listed helps a bit......not mutch, but still bring a bit of variation to my scanner

rank 2000 = no more Dark Command Nexus, XRP Warp Station, Sha'din Hypergrid, Telarys Carrier and Rethion, Lazuli Superhauler = -5 Extremely Rare
so I'll be Down to 5 common, 11 uncommon, 6 rare and 8 Extremely Rare

at rank 2200 I'll also lose the T.O. Troop Carrier (rare), Blade Harvester (uncommon), Dark Arms Carrier (rare)
but instead I'll gain a Rank 2200 Dark Mass-Carrier (rare) instead = - 1 rare, - 1 uncommon
so I'll be Down to 5 common, 10 uncommon, 5 rare and 8 Extremely Rare

at rank 3500 it's bye bye to Pevreon, Dark Specialist and Sha'din Hyperport = - 2 Extremely Rare
so I'll be Down to 5 common, 10 uncommon, 5 rare and 6 Extremely Rare

at rank 3600 it's bye bye to Kelethor, Crimson Hauler and Grivv Prime = -2 Extremely Rare
so I'll be Down to 5 common, 10 uncommon, 5 rare and 4 Extremely Rare

at rank 3800 it's bye bye to Attiroth, Lazuli Carrier and Silthion Hybrid Cluster = -2 Extremely Rare
so I'll be Down to 5 common, 10 uncommon, 5 rare and 2 Extremely Rare

and it might be even less, as I''m not sure all the common/uncommon/rare solo NPC's will stay on scanner to rank 9999, like Lazuli Fabrication Plant and Silthion Queen do


so yes, we NEED 50+ new regular NPC that you can hit after Rank 2000

the 6 regular NPC (Grivv Prime, Attiroth, Lazuli Carrier, Pevreon, Dark Specialist, Kelethor, Crimson Hauler, Silthion Hybrid Cluster, and Dark Mass-Carrier) and around 20 limited NPC if you Count legion mission NPC, season NPC and the 2 Newv Bralkir Clan NPC) helps a bit
but what we realy need is 30 New common, 10 New Uncommon, 5 new Rare and 5 New Extremely Rare you can see 365 days pr year and you can still hit after you get to rank 2000

and they dont Realy need to be New new.....
basickly you could just use some of the Old mission NPC that come back after you go past rank 2000+
sure you need to tweak the the stats and drops to fit rank 2000+ players

Crimson Spacedock = Crimson Force-Locks
Crimson Shrieker = Crimson Phase Launcher
Crimson Operations Base = Captured Crimson Base
Drannik Databank = Drannik Databank
Tevrazon Refinery = 2 Tevrazon Gas Tanks
Mylarai Deep-Miner = Mylarai Plasma Lance
RSL Data Uplink = RSL Data Uplink
The Sha'jha Uplink = Sha'jha Link Upgrade
Tarlis Command Ship = Tarlis Barrier Cells
T.O. Council Station = T.O. Grid Barrier
T.O. Ellipsis Base = T.O. Research Core
Taltherian Border Sentry = Taltherian Sentry
Voliir Overseer = Voliir Bio-Stabilizers
Voliir Enforcer = Voliir Modulator
Broodmind Clone = Extracted Lithovoric Stem
Xecti Agent = Xecti Ensconcing Field
Ergosphere Extractor = Ergosphere Filter
Octafari Grid-Pylon = Modified Grid-Pylon
Octafari Science Vessel = Octafari Deflector

are all examples on NPC's You could easily Tweak, and put back into pool as Uncommon/rare NPC after Rank 2000+

even some basic Prejoran ships (common) that drop Prejoran Tech and Silthion Hybrid Drone (common) that drop T-plasma, and some new mission Blue prints that would alove you to use those to build new planet structures or ship modules would be nice

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Mon Feb 24, 2014 6:53 pm
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