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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Mission : Exotic Blast Relays
Exotic matter can be used for a variety purposes usually, used for nullifying and absorbing harmful and dangerous energies released from weapon barrels, becuase of this exotic matter can trap and contain an enormous amount of energy. Our engineers and scientists have had some ideas on developing a Weapons Relay which can release these energies from exotic relays instantly, it will enhance ship energy transfer and weapons power enormously, we need exotic matter and complex parts to develop and construct this powerful module. In the end, it will be worth the effort
Mission requirements : Rank 250+ Risks : None Rounds : 100 , Gain 700 xp per round Completions : 1 Prequisites per round : - 200 energy - 1500 exotic matter - 15 complex parts - 4000 research points - 1000 mineral points
Rewards : Exotic Relay Blaster (module) - Size 30 , 300 attack - Enhances ship attack by 500% on npcs, consumes 100 exotic matter per "attack" - upkeep is 300 million +1 complex part - Increase energy and shield charge rate by 15 seconds as long as its installed - Consumes 1 exotic matter per second as long as its installed, (when you have no more exotic matter, it uninstalls itself) - Is not damaged when uninstalled
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Last edited by Commonwealth <TK> on Sun Apr 24, 2011 10:31 am, edited 4 times in total.
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Sun Apr 24, 2011 9:28 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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New Mission : Exotic Reactors
The Exotic Relay Blaster consumes an enormous amount of exotic matter, so much that it can only be used occasionally, however, our engineers, scientists and mineral experts believe that they can develop a reactor chamber where we can bombard matter with a exotic radiation, this convert the "standard" into exotic matter. Cuation is advised as it is very difficult to contain exotic radiation
Mission Requirements : Unlocked upon completion of of "Exotic Blast Relays" Risks : 3% Exotic radiation leak (Lose 1 deck, gain 20000 exotic matter) OR (Death of a scientist or engineer) Rounds : 70, Gain 180 xp per round Completions : 2 Prerequisites per round : - 60 energy - 1200 research points - 600 mineral points
Rewards : Exotic Reactor - Size 5, +30 energy - Doubles the amount of exotic matter pulled Mining
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Sun Apr 24, 2011 9:37 am |
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Fralo
Joined: Mon Jul 19, 2010 12:42 am Posts: 584 Location: On my Starship
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I like these, although the missions seem a bit grueling. And, the Exotic Blaster Relay is WAY too strong. It's too expensive, and 500% bonus attack? For people with say a Konqul or Drannik attack bonus, and like 5000 attack, they could one hit Korteth Carriers and Graxis Prisons. I would lower it's stats a bit.
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Sun Apr 24, 2011 3:48 pm |
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Ruairi
Joined: Tue Nov 16, 2010 3:37 am Posts: 614
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Fralo wrote: I like these, although the missions seem a bit grueling. And, the Exotic Blaster Relay is WAY too strong. It's too expensive, and 500% bonus attack? For people with say a Konqul or Drannik attack bonus, and like 5000 attack, they could one hit Korteth Carriers and Graxis Prisons. I would lower it's stats a bit. It wouldn't one shot anything due to damage caps. It would just likely ensure that you hit those caps.
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Sun Apr 24, 2011 10:04 pm |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Ruairi wrote: Fralo wrote: I like these, although the missions seem a bit grueling. And, the Exotic Blaster Relay is WAY too strong. It's too expensive, and 500% bonus attack? For people with say a Konqul or Drannik attack bonus, and like 5000 attack, they could one hit Korteth Carriers and Graxis Prisons. I would lower it's stats a bit. It wouldn't one shot anything due to damage caps. It would just likely ensure that you hit those caps. Exactly, do you have 100 exotic matter to burn off per shot?
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Sun Apr 24, 2011 11:54 pm |
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Fralo
Joined: Mon Jul 19, 2010 12:42 am Posts: 584 Location: On my Starship
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I suppose it's true. It's a good way to ditch exotic matter, but I don't think anybody really has that much exotic matter.
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Mon Apr 25, 2011 12:46 am |
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Ruairi
Joined: Tue Nov 16, 2010 3:37 am Posts: 614
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I bring in enough exotic that it would be worthwhile to have this module online for some of the tougher NPCs.
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Mon Apr 25, 2011 3:09 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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good for blasting iso runners
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Mon Apr 25, 2011 3:34 am |
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Ruairi
Joined: Tue Nov 16, 2010 3:37 am Posts: 614
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Commonwealth <TK> wrote: good for blasting iso runners Bingo.
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Mon Apr 25, 2011 3:58 am |
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