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 {base} Collective Theory Lab BP idea's 
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Joined: Tue Jun 08, 2010 3:47 pm
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Sorry I don't have any but just getting this out there so we can see what others are thinking about. :D I would love to see many new BP's come out on it and would love to see what others are thinking. Also this post is just to make it easier for everyone so we don't have to keep track of many different posts they can all be right here. Thanks.

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Tue May 10, 2011 6:05 pm
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i think we should discover most of them before making suggestions as some may already be there, does anyone have any idea how many there are, i reckon there is around 10 of them so far

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Tue May 10, 2011 9:18 pm
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I want temporal flux to be a formula in CT. Its a big waste of energy.

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Tue May 10, 2011 9:20 pm
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it would be useful, but if it was in there it would probably cost purgers or something like that

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Tue May 10, 2011 9:22 pm
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Keep the ideas coming :)

Don't worry if you think it may already be added.


Tue May 10, 2011 9:24 pm
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how about something similar to the Recondite Intruder, but costs dark void foci and reduces an NPCs attack instead

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Tue May 10, 2011 9:35 pm
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I have lots of calming amps.... but they are pretty useless right now how about making something that would make them more effective and really worrpth using.

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Tue May 10, 2011 9:48 pm
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Right now, Collective Theory Lab seems to only (from what is posted) for the uber level with lots and lots of artifacts. I see nothing wrong with that but lower-mid levels (who work hard) can get one of these installed and for them, they will see very little return.

Maybe CTLab could be split into multiple tiers? A lower tier starting at 500 RP and doubling every change. They would be easier to find (say 10-20% chance to find), wouldn't take huge amounts of items and would be mostly upgrades of modules we have now.

Drannik Power Core Mark 2:
Requirement: 10 Drannik Power Core (or 10 Encephalon Cores) + 50 energy.
Reward: Mark 2 Drannik Power Core (1.5 energy of the Mark 1 at Mark 1's space)

So a Drannik Power Core Mark 2 would be 75 energy/space 10 and a Encephalon Core Mark 2 would be 105 energy/space 12.

Other items that might work, Vortel/Korteth plating, Prey Trackers, etc.

None of these Mark 2s would not be game shattering but give people on the lower food chains things to do with their items (besides destroy them for complex parts).


Tue May 10, 2011 10:03 pm
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i would like to see new modules based off NPC tech gained through the base. because of the upgrades in tech from NPCs, the cost of the base npc modules can be double the cost of the advanced npc modules. like-

Drannik Energy Swarm- 500 defense, 500 energy (requires 250 Drannik Swarm Traps, 500 Drannik Power Cores OR 250 Encephalon Cores, and complex tech)

stuff like that for each type of npc modules

Stryll Hologrid- 1000 scan (requires a mixture of stryll scanners, trap probes, and seekers, and complex tech)

Synthetic Silthion Hive- 250 attack, 250 defense, 350 energy, 250 invasion attack (requires vescicles, ultricles, and plasmahubs, and complex tech)

etc... cant think of names and stuff for em right now.

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Wed May 11, 2011 1:04 am
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Vekno wrote:
i would like to see new modules based off NPC tech gained through the base. because of the upgrades in tech from NPCs, the cost of the base npc modules can be double the cost of the advanced npc modules. like-

Drannik Energy Swarm- 500 defense, 500 energy (requires 250 Drannik Swarm Traps, 500 Drannik Power Cores OR 250 Encephalon Cores, and complex tech)

stuff like that for each type of npc modules

Stryll Hologrid- 1000 scan (requires a mixture of stryll scanners, trap probes, and seekers, and complex tech)

Synthetic Silthion Hive- 250 attack, 250 defense, 350 energy, 250 invasion attack (requires vescicles, ultricles, and plasmahubs, and complex tech)

etc... cant think of names and stuff for em right now.



I like where some of this is going but for one I can't get some of these things any more and I know others can't so that would be usless. Also 500 power cores!?! That is a lot even for me. lol Just saying. No I like things that are pretty much original in and of them selfs. Like many of the things that he has come up with so far.

maybe something else can be like a trap that when triggered does 50% damage of the enemy's total hull to them. Have it cost, 30 Thetacron Mine Trap's, 100 Omicron Mine Trap's, and 100 energy or something.

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Wed May 11, 2011 1:31 am
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A few more that I just thought of. Planet artifact, Size 1: research 4, minerals -2 (can't be built on gas worlds) limit one a world.
Cost to get: 50 Alien Data Disk's; 50 Spy Uplink Chassis's; 150 energy.

Planet artifact (not a building); permanently increases the available artifact resources on a planet by one and gives a passive cloak of 50.
Cost to get: 50 Space Elevator Chassis's; 50 Void Shell's; 250 energy.

I'll post more if I think of more let me know what you think. :D

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Wed May 11, 2011 1:49 am
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Spacedust drive: Allows you to collect space dust to help power your ship, the the gear to use it weakens your hull a little. (It would increase your max energy, your recharge rate, but lower your hull by a small % (1-3%).

Cargohold: A module that you can install on your ship that increases your cargo space by a %. To help contain the extra space it uses a constant amount of energy (to help maintain force fields and containment units).

Brig: Holds a small number of prisoners from battle with anything (NPCs, player ships, and invasions). Can only hold a small amount (up to the standard captured prisoners artifact. The chance of gaining one in a battle is small (0.5-2%). Ship gains the ability to release them (or gains the ability to form the artifact once the brig is full).

Planet Purger AI: This artifact gives you the ability to from a small menu the abilty to automatically remove a planet from your scan list once a month. Once activated it can only be changed on what it can remove (it would automatically randomly pick a new type once it runs out of targets). It functions once every two weeks with either size or resource level to pick).

Exotic Drill: A simple planetary building that adds mining, plus some small amount of attack and defense. Could also have the ability to be fed exotic matter to improve invasion defense by 5% (or more) for 6 hours or so.

Planetary Defense Net: This planet building gives all planets with it on it, a small cloak and defense boost (.01% for each one you have on a planet). Though there is a chance that if one planet is hacked they could find all in the network.

Colony Evacuation Ship: a trully costly artifact to build, needing purgers, complex parts, just to name a few things (stuff needed to build a ship to move everyone off a planet).

World City builder: Converts any planet in a city world (Ecumenopolis), adding benefits to the planet for the planet type.

Planet Strip Miner: Converts a planet into a barrion planet, reducing it is size by 3, resources by 6 (sparse being the lowest). In return you get a massive boost in minerals and artifacts (1k at least per resource level removed.

Eitherworld Converter: Converts a planet into a living one, well kind of as it has large tentacles coming from the surface.

Powercell: Increases a ships max power by a small amount, but a ship can have a lot of them. (Might instead store some power for a later date as a battery, power must be manualy stored into the power cells, and taking the power out costs some energy.


Ill try and come up with more later.


Wed May 11, 2011 2:41 am
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Any and all of my creations can work!
I have a full list of modules, two 4-part sagas, 3 more mission chains, and even 2 more NPC organizations on top of that.
Take your pick! :mrgreen:

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Wed May 11, 2011 11:50 am
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Dimensional Rift Transporter

(20) Planetary Time Vortex, (20) Unstable Wormhole Emitter, (20) Void Shell

Removes all other scans from target planet and adds 200 passive cloak.


Wed May 11, 2011 12:10 pm
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Iolo1 wrote:
Dimensional Rift Transporter

(20) Planetary Time Vortex, (20) Unstable Wormhole Emitter, (20) Void Shell

Removes all other scans from target planet and adds 200 passive cloak.


To cheap for a buffed up flux. They would need to be closer to 50 of each artifacts.

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Wed May 11, 2011 12:22 pm
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mojo311 wrote:
Iolo1 wrote:
Dimensional Rift Transporter

(20) Planetary Time Vortex, (20) Unstable Wormhole Emitter, (20) Void Shell

Removes all other scans from target planet and adds 200 passive cloak.


To cheap for a buffed up flux. They would need to be closer to 50 of each artifacts.


Yeah, that or add maybe a two day timer similar to the Flux Orb. It's the germ of an idea.


Wed May 11, 2011 12:39 pm
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On the flip side:

(XX)Flux Probe + (XX)Continuum Beacon + (XX)Subspace Seeker = Deep Flux Beacon

Returns the most recently fluxed planet back to your scan list.


Too awesome?


Wed May 11, 2011 12:52 pm
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terraforming station: planetary structure size 1. Increases all resource availability by one step.

probably have it cost like 20 of each Processing Core Chassis, Relay Tower Chassis, Refining Lab Chassis, and 5 Mylarai Build Extractor


Wed May 11, 2011 12:57 pm
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Sentry Monitoring System: planetary ability cooldown 48 hours can be used on any legion or personal planet. Boosts planetary defense and attack by 30% for 24 hours. Costs 30 energy to activate.

costs 200 sentry guards, 200 shield sentries and 100 alarm sentries.


Wed May 11, 2011 1:13 pm
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Stargate Chassis- size 4, Artifact 3, Research 3, Mining 3, Invasion Defense 300 (requires Warp Gates, Unstable Wormhole Emitters, and Planetary Time Vortexes)

Lumbricus Extraterrestris Egg- Transforms planet into spaceworm nest, increasing all passive defenses by 7500. Cannot be used on metallics, gas, or dysons. (requires Engineered Viruses, Cloning Pods, Planetary Time Vortexes)

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