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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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Biodome: 300 pop, +2 research, +2 artifact
A biodome is a self contained ecosystem. Which might contain rare types of plants and animals.
Recomened requirements to make:
Cloning Pods, Longevity Serum, and Space Elevator.
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Mon May 16, 2011 2:41 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Redlaw wrote: Biodome: 300 pop, +2 research, +2 artifact
A biodome is a self contained ecosystem. Which might contain rare types of plants and animals.
Recomened requirements to make:
Cloning Pods, Longevity Serum, and Space Elevator. Darn it! Now I have to make some other idea for my next mission chain! Oh wait... mine's a module instead of a building... nevermind! 
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Mon May 16, 2011 3:27 pm |
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JoshFFuller
Joined: Mon Sep 20, 2010 2:22 am Posts: 910 Location: USA
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personally I'd love to see all the mission artifacts or limited time artifacts go in for consideration. Mass melters were nice and with the rarity or discovering that artifacts and the cost, I doubt they'd be abused.
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Mon May 16, 2011 7:44 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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Ide really like an item that works like a Containment Missle/Cage on a planet for a lab discovery like it might cost Containment Missle's(20), Ion Storm Charge(30), 100 energy. That would be the containment missle for a planet. Containment Cage(20), Ion Repulser Charge(30), 100 energy. Containment Cage for a planet  Im sure everyone will agree with this idea because hasnt everyone wanted it?
Last edited by Joshball98 on Mon May 16, 2011 10:03 pm, edited 1 time in total.
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Mon May 16, 2011 10:01 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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Redlaw wrote: Biodome: 300 pop, +2 research, +2 artifact
A biodome is a self contained ecosystem. Which might contain rare types of plants and animals.
Recomened requirements to make:
Cloning Pods, Longevity Serum, and Space Elevator. i would say Cloning Pods(20),Longevity Serum(20,Space Elevator(20). ?
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Mon May 16, 2011 10:02 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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BlackRoseTiger wrote: 235drew wrote: Quote: Requires: 100 Energy Cube, 100 Tri-Matrix Emblems, 25 Terra-forming Device, 25M credits. Thats just not worth it, that is 200 energy refills, needs something else for the requirments Quote: Very Rare Potential for Super Nova/ Black Hole. Destroys Super Giant Star. Also Disables your ship for a Week. this should not be included other than that I like it The requirements could be scaled to star size. That could be the requirements for Super Giant Stars only. Only high ranking people would be able to even attempt at making that size. (Rank 500+) Besides the fact that you would have to be very high rank to find a colossal gas planet in the first place. The chance for it to go supernova would be even rarer. 1 out of ever 100 or so, And if it did go supernova it would take at least a week for you repair your ship. (If you even survived.) My reasoning behind this is finding a super giant star is a very rare event (only 2 have been found that I know of) And for you to find 2 super giant stars in a binary formation would be the rarest of them all (hence the doubling of 50x mega rich) 1 out of every 1000 times you manage to find a super giant star. The payoff would HAVE to be exponentially harder. That is too good and to great of risk/pay
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Mon May 16, 2011 10:08 pm |
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BlackRoseTiger
Joined: Thu Jan 20, 2011 9:15 pm Posts: 6
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[/quote] That is too good and to great of risk/pay[/quote]
Like I said it'd be a RARE artifact. Not too many people would have them. It'd be up to the person that did have them whether the risk/reward would be worth it. And there would be a rank requirement to even be eligible to get it. The requirements/payoff can also be changed. I just want to stress how rare having one would be. The current "rare" planets are very common, Stars wouldn't be.
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Tue May 17, 2011 1:20 am |
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Caleth
Joined: Tue May 04, 2010 5:10 am Posts: 98
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JoshFFuller wrote: personally I'd love to see all the mission artifacts or limited time artifacts go in for consideration. Mass melters were nice and with the rarity or discovering that artifacts and the cost, I doubt they'd be abused. Can't +1 this idea enough. If Dan is worried about keeping it rare make the recipe require a terraformer.
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Tue May 17, 2011 1:33 am |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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That is too good and to great of risk/pay[/quote] Like I said it'd be a RARE artifact. Not too many people would have them. It'd be up to the person that did have them whether the risk/reward would be worth it. And there would be a rank requirement to even be eligible to get it. The requirements/payoff can also be changed. I just want to stress how rare having one would be. The current "rare" planets are very common, Stars wouldn't be.[/quote] No the Cubes/Tri Matrixes should be changed. No matter what no artifact unless its the best artifact that grants you all research tiers and fills your mining and artifact up completed all missions in your missions tab at current time. Thats an artifact i would pay 500 Energy cubes and trimatrixes. But 100 for that? NOT A CHANCE.
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Tue May 17, 2011 1:36 am |
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Razorback
Joined: Sat Sep 18, 2010 9:25 pm Posts: 570
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'Bloodhound' Deep Space Probe Effect: +X% bonus to find uncommon, rare, and ultra rare NPC's for Y hours Requirements: All three AP scan artifacts (Subspace Seeker, Tachyon Cylinder, Continumm Beacon) x25.
Without knowing Dan's behind-the-curtain data and odds, it's hard to put a fair finger on what the variables X and Y should be.
_________________ Razorback Officer, Error 404
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Tue May 17, 2011 1:47 pm |
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paulfrick
Joined: Sun Jul 18, 2010 10:26 pm Posts: 363
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25 Ship-Bots, 50 Durtanium Brackets, 100 Repair Drones.
Randomly adds one slot to the maximum number of modules a ship is allowed to hold (+1 weapon slot, +1 shield slot, +1 jammer slot, etc). Does not work for energy slots.
_________________ "Nice people tend to think everyone is nice."
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Tue May 17, 2011 2:16 pm |
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paulfrick
Joined: Sun Jul 18, 2010 10:26 pm Posts: 363
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5 Shield Restores, 5 Repair Drones, 5 Calming Amplifiers, 20 Energy.
Creates a trap than when set off, restores all hull and shields to the ship under attack.
_________________ "Nice people tend to think everyone is nice."
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Tue May 17, 2011 2:54 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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paulfrick wrote: 5 Shield Restores, 5 Repair Drones, 5 Calming Amplifiers, 20 Energy.
Creates a trap than when set off, restores all hull and shields to the ship under attack. I like this one except maybe more resources needed to make it. Shield restores+repair drones are rather common, so it should require a large amount. There is also the problem that this could trigger on first attack, so make it when health drops below 20% from an enemy attack.
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Tue May 17, 2011 5:38 pm |
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paulfrick
Joined: Sun Jul 18, 2010 10:26 pm Posts: 363
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I purposely kept the cost low because it is only a trap. It isn't something that has an everlasting benefit.
_________________ "Nice people tend to think everyone is nice."
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Tue May 17, 2011 5:41 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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Its got an ok Benifit, so 25 of each would be fair 
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Tue May 17, 2011 10:00 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Joshball98 wrote: Its got an ok Benifit, so 25 of each would be fair  sounds about right
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Wed May 18, 2011 5:21 pm |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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how about a stealth emitter trap. req 20 haclogen traps 20 dark pyramids, and 20 flares to create one
Affect would boost the defensive players defense by 60%. Adds a defensive cloaking shield that makes scanning impossible on targeted ship for 2hr raising their defense by 60%. and lowering the attackers scanning powers by 40% for 2 hrs.
_________________ as always Semper Fidelis (CPL USMC)
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Wed May 18, 2011 5:29 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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paulfrick wrote: 5 Shield Restores, 5 Repair Drones, 5 Calming Amplifiers, 20 Energy.
Creates a trap than when set off, restores all hull and shields to the ship under attack. thunderbolta wrote: Joshball98 wrote: Its got an ok Benifit, so 25 of each would be fair  sounds about right 5 sounds a lot better; I can't imagine giving up 25 repairs for 1, even if it's at a more opportune time.
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Wed May 18, 2011 5:37 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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paulfrick wrote: 25 Ship-Bots, 50 Durtanium Brackets, 100 Repair Drones.
Randomly adds one slot to the maximum number of modules a ship is allowed to hold (+1 weapon slot, +1 shield slot, +1 jammer slot, etc). Does not work for energy slots. I like this one, though I think it probably shouldn't apply to scanners either; that would even more through off the imbalance of cloaking planets.
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Wed May 18, 2011 5:38 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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repair nano drones are common, i get one almost every day, so 25 isnt much.
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Wed May 18, 2011 5:49 pm |
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