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Datatech07305
Joined: Thu May 13, 2010 10:32 am Posts: 150 Location: Sambala
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I would like to see something coming from the Collective Theory Labs that is other than blue prints. Maybe some credits, or a scan of an NPC. Maybe CTL can have something that really seem collective in purpose; players depositing RPs towards certain specialized objectives.
e.g. 1) You have made discoveries in the research of Supercollider! - Supercollider is now at 13%.
2) You have made discoveries in the study of Quantum Mechanics! - Quantum Lab is now at 13%.
3) Minor breakthrough at the Quantum Lab - +1% base research production.
4) Minor breakthrough at the Biogenetic Lab! - your earned 1 million credits.
5) Deep Space Satellite has located an alien vessel! - a new NPC is now at your battle tab.
6) Increased efficiency at the Biogenetic Lab! - 50 Cloning Pods have been deposited to the legion base. (btw, is there going to be some sort of artifact storage/market in the legion base?)
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Tue Jun 07, 2011 10:04 am |
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texs_red
Joined: Fri Nov 05, 2010 2:44 pm Posts: 55
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How about this: Planet Breaker: The planet is broken apart into innumerable pieces and becomes a Cluster planet. +1 Size, +2 Mining, -2 artifact, cannot have population structures built on it, and cannot be used on Irradiated, Demon, Sentient, Gaia, or Dyson planets. It could require some number of Processing Core Chassis, Grav-Whip Traps, and Phase Cutter Chassis plus 150 energy.
_________________ TexsRed - Lazuli Fixer Member of Champions of Time
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Tue Jun 07, 2011 2:12 pm |
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ToriLicious
Joined: Fri Mar 18, 2011 10:23 am Posts: 31
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Paradox generator would be a great addition to the collective theory lab.
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Wed Jun 08, 2011 7:20 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Unless Time Manipulators are changed back to being sendable, they should be used for something in the CT Lab as well (maybe even if they are changed back, but definitely if they aren't). Haven't thought of an artifact they could be used for yet, but something.
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Wed Jun 08, 2011 7:17 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Time Bomb (needs better name) 20 Time Manipulators 40 Disarming Bombs 30 Containment missiles
Sets all timers on an enemy ship to 60mins. Not reversible by a time manipulator.
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Wed Jun 08, 2011 7:21 pm |
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KAV
Joined: Sun Dec 19, 2010 4:53 am Posts: 30
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I was mentioning a day or so back to my legion that Dan should make some sort of race changing artifact for the CT lab figured everyone would like to change every so often and I for one can't do it more then 3 more times (I will be out then) 30 Time manips. 20 Planet time vortex. 20 Neural interfaces. 100 Energy
The time things would be to go back to your last choice and redo it and the neurals allow you to keep memory of what has happened in the universe, thus making this logically plausible.
I also wanted (before I knew about this page) to have a trap that raises the defenders stats by maybe 1000 each for 4 hours instead of trying to disarm the attacker for 30 min. or an hour. This way would allow the attacker to continue at a disadvantage or give up. mmm, choices! it might need to use some Crimson obelisks (30?), nanite swarms(10?), and grid consoles (10?). a trap shouldn't cost much as a one time effect but think of how nice it would be to come back to that boost and get revenge.
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Fri Jun 10, 2011 5:57 am |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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BlackRoseTiger wrote: Planetary Collapse: Rare Artifact
Collapses Gas Planet into a Star
Colossal becomes Super Giant Star. Very Massive becomes Blue Giant Star, Massive becomes Red Giant Star, Very Large becomes Yellow Dwarf (The Sun), Large becomes Red Dwarf Star, Average becomes a Green Dwarf Star, Small becomes a White Dwarf Star, Very Small becomes a Brown Dwarf Star, Tiny becomes a Neutron Star & Finally a Very Small becomes a Pulsar
Requires: 100 Energy Cube, 100 Tri-Matrix Emblems, 25 Terra-forming Device, 25M credits.
Planet Output Chart: Super Giant – 50x Mega Rich (would be very rare just to find a Colossal Gas) Blue Giant – 20x Mega Rich Red Giant – 10x Mega Rich Yellow Dwarf – 8x Mega Rich Red Dwarf – 6x Mega Rich Green Dwarf – 5x Mega Rich White Dwarf – 4x Mega Rich Brown Dwarf – 3x Mega Rich Neutron – 2x Mega Rich Pulsar – 1x Mega Rich Very Rare Potential for Binary Split (x2 Stars, Doubles Normal Research based on Star Size. i.e. Super Giant Binary 100x mega rich (50x mega rich on each Star)
Very Rare Potential for Super Nova/ Black Hole. Destroys Super Giant Star. Also Disables your ship for a Week. +1: Just change it to disabled for 3 days, or around that.
_________________ Inventor of Invisible SandTM
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Fri Jun 10, 2011 3:23 pm |
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Kaytrim
Joined: Sat Oct 09, 2010 1:14 am Posts: 36
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Personally I think there needs to be an adjustment to the current labs. As we add discoveries the chance for the next one gets more difficult too fast. I would suggest we decrease the difficulty based on the level of the base. I am not sure what the numbers are in the game currently but something like a 1-5% increase in chance of discovery per level of the base would be beneficial. There would need to be a cap of like 25% bonus to keep this from getting out of hand though.
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Fri Jun 10, 2011 3:27 pm |
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KAV
Joined: Sun Dec 19, 2010 4:53 am Posts: 30
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Kaytrim wrote: Personally I think there needs to be an adjustment to the current labs. As we add discoveries the chance for the next one gets more difficult too fast. I would suggest we decrease the difficulty based on the level of the base. I am not sure what the numbers are in the game currently but something like a 1-5% increase in chance of discovery per level of the base would be beneficial. There would need to be a cap of like 25% bonus to keep this from getting out of hand though. well, I agree with it getting too hard too fast but the only way I see to make things fair to new players vs those that have already found all CT lab items is to make the % change based on legion's average player ranking... but then it isnt fair to the top tier legions. If we make it easier for the higher base levels then only those able to spend the resources would benefit. instead maybe a % bonus for players under a certain rank for spending what could be 4 hours research for 1 attempt? (like me! I refuse to take 7k/hr and wait 3 hours to TRY at 1%)
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Sun Jun 12, 2011 3:04 am |
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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Flux Alarm: lasts 2-4 weeks on planet, warns like an alarm sentry but on planet being scanned. Does not alert the scanning person that it got set off.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Mon Jun 13, 2011 7:45 am |
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Hansolocal
Joined: Wed Jan 05, 2011 2:52 am Posts: 704
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Breathe of Life
50 Levongevity Serums, 50 Cloning Pods, 25 Calming Amplifiers.
Permanently increases the population of a planet by 50. Limited to two per planet.
_________________ Lords of Infinity Recruiting Minions of level 700+ Owner of Zee Infinite Mug Zee Captein
And since that fateful day, I have been at war with all traffic lights.
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Mon Jun 13, 2011 8:25 am |
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KAV
Joined: Sun Dec 19, 2010 4:53 am Posts: 30
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BinaryMan wrote: Flux Alarm: lasts 2-4 weeks on planet, warns like an alarm sentry but on planet being scanned. Does not alert the scanning person that it got set off. I like that idea, in fact I came online today with something somewhat similar in mind: a week or two week long trap that reinstates the planet location if the planet is fluxed, bear in mind that knowing someone will flux means you should have done it yourself but say you just want to keep it safe just in case someone goes after your dyson while your at work. Even with a somewhat high cost it has potential to waste an enemy flux and give you a chance to retake it with surprise from those who believed it fluxed! The odds of knowing in advance someone was after it are slim however so it would be as you say like an alarm trap, precautionary but most often useless. (cept against ranks under 100)
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Sun Jun 19, 2011 2:00 am |
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The Shinigami
Joined: Sun Jun 19, 2011 2:15 am Posts: 93 Location: Oklahoma
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i was thinking while npc farming and it got to me, what are the odds of someone attacking me while i was waiting to repair. so i thought about ways to stop them from doing so and i came up with the idea of another trap that could be usefull to those that like to npc farm. i have yet to come up with a name for it but what it does is if your hull is below 50% and you are attacked the trap will fully recharge your shields and maybe your hull if it doesnt seem to unbalanced. feel free to comment or give ides for a name or changes. 
_________________
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Sun Jun 19, 2011 2:22 am |
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Caleth
Joined: Tue May 04, 2010 5:10 am Posts: 98
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Continuity Slip Panel
100 Tachyon Cylinders, 100 dark pyramids 10-50 duratanium brackets (not sure what's fair.) energy 100
Creates a continuity slip panel that adds a permanent 100-500 hull (based on bracket cost) plus ten scan and cloak. All permanent.
I figure it's a minimal addition but over the course of several of them and several months it can add up to a few hundred scan or cloak.
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Sun Jun 19, 2011 8:26 pm |
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Frosty
Joined: Sun Dec 05, 2010 1:28 am Posts: 2
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I was thinking of a planet expander based on rarity in the CT lab
Something like: Common planets can be expanded to Average Uncommon up to Large Rare to Very Large Extremely Rare to Massive
or maybe it only works on rare or higher
Rare can be expanded to Large Extremely Rare to Very Large
Any thoughts?
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Sun Jun 19, 2011 8:56 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Frosty wrote: I was thinking of a planet expander based on rarity in the CT lab
Something like: Common planets can be expanded to Average Uncommon up to Large Rare to Very Large Extremely Rare to Massive
or maybe it only works on rare or higher
Rare can be expanded to Large Extremely Rare to Very Large
Any thoughts? Unless I'm mistaken, the only extremely rares are Gaias and Exotics, meaning that the chance of being able to make good use of this artifact is slim indeed. I would also scale it higher: Common: Large Uncommon: Very Large Rare: Massive Extremely Rare: Colossal
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Mon Jun 20, 2011 4:54 pm |
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Spleenface1997
Joined: Thu Mar 24, 2011 11:59 pm Posts: 114
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Emergency Cloaking Device
Requires Void Shell X 20 Dark pyramid X 20 Quantum Firewall Trap X 20
Grants 3 uses or the Emergency Cloaking AI
Appears in cargo stacked in 3
An attacking ship has to chance to activate your emergency cloaking device, removing you from all player's battle tabs who can see you. Prevents any offensive actions for 30 min.
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Mon Jun 20, 2011 9:22 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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Here is an idea. How about a truce effect that can't be removed by containment missiles!
_________________ 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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Tue Jun 21, 2011 12:30 pm |
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Funkycorgi
Joined: Sun Feb 20, 2011 3:39 pm Posts: 274
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thunderbolta wrote: Frosty wrote: I was thinking of a planet expander based on rarity in the CT lab
Something like: Common planets can be expanded to Average Uncommon up to Large Rare to Very Large Extremely Rare to Massive
or maybe it only works on rare or higher
Rare can be expanded to Large Extremely Rare to Very Large
Any thoughts? Unless I'm mistaken, the only extremely rares are Gaias and Exotics, meaning that the chance of being able to make good use of this artifact is slim indeed. I would also scale it higher: Common: Large Uncommon: Very Large Rare: Massive Extremely Rare: Colossal Exotics are the only planet I would personally use this on, since they can vary in size so much. I am already going to have a colossal gaia very soon, and anyone persistent enough can do the same.
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Tue Jun 21, 2011 2:24 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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zophah wrote: Here is an idea. How about a truce effect that can't be removed by containment missiles! +1
_________________ Inventor of Invisible SandTM
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Tue Jun 21, 2011 2:31 pm |
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