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 Spyders' Ideas for New Game Features (Artifacts, Races, etc) 
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Joined: Tue Jun 21, 2011 6:32 pm
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Here's is a list of all the ideas that I have ever had, which I will continue to update.

Battle Artifacts:
Drannik Tracking Drone:
Attaches itself to the hull of a NPC ship, sending a faint signal to your ship's sensors at all times.
Allows you to keep the targeted NPC in your battle tab for 50% longer.
Dropped by Drannik NPCs.
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Hyper Frequency Chip:
Switches your scans to a different frequency, allowing them to find new ships.
COMPLETELY refreshes the battle tab, removing ALL NPCs (except those shared with you) AND other player's ships.
Dropped by Sha'din NPCs.
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Unwanted Helpbot:
This will repair your ship whether you want it or not...
Repairs a disabled player with 1/2 their hull. Can only be used on someone who has performed an offensive action against you. Only one may be used on the target every 8 hours.
Dropped by Drannik NPCs? (they are rogue drones afterall)
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Dysfunctional Nano drones
These were defective models of Repair Nanodrones, but someone has found a use for them...
Deals damage directly to target's hull. Damage scales with target's rank. Can only be used as your FIRST attack on the player, and damage is dealt directly to the hull.
Dropped by Laluzi NPCs (they're the engineers aren't they?)
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RSL Power foci
Adds 7.5% to attack power for 2 hours. Cannot be removed by effects. Stacks with Crimson Obelisk and Ancient crystal foci.
Occasionally dropped by RSL siege cannon (to account for the 50 RP you get for a LOT of work otherwise).
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Ship Modules
Drone fleet bay
Size 30 Attack 150 defence 150, limit 2/ship
CT lab: 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards
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Void Manipulation Core
Size 20 cloak 40, decreases raid and hack cooldown by 30 seconds. Limit 2/ship.
CT lab: 200 void shells, 100 Time manipulators and 5 Drannik Power Cores.
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Aura of Rage
Removes all pacification effects on your ship and prevents you from being pacified for 2 hours.
Artifact draw for a bit more than a null?
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Badge Artifacts
L.A.S.E.R (Light amplifying spacial extermination redoubt)
80 Red badges
Constructs a L.A.S.E.R on the planet (limit 1 per planet)
(size 1) Gives a bonus of 2000 attack to the planet.
Bonus doubles if NO defences (including invasion defences and passive bonuses) are present on the planet.
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Dominion Flash
5 red badges
Temporarily disables up 5 defensive modules on the enemy ship.
Enemy ship MUST have all the shields removed before this can be used.
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Hired Mercenaries
5 yellow badges
Increases your raiding crew size by 25% for 4 hours.
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Bridge Defensive Lasers
50 Yellow badges
Small lasers which are located in the bridge of the ship.
Ship module, size 10, attack +10 and defence +20, Count as 50 crew each for raid defence. limit 4 per ship.
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Hypersonic Armoury
40 blue and 40 yellow badges
Ship module, size 12, +10% raid defence and attack FROM CREW, +25 attack and defence
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Kidnapping Crew
10 Yellow badges
The effect lasts for 30 minutes.
Should you fail a raid, the kidnapping crew dies.
Adds 10 to your raid crew size, and if the raid is successful you will kidnap one of the targeted ship's crew. Now (one of the following 2, which'd be better?)
1)They will appear in the cargo, and can be put to work on your crew. (the game randomly chooses which type of crew you get. The target LOSES the crew member
2)You get a "captured prisoner" in your cargo, who you can release for 1 rank point OR Ransom for xxxxxxxx Credits. No ill effect on target
You can only kidnap from a single ship once every 8 hours.
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Space Marine Barracks
15 green badges
A place where stormtroopers are cloned and trained, ready to invade.
Ship module, size 20, Attack+75, Raid crew size +75, Attack Bonus triples when invading a planet. Limit 2 per ship.
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Sabotage Bomb
1 green badge
When dropped on a planet, temporarily disables 1 selected, non-production structure for 24 hours.
Limit 1 use every 24 hours, and only one may affect a planet at any given time. Also, the targeted structure cannot be removed while it is disabled
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Firewall package
10 Blue badges
Permanently increases your ship's scan and cloak by 5
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Counter-attack mainframe
160 blue badges
Ship module, size 20, gives + 20 scan and cloak, gives a passive 5% chance to counter-hack for free. Limit 1/2 per ship?
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Computer cooling systems
100 blue badges
Reduces the energy cost of hacking by 1, and reduces the success cooldown timer by 150s. Limit 2/ship (giving 1 hack every 10 minutes and 3 energy/hack)
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Superfood Storage facility
75 yellow badges
Reduces the energy cost of raiding by 1, and reduces the success cooldown timer by 150s. Limit 2/ship (giving 1 raid every 10 minutes and 3 energy/raid)
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Energy Blaster
30 green badges
Gives the ability "energy blast". costs 500 energy. Instantly halves a planet's population. Usable once every 8 hours.
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9V battery
5 blue and yellow badges
Permanently increases max energy by 10.
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Thetacron Bomb Storage Unit
64 silver badges
Ship module, size 20, limit 1/ship
Gives the ability "bombardment", which delivers a flat rate of damage to an enemy base's hull. Can be used once every 24 hours.

The damage calculation is (something like):
Base level cubed*100
This gives:
Level 2 = 800 damage
Level 3 = 2700 damage
Level 4 = 6400 damage
Level 5 = 12500 damage
Level 6 = 21600 damage
Level 7 = 34300 damage

The damage is applied Directly to the base's hull, and isn't affected by any defensive modules.
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Thrust Charge Unit.
48 Silver badges.
Ship module, size 20, limit 3/ship
Provides a 10% chance to only take 1/3 of the damage you would normally have taken against an enemy base.
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Planet Artifacts
Planetary distress beacon:
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Rare NPC drop?
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Vortex Disperser:
Can be used to negate the effect of a planet vortex deflector on a planet you currently own. only one can be used on a planet in a 24 hour period.
Very rare NPC drop OR CT lab creation for 25 planetary time vortexes and 25 planet vortex deflectors.
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Quantum Planetary Blast
Reduces planet attack and defence by 20%, ignores planet vortex deflectors.
CT lab: 25 Ion Storms, 25 Quantum Flares, 25 Containment Missiles.
(credit to Thundabolta for balancing)
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Planet Transferrance certificate.
Allows you to give one of your planets to someone else, with their consent, if they have a free planet slot. Cannot be used on mission planets. When the planet is transferred, all structures on it are lost. Only one may be used every 14 days, and you may only receive one planet every 28 days.
EXTREMELY rare NPC drop for high ranks.
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NPCs
Zolazin Raiding Vessel
These massive, silent ships are used by the Zolazin for hit-and-run thefts, meaning that they have very high attack power and are heavily shielded and cloaked.

Rank: 150
Shields: 80,000
Hull: 40,000
Ability: Stealth Strike - 10% chance for the Vessel's attack power to double and Damage recieved to half for 1 attack.
Attack: 1500
Defence: 800
Cloak: 200
Rewards top 10 damagers
Shareable Ranks 100 - 600

Drops:
Engine Silencer
Ship Module: Size 12, Attack 50, Cloak 50 Limit 2/ship
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Sha'din Distress Predator:
This sha'din hunter masquerades as a rescue ship, scanning for distress signals. Once it locks onto one, it gets in close, the crew boards the ship, and takes anyone important as a hostage, killing the rest.

Uncommon
Rank: Matched, starts at rank 300, with:
Shields: 5000
Hull: 2000
Attack: 5000
Defence: 3000
Cloak: 100
Ability: Engine Jammer - chance to halve attacker's defence for 30 minutes
Expires after 24 hours

Drops:
50% chance to drop 5 Political Favour
50% Chance to drop Intergalactic Dignitary, who can either:
Give you 5 rank points OR
Reveal the location of a random, unoccupied, uncommon or better planet. (some balancing may be needed here)
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Missions
Combat Training:
Ungrey requirements: Rank 100, 50 PvP kills. This mission will be non-terminating, but you will need 25 more PvP kills than last time to un-grey it again.
(Race), Your fighting skills are very good, as is proven by your record in the field. However, recently we have noticed you have been using our repair bay a lot. You need to sharpen your skills...

Reward per completion: heightened combat senses: give +10% attack and defence for a week. cannot be removed. Stacks with other artifacts.
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Harnessing the Singularity (Follow on mission to Investigating a black hole)
Using your findings, our scientists may have found a way to harness the sheer gravitational pull of black holes to reduce energy loss. Assist them with gathering more data and constructing a prototype.

Risks per round: Singularity pull (additional energy loss)
Two completions.
Reward on Completion: Ship module: Dark Void Power Generator
Size 20, +20 Energy capacity, -40 energy loss from relays
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Trade Embargo (follow on mission to Disrupt Trade Route)
Our efforts to disrupt our enemies' trade routes have only caused them minor problems. They are still receiving more than enough resources to keep attacking us. We must stop this at the source. Follow one of their trade frigates to their base, and form a blockade. Don't let a single ship leave.

Risks per round: return fire (mid chance for mid damage), Trade ship escapes (small chance, mission failure)
Chance to earn: Mass storage pod or Tessarect container (low chance).
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Trade Clearance
Ungrey requirements: Rank xxx
As a result our recent large scale battle with the rogue science league, the space near to our trade centre in sector T has become very dangerous due to all the debris that is floating around. The merchants will pay you very well if you clear the space for them. You may also keep anything that you happen to find.

Risks: Collision with space debris (minor damage), Damaged Weapon Malfunction (high damage), Damage to trade ship (costs you xxxxx credits).
Chance to find: CTP (1-5), damaged experiment (minor RP), Reactivated ship (random RSL uncommon or better ship appears on your BT).

Rewards on completion: xxxxx Credits, Merchant's reward (artifact which grants 4 hours of EITHER artifact or mineral production)
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Mission chain

Meteor Defences (follow on mission to Prevent Meteor Impact)
If it wasn't for your timely actions, we would have lost several valuable colonies. However, a greater challenge is ahead of us. Our scientists predict there will be a huge meteor storm in Sector M soon. The meteors you destroyed were only the start. Help us to develop some effective defences.

5-10 completions?
Reward on Completion: C.O.M.E.T (counter obliteration meteorite extermination turret)
Planet structure, Size 1, adds 100 defence and 5% attack bonus. Limit 1/planet
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Unintentional Benefits:
Intergalactic merchants are currently searching for a rare form of mineral known as astrodon. Initial analysis of the early meteors shows that their cores are in fact very rich in this mineral. We must not pass up this opportunity - help us develop a way to collect the debris from the meteors we will have to destroy.

Two completions
Reward on Completion: Ship module: Space dust Vacuum (on completion)
Size 10, +20 scan, +5% mining production to the planet you are currently guarding.
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Taking Care of the Competition...
With our vacuums complete, we are ready to take full advantage of the meteor storm. However, some of our rivals have heard of our plans to collect the debris. Give them a friendly "Warning" to stay away, or else.

Risks: Return fire (minor damage), diplomatic problems (small chance of mission failure)

5 completions?
Reward on Completion: Battle with astro-miner (matched ship, drops mineral hold which grants 8 hours of mineral production)
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Reaping the Rewards
The storm has started, as predicted, and with no competition there will be a LOT of minerals to gather. Keep an eye out for the astrodon cores - one merchant claims he can fashion something special out of it if he gets enough, for a small fee of course.

Risks: Stray asteroid (heavy damage)
One completion
Astrodon infused phaser (on completion)
Ship module, size 10, attack 40. Bonus doubles when invading. Bonus Triples when mining is the most abundant resource (including joint most abundant) on the target planet.
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Playable Races

Infernites
These fiery creatures of destruction arise from the cores of the tortured, daemonic worlds, eager for war. They were imprisoned long ago, but have somehow broken free, and will stop at nothing to take their revenge on the galaxy. However, they are also very organised and wise, and have managed to work out how to salvage and enhance space ships. They understand the importance of superior defence as well as attack. They hunt in swarms, as there is a great strength in numbers.

+20% attack and defence
Unlockable Race Via mission chain

Unique profession: Demolisher.

Allows the player to decrease a planet's size by 1 for 200 energy every 60 hours. Will only be available if a) you own the planet and b) there is enough "free space" to lower it by one (you have to remove structures). If the planet is "Very Tiny", then using this ability will destroy it, removing it from everyone's databases and abandoning it.
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Erutans
This is a peace loving race, who are renowned for their distaste for war, but ferocious protection of their colonies. They are strongest when they are on solid ground, but have found a way to use their powers from afar.

Adds passive 10% bonus to planetary attack and defence.
Unlockable Race Via mission chain

Unique profession: Guardian
Allows you to DOUBLE a planet's defence for 12 hours, costs 100 energy, 36 hour cooldown. Also grants passive immunity to saboteurs on Gaia, oceanic, exotic and Terra planets.
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Questars
These strange, omnipotent beings seem to have no concern for anything except what they are currently focusing on, even if they are attacked. They are hardy creatures who show massive resilience, and once they start something they see it through to the end.

Race Bonus: +40% defence

Unique profession: Missionary
Unlockable race via mission chain.
Reduces the energy cost of all missions by 10%, and increases all experience gains from missions by 10%.
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NPC Races

The Swarm
The Swarm are a collection of rogue nanodrones. Individually, they are no bigger than a Konqul's fist, but they hunt in massive swarms, devouring stars to quench their thirst for energy. They are also able to re-animate broken electrical devices, even spaceships, by connecting themselves into their power matrix. Beware when fighting them, as they will be targeting your energy supply.

Common:
Reanimated Scout
This small ship has been possessed by a single swarm drone, and therefore can't sustain very high energy levels
Rank 50
Mid Hull, Low shield
Mid Attack
Low defence

Small swarm
This is a collection of only 1000 or so drones - they are well armoured, but have minimal attack due to their small numbers
Rank 100
High hull, No Shield
Low Attack
High defence

Swarmed trader
This is a large trade vessel that has been repossessed by the swarm. They target these as they usually have large energy reactors to generate shields.
Rank 150
Mid Hull, High Shield
Low Attack
High defence

Uncommon:
Large Swarm
This is a collection of up to 3 smaller swarms - this large group will be able to cause some serious damage.
Rank 75
High hull, no shield
Mid Attack
High defence
Drops: Deactivated swarm drone (artifact), can be traded in for 1000 RP.

Swarm Megadrones
This small collection of swarm drones seem larger than others, and appear to have salvaged some weapons too...
Rank 100
Mid Hull, No shield
High Attack
Low defence
Drops: Megadrone swarm (artifact), planet trap, the first ship to attack the planet will have X energy drained from it.

Solo Rares
Reanimated Leviathan
A whole swarm has reanimated this massive battleship - however, the immense amount of energy involved with doing this may cost them dearly.
Rank M
Very High Hull, Low shield
High Attack
Mid defence
Drops: Swarm energy implant (artifact), ship module, +50 max energy, limit 3 per ship
Salvaged Cannon, can be restored with X ancient crystal foci to make a crystal cannon (ship module), with 100 attack for 16 space, limit 2/ship.

The Swarm
This is one of the main swarms, consisting of hundreds of thousands of drones. They have locked onto your energy signal, and are hungry.
Rank M
Very Very High Hull, No shield
High Attack
High defence
Ability: Energy swarm, can drain you of 20 energy when you attack them (low chance)
Drops: Deactivated swarm fleet, can be reprogrammed with X alien data discs, to create a reprogrammed swarm fleet, which gives a 60 attack and 60 defence bonus for 20 space. Limit 2/ship

Elites
Swarm Starsapper
This is a reanimated station which is focussed on draining the energy from stars, feeding the swarm.
Rank 150
3 person elite
High Hull, very High shield
High Attack
Mid defence
Ability: Star Explosion, deals an extra 500 damage to the attacking ship.
Drops: Star Capacitor (artifact), ship artifact, permanently gives +10 to max energy.
Star Sapper (artifact), ship module, size 5, reduces energy loss from relays by 20, limit 2/ship

Swarm Communications centre
This base is where all swarm drones report to and receive orders from. It is heavily defended and shielded, but taking it out will send the swarm into disarray
Rank 250
High Hull, High shield
High Attack
Very high defence
Drops: Swarm Scrambler (artifact), ship module, size 20, gives +20 cloak (limit 1/ship), unlocks the ability "scramble", which may be used to Jam the abilities of an enemy base for 30 minutes. Can only be used once per targeted base. Cooldown 3 days.
Swarm Salvager (artifact), can be used on a common NPC ship to completely destroy it, transfer all hull and shield to your ship (cannot go beyond maximum) and you get (npc rank/25) CTP.
Swarm Co-ordinator (artifact), ship module, size 10, scan +50, Passively reduces all swarm ship's defences by 5%, limit 2/ship
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King of the Hill Planets (Like Exotica)

Bricket:
This planet's is made entirely out of solid clay, a result of it's dangerously close orbit to the nearby star. The surface is completely uninhabitable, but just below the crust is very rich in minerals
Average size
20x Mega Rich Mining. No other resources.
Passive 10,000 defence.
1000 population.
NO non-production structures can be built on it at all.
Immune to all artifacts.
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Astorbit:
A huge asteroid belt surrounds a dense core of dark matter. It is not safe for anything to come even close to it, unless it can land on one of the orbiting asteroids, which somehow aren't pulled into the centre.
Massive Size
10x Mega Rich Mining and Artifact, 30x Mega Rich Research.
Passive 5000 attack.
400 Population.
No attack structures may be built, and no ships are able to guard this planet due to the immense gravitational pull of the core.
5% chance when attacking to either lose quadruple the energy in the attack (20 instead of 5), have your energy recharge rate halved for 1 hour (ie if you have 30/hour you'll end up with 15/hour), or to have your attack cut by 10% for 30 minutes.
Immune to all artifacts.
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Pulsoron
This strange, tiny planet seems alive, and often emits bursts of an unknown energy form. This energy may be containable, but it will be dangerous...
Tiny size
No resources, but gives you 2 hours worth of energy extra every hour (so if your charge rate is 30/hour, you'd get a bonus 60 energy with your delivered productions)
200 population.
Every 12 hours, one of the following effects will randomly happen:
Flare: For the next 4 hours, the energy bonus doubles.
Flux: For the next 4 hours, the energy bonus halves, but the planet is immune to all attacks.
Storm: For the next 4 hours, one structure is removed at random every hour, and no new structures can be built.
Aura: For the next 4 hours, any ships that attack will have their attack doubled but defence halved.
Pulse: All guarding ships are removed, disabled and cannot re-guard the planet for 12 hours.
Purge: The population halves, and the population rate drops to 90% for 12 hours.
Immune to all Artifacts
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Any thoughts?

I will continue to update this top thread as I have new ideas.

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Last edited by spyder on Wed Aug 10, 2011 9:24 am, edited 44 times in total.



Thu Jun 30, 2011 7:57 pm
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I don't remember the last time I saw a lazuli NPC.

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Thu Jun 30, 2011 8:12 pm
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Lazuli factory complex and ionic cruisers are two off the top of my head.

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Thu Jun 30, 2011 9:06 pm
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lol yeah once you get to like 180? i think iconic battleships are one of the main NPCs for that level range. those are the 'golden levels' where you can npc hunt undisturbed by annoying npcs like flamehawks for about a couple hundred levels. theyre a 4 shot kill (for me) and rather easy like most other npcs in that range.

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Thu Jun 30, 2011 10:58 pm
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I like the idea of:
Evasive Surge
Dysfunctional Nano drones

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Thu Jun 30, 2011 11:29 pm
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Just a note, the NPCs that drop these are only potential - please suggest a better faction to drop them if you think it would make the ideas better.

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Fri Jul 01, 2011 3:44 pm
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The First one is the only OK one i see there, we have a Ability that you can have that lets you flush all NPCs every 8 Hours, you have to do a mission chain to get it though requires EM.

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Fri Jul 01, 2011 3:54 pm
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id like to see something that increases the artifact of a planet by one and is an npc dropped arty


Fri Jul 01, 2011 4:12 pm
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235drew wrote:
id like to see something that increases the artifact of a planet by one and is an npc dropped arty

reason we had Taltherian from beginning

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Fri Jul 01, 2011 4:40 pm
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Joshball98 wrote:
235drew wrote:
id like to see something that increases the artifact of a planet by one and is an npc dropped arty

reason we had Taltherian from beginning


yes but they have a planet data optimiser and the new race will probally increase research, we got the mylaria and the toxic purifyer so I see no reason why we can not have an artifact to just increase artifacts


Fri Jul 01, 2011 5:04 pm
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235drew wrote:
yes but they have a planet data optimiser and the new race will probally increase research, we got the mylaria and the toxic purifyer so I see no reason why we can not have an artifact to just increase artifacts

huh wha? we got malaria?

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Fri Jul 01, 2011 5:47 pm
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Some are good :)

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Sat Jul 02, 2011 12:27 pm
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Commonwealth <TK> wrote:
Some are good :)

Which ones? And could the others be improved?

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Sat Jul 02, 2011 3:42 pm
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Here's another one:

Quantum overdrive blast:
Halves a planet's defence and attack for 24 hours, and negates all beneficial effects on the planet.
CT lab creation - 50 ion storms, 50 EMP spheres, 50 disarming bombs, 50 quantum flares.

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Mon Jul 04, 2011 4:22 pm
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spyder wrote:
Here's another one:

Quantum overdrive blast:
Halves a planet's defence and attack for 24 hours, and negates all beneficial effects on the planet.
CT lab creation - 50 ion storms, 50 EMP spheres, 50 disarming bombs, 50 quantum flares.


Overpowered. 20% on each. 25 Ion Storms, 25 Quantum Flares, 25 Containment Missiles.

That is how I would balance it.

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Mon Jul 04, 2011 4:27 pm
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Another one:
Drone fleet bay
Ship Module: size 30 Attack 150 defence 150, limit 2/ship
CT lab creation - 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards

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Sat Jul 09, 2011 10:32 am
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spyder wrote:
Another one:
Drone fleet bay
Ship Module: size 30 Attack 150 defence 150, limit 2/ship
CT lab creation - 50 ship bots, 100 repair nanodrones, 50 Drannik saboteurs, 50 sentry guards


Disruptor Cannon - Attack +125 - (c) 4,500,000 - (Pawlacite) 18 Size: 30
Inertial Dampener - Mark III Defense +66 (c) 58,000 (Darrinyte) 12 Size: 30

Given that this is a special item aimed at higher ranks, that seems about right.

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Sat Jul 09, 2011 10:45 am
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And another:
RSL Power foci
Adds 20% to attack power for 2 hours. Cannot be removed by effects. Stacks with Crimson Obelisk and Ancient crystal foci.
Occasionally dropped by RSL siege cannon (to account for the 50 RP you get for a LOT of work otherwise).

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Sat Jul 09, 2011 7:19 pm
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Keep 'em coming, you have good ideas.

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Sat Jul 09, 2011 7:25 pm
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thunderbolta wrote:
Keep 'em coming, you have good ideas.

Thanks. I'll update the top post as and when I get new ideas.
And are you stalking my thread Thunderbolta? You seem to respond within minutes of me making a new idea :?

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Sat Jul 09, 2011 7:28 pm
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