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 New Research Tiers 

Should Dan implement these ideas?
Yes 30%  30%  [ 9 ]
No 40%  40%  [ 12 ]
Dan, Implement right away. 30%  30%  [ 9 ]
Total votes : 30

 New Research Tiers 
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Joined: Mon May 02, 2011 10:55 pm
Posts: 179
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I came across this in the Suggestions and Ideas area. I have brought it to the Pub as a poll to hopefully get more input as to how the GL community would feel about these ideas. And so that, if popular, we can petition Dan to start working on this as his next thing for GL. After he finishes with the bases of course.

Attack Patterns:
Small increase to attack. 2/4/6/8/10%

Evasive Patterns:
Chance to half damage recieved. 3/6/9/12/15%

Advance Tactical:
Increased chance for a critical hit. 3/6/9/12/15%

Experienced Mechanics:
Reduces Upkeep and repair cost. 5/10/15/20/25%

Nano Storage:
Increases cargo bay and resource storage. 5/10/15/20/25%

Advance Nano-Machines:
Uses nano technology to reduce size of modules and plantery buildings. 4/8/12/16/20%

Long Range Tactical Sensors:
Increases Scan and Cloak. 2/4/6/8/10%

Energy Phenomenons:
Increases max energy. 5/10/15/20/25%

Planetary Milita:
Loyal Citizens who defend your planets. 500/1000/1500/2000/2500 passive defence

Advance Minning Equipment:
Increases Mineral production. 3/6/9/12/15%

Advance Archaeology:
Increases Artifact production. 3/6/9/12/15%

Advance AI Mainframes:
Increases research. 3/6/9/12/15%

Tactical Database Download:
Destroying a NPC has a small chance to reveal the location of a enemny rare/elite/boss of the same faction. 1/2/3/4/5%

Give input as to how it could be tweaked.


Mon Jul 11, 2011 6:11 pm
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Um, should be in Suggestion and Ideas

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Mon Jul 11, 2011 6:13 pm
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it is. but i think the idea was people dont usually look at the suggestions/ideas thread. this will bring this content to the commonplace of players and see how objectionable opinions will view it.

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Mon Jul 11, 2011 6:29 pm
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I like this new suggested research branch, tho for the idea to be implemented, more people need to give their feedback. The more people the better the chance Dan will take notice, and even if he does take notice it would be a while since he is working on the base's at the moment . Also you should add the amount of research it would cost to obtain these new re-searchable tiers. But all in all I think its a great idea, and I love it. +1 for great effort and for the idea.

*EDIT* Also are those in one branch, or are they their own each individual branch? Add a little more detail to the idea to attract more attention, Dan takes suggestions serous if they are well planed out, I'm sure.

Question ~ are the % gonna be researched individual, or each branch researched one at a time?

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Mon Jul 11, 2011 6:57 pm
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SovietOfficer wrote:
I like this new suggested research branch, tho for the idea to be implemented, more people need to give their feedback. The more people the better the chance Dan will take notice, and even if he does take notice it would be a while since he is working on the base's at the moment . Also you should add the amount of research it would cost to obtain these new re-searchable tiers. But all in all I think its a great idea, and I love it. +1 for great effort and for the idea.

*EDIT* Also are those in one branch, or are they their own each individual branch? Add a little more detail to the idea to attract more attention, Dan takes suggestions serous if they are well planed out, I'm sure.

Question ~ are the % gonna be researched individual, or each branch researched one at a time?

They are there own branchs each and the %s are the Tiers.

Each Branch starts at 0% and this tree progresses much like the module tree where you can spend your RP in any tier you like in any order

As for the amount of research points each tier would cost, been putting alot of thought into this to try devise a fair and reasonable amount, since these are passive effects that once researched will stay with you forever and dont require upkeep like modules, there RP should reflect there long term effect, but no so much that it would be undesireable to invest in.

Tier 1:
Was thinking around the 250-300k RP mark, each tier 1 is still a fairly low number, without a high enough base attack/defence etc, tier 1 wont give much of a boost so asking for a outrages sum of RP would be unfair, this seems like a fair amount for a low passive effect.

Tier 2:
At tier 2 some passives will make a more noticeable effect while others will still be missed at a first glance, most if not all tiers 2's are double the passive of tier 1, so I would say that a reasonable RP amount for double the effect would be double the RP, 500k-600k RP a tier2.

Tier3:
By now all passives at tier3 will show and make a difference in your actions. Following a trend here currently all tiers RP till now have cost double then the previous, so to carry that on, Tier 3s will cost around the 1mil RP mark.

Tier4:
Tiers4 will add a strong passive to your ship or planets that will stand out without question. A Tier 4 will cost around the 2.5mil RP mark.

Tier5:
The end of the branchs, giving your ship/planets a powerful passive that can never be stripped and that stacks with anything else you may chuck on. This power comes with a price, a large price, Tier 5s will cost a whopping 6mil RP each, sounds alot but its only 1mil higher then 1 rank of Dimensional Logistics, which is 5mil 3times over, 15mil.


If anyone feels the RPs are too low or too high please feel free to input your own suggestions, im not the best at balacing thoe Im fairly sure this scale is reasonable.

This tree itself is still incomplete, as you will of seen, all of the ship stats and plantery bonus's it covers it misses of Hull and Shields, aswell as serveral other areas, which would include,

Hull
Shield (Said these too but adding these to the list still)
Planetary Attack and Cloak.
Shield Recharge.
Energy Recharge. (possiable too overpowered to further lower the charge rate which is why it was left out the first time, thoe im currently thinking either a scale of -1/-2/-3/-4-5 or -2/-4/-6/-8/-10 to bring energy down to 20-25seconds per charge)
Invasion chance (currently capped at 90%? this would increase it to 95% by tier5)

As you can see in the first post, I've added new abilitys and stats to ships, with,

Quote:
Evasive Patterns:
Chance to half damage recieved. 3/6/9/12/15%


Which is essentially a critical defence. There are a couple others in mind, but to save overwhelming with new additions i'll keep it at this, added support and feedback is most welcome, still alot of scaling and balancing to be done.

Thanks :)

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Mon Jul 11, 2011 8:11 pm
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-1, I think it would be much easier just to add another 4 or 5 teirs to each research tree following the same progression they already use. It would give the high level people something more to do.

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Mon Jul 11, 2011 10:59 pm
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- 1 Like i said , it's way too overpowered and can replace professional roles, they're already a large number of modules that does the same crap. Only puts those with enormous research production to the advantage

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Mon Jul 11, 2011 11:44 pm
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Terrorize, you should lower the RP required to research these new tiers.


Tue Jul 12, 2011 9:59 pm
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I'd just about give it +1, but it may be more balanced if you change some of the things to "critical" abilities. For example:

Attack: Chance of critical hit (1.5x damage, ignoring cap)
Defence: Chance to halve enemy attacks (already there)
Mechanics: reducing repair cost/upkeep by 1/2/3/4/5%, OR have a small chance to not need to pay upkeep for 1 day.
Storage: I like, but maybe smaller amounts of increase.
Nano-mechanics - sorry, scrap it. Far too overpowered and it'd be a nightmare to program (I'd imagine)
Energy: maybe increase charge rate by 1s each level (it all adds up) OR a chance get 2 energy off the same countdown.
Planet defences: maybe small %bonus instead, OR a larger bonus to the planet you are guarding.
Resource production: I like, maybe scale down a little.
NPC chance: agree with the above, needs to be .1 increments

maybe an extra hacking boost? marginal increase of chance for a critical hack or slightly increases quality of the critical hack i.e after a few levels of research you can only critically get uncommon or better from a critical).

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Tue Jul 12, 2011 10:11 pm
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The main issue with these ideas is that they are based on a % increase which means ships rapidly become more powerful and in the long run it just ruins the balance of NPCs and player ships.
Generally players keep on top of massive bonuses like this meaning that most players will have that 6/8/10% at the same time you do nullifying the tech entirely.

Now if these unlocked modules for the ship that could be mixed and matched to apply such % bonuses this would become very interesting. The idea however as it stands now wouldnt change gameplay and would make npc hunting too easy.


Fri Jul 15, 2011 12:32 am
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for specialized percentage increases check out my officer suggestion.

viewtopic.php?f=6&t=7037

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Fri Jul 15, 2011 1:11 am
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