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 Add to the Battle Market Plz Dan!!! 
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Joined: Thu Jul 07, 2011 6:58 pm
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Quaritch wrote:
Thrakhath wrote:
I like the idea of a black badge being made.

5 black badges: instantly disabling a ship with one attack hit.

That's literally impossible. The game mechanics don't allow it.

Silly me then!!!

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Thu Jul 14, 2011 9:56 am
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Commonwealth <TK> wrote:
Okay, the stormtrooper now isn't overpowered. Sounds good. :)

Sabotage bomb :
but disabling/destroys both the same, does it make a difference? deducts potentially 7200 def from a planet for 24 hours, it doesn't take 24 hours to invade a planet. :shock: Maybe something that disables 1 special def structure for 1 hour (interrogation centre, Dark Pylon shifter, Lazuli Pylon). Purchased for 2 green badges.


How about disables 1 non-production structure of your choice for 24 hours. While disabled, the structure can't be removed?

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Thu Jul 14, 2011 4:16 pm
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It doesn't matter if it's removed or not, disabling a structure is just the same thing as destroying one, you are lowering a planets def so you can have a better chance to invade.

It only takes around 1 minute not 24 hours to invade a planet. Unless you failed invasion, the owner probably will come online and refortify planet. What's the point of disabling it anyway? the owner can just demolish the disabled structure and add a new one.

There is a mission that gives out crimson cluster missiles, only 20 in game, only 20 cuase the artifact is so powerful. A few missiles + flux + paradox generator, you can invade almost any planet you want to.

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Fri Jul 15, 2011 12:03 am
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Commonwealth <TK> wrote:
It only takes around 1 minute not 24 hours to invade a planet. Unless you failed invasion, the owner probably will come online and refortify planet. What's the point of disabling it anyway? the owner can just demolish the disabled structure and add a new one.

spyder wrote:
How about disables 1 non-production structure of your choice for 24 hours. While disabled, the structure can't be removed?

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Fri Jul 15, 2011 12:15 am
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But that's worse making the artifact even stronger

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Fri Jul 15, 2011 1:15 am
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spyder wrote:
Commonwealth <TK> wrote:
Okay, the stormtrooper now isn't overpowered. Sounds good. :)

Sabotage bomb :
but disabling/destroys both the same, does it make a difference? deducts potentially 7200 def from a planet for 24 hours, it doesn't take 24 hours to invade a planet. :shock: Maybe something that disables 1 special def structure for 1 hour (interrogation centre, Dark Pylon shifter, Lazuli Pylon). Purchased for 2 green badges.


How about disables 1 non-production structure of your choice for 24 hours. While disabled, the structure can't be removed?

You might as well make the Crimson Cluster Project repeatable at any time :roll:

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Fri Jul 15, 2011 1:38 am
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the clusters are nice, but sabbing is the same thing just rarer. I'm a sab and i use the crimson missiles, but very rarely because they are so rare, if i just tossed them around I'd effectively shoot myself in the head invading higher planets.
There is a reason that sabs can only use their ability every 8 hrs, and only 20 missiles. It's because they can literally give you a given invasion.

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Fri Jul 15, 2011 1:59 am
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Quaritch wrote:
Thrakhath wrote:
I like the idea of a black badge being made.

5 black badges: instantly disabling a ship with one attack hit.

That's literally impossible. The game mechanics don't allow it.


That's happened to me plenty of times, mainly with extremely low ranked nubs and people with nothing on there ship at all.. Don't know where you've been.. :mrgreen:

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Fri Jul 15, 2011 2:53 am
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Yellow Badge Buy for 5


Raiding Party
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Activates a robotic raiding party increasing your raid gains by 25%
Usable only after successfully disabling the target.

Much like the Tactical Bypass, it is a one time use.

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Message Posted on your Comm: Can you please stop disabling me. It's costing me too much to repair


Wed Jul 20, 2011 4:30 am
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DariousTheDark wrote:
Yellow Badge Buy for 5


Raiding Party
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Activates a robotic raiding party increasing your raid gains by 25%
Usable only after successfully disabling the target.

Much like the Tactical Bypass, it is a one time use.


I have a similar one - Hired Mercenaries. 5 badges, increase raid crew size by 25% for 4 hours.

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Wed Jul 20, 2011 6:40 am
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lol that idea was made ages ago. there there let's focus on making this idea real! :) instead claiming copyrights on it.

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Wed Jul 20, 2011 6:57 am
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DariousTheDark
Human Raider <------ Putting those Yellows to work ...
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Combat Reputation: Savage

Any luck with more Yellows yet?

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Sat Jul 30, 2011 2:00 am
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No. I've had another idea though:
Kidnapping Crew
10 Yellow badges
Adds 10 to your raid crew size, and if the raid is successful you will kidnap one of the targeted ship's crew. 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.

You can only kidnap from a single ship once every 8 hours.
The effect lasts for 30 minutes.
Should you fail a raid, the kidnapping crew dies.

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Sat Jul 30, 2011 7:36 am
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Dominion Charger 80 red badges- Size 10 30+ shields and energy

Dominion Shearer 168 red badges- Size 17 175+ attack

Dominion Shield 10 white badges- Size 10 120+ shield


Sun Jul 31, 2011 9:20 pm
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Instead of the +25% raid item, the one I like is the one for yellows that allows you to raid without disabling the target -- now THAT is fun. Pirate strike shuttles.

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Sun Jul 31, 2011 10:23 pm
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James2003 wrote:
Dominion Shield 10 white badges- Size 10 120+ shield
how do i get white badges?

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Sun Jul 31, 2011 11:30 pm
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rescue prisoners operation 10 yellow badges
Use before a raid. have 10% chance to get a rescued prisoner 30% for helmsmen 30% for scientist 30 % chance of failure but you must succeed in the raid does not take from the target just gives you one of the above

Theft cost 15 yellow badges
use before a raid. 20% duranium bracket 20 % xcharge 40% of Tesseract Container. Only if you succeed in the raid. gives item as a bonus not taken from the other player.

my thoughts on raid defense and attack have already been covered and I like them

I also like the fire wall thought.

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Sun Jul 31, 2011 11:53 pm
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DariousTheDark wrote:
Yellow Badge Buy for 5


Raiding Party
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Activates a robotic raiding party increasing your raid gains by 25%
Usable only after successfully disabling the target.

Much like the Tactical Bypass, it is a one time use.


Or maybe a one time use Raiding Ship like in Cloak of Darkness.

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Sun Aug 07, 2011 5:00 pm
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Stormtrooper Ship Barracks
5 green badges
A place where stormtroopers are cloned and trained, ready to invade.
Ship module, size 20, Attack+1000, Raid crew size +50, Attack Bonus triples when invading a planet. Limit 2 pre ship.


:ugeek: I don't think we can use "stormtrooper" Maybe clone soldiers. Stormies would just lead to a lawsuit me thinks...


Soldier Cloning Facility? What yall think? :)

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Sun Aug 07, 2011 7:10 pm
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That item's been long changed - here's a list of all my revised ones, taken from:
viewtopic.php?f=6&t=9243&start=0

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.
---------------------------------------------------------------------------------------------
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
---------------------------------------------------------------------------------------------
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.

---------------------------------------------------------------------------------------------
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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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 1 = 100 damage
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.
---------------------------------------------------------------------------------------------
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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Sun Aug 07, 2011 7:55 pm
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