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Quaritch
Joined: Sun Feb 20, 2011 9:16 pm Posts: 1209
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A CTP dropping NPC was delivered. Fine. We did ask for one, after all. However, the NPC can only benefit Ranks up to 100 at most. After that, they become a nuisance. They just clog up our Battle Tabs and drain our energy for a paltry reward. But there are most likely some people who find them useful and would like to farm them for a bit more. So I suggest that once you hit Rank 151, Rogue Tech Collectors become unavailable. Thoughts? Suggestions?
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Sun Jul 24, 2011 10:41 pm |
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destroyer43
Joined: Sun Jun 12, 2011 11:01 pm Posts: 2072
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they're matched, so it is impossible for them to have a rank range. unless you assign it rank 100, then maybe.
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Sun Jul 24, 2011 10:42 pm |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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destroyer43 wrote: they're matched, so it is impossible for them to have a rank range. unless you assign it rank 100, then maybe. Thats what hes suggesting 
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Sun Jul 24, 2011 10:44 pm |
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Quaritch
Joined: Sun Feb 20, 2011 9:16 pm Posts: 1209
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destroyer43 wrote: they're matched, so it is impossible for them to have a rank range. unless you assign it rank 100, then maybe. Read, don't skim. I'm suggesting they stop being matched and are instead given a Rank range.
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Sun Jul 24, 2011 10:45 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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id love it, but i think dans goal with it was to slow leveling in higher ranks. yes, they had flamehawks, but there was a good 100 ranks between 250 and 350 where players were unchallenged with NPCs. even the rogue data analyzers became easy around rank 275. so i think this was his solution to keeping people from getting to rank 350. after all, this way no new high rank content has to be added, and it slows down the best option for gaining xp in the game.
if it was up to me, it would scale its ct drop value and have higher cloaking stats (so you could avoid it if u wanted to).
or, as you suggested, make them have hard stats and stop spawning when they stop being useful. lol, but unfortunately, its not up to me.
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Sun Jul 24, 2011 11:03 pm |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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Quaritch wrote: A CTP dropping NPC was delivered. Fine. We did ask for one, after all. However, the NPC can only benefit Ranks up to 100 at most. After that, they become a nuisance. They just clog up our Battle Tabs and drain our energy for a paltry reward. But there are most likely some people who find them useful and would like to farm them for a bit more. So I suggest that once you hit Rank 151, Rogue Tech Collectors become unavailable. Thoughts? Suggestions? they tend to be easier than flamehawks, and the really high lvl folks don't have as many NPCs available to them that drop CTP-scrappable modules
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Sun Jul 24, 2011 11:17 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Lone.Lycan wrote: they tend to be easier than flamehawks, and the really high lvl folks don't have as many NPCs available to them that drop CTP-scrappable modules while youre right that they are immediately better than flamehawks, the are matched so they get hard fast, while flamehawks will get progressively easier as the player levels. these rogue tech collecters are just one more reason youre better off not ranking up. sooner or later the player base will shift their average rank from the mid 50s to the 100s, then the 150s, etc. if new content is continuously neglected for these rank ranges, then the game will have to rely on an influx of new players, instead of satisfying the older ones. the best strategy would be alternating storylines, i.e. giving noobs 4 weeks for the weekly missions, and giving high ranks a secondary mission more suited for their rank range. even if the rewards are similar to that of the noob mission. even if it somehow related to the noob mission, just in a more advanced way. For example, the latest mission, im not sure what its called cause i finished it in the first 2 hours of its release, but instead of just leaving the scientists to die, you can help them encode it so its easier for your past self to decypher and you can get there sooner. something like that can be available for the rank 150+s, and then a third mission where you try to overload your reactors to counter the black holes power can be available to rank 350+s. i mean, if you have reactors that can harness the power of an entire universe in their reactor core (proxyuniverse reactors), then stabilizing a black hole is MORE than possible, if not easy...
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Sun Jul 24, 2011 11:51 pm |
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BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
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They are harder than flamehawks and less worth the xp: 6-8 hits for 20 xp, vs. 7-9 hits for 30 xp. However high ranks also need parts for bases. Most lower ranks just trade for parts instead.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
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Mon Jul 25, 2011 4:00 am |
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Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
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BinaryMan wrote: Most lower ranks just trade for parts instead. and the mid ranks that can still see most elites get them that way at the cost of about 5 energy per tech part
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Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

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Mon Jul 25, 2011 4:13 am |
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detregets
Joined: Mon Apr 25, 2011 2:37 am Posts: 2637
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just scale the reward based on rank too
say, a rank 400 gets 25 tech parts, or something like that
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Mon Jul 25, 2011 4:21 am |
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Joshball98
Joined: Fri Mar 18, 2011 6:33 am Posts: 2519 Location: Behind you
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I think we should upgrade them as they get higher level... Like Rouge Tech Harvester Rouge Tech Gatherer, etc etc
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Mon Jul 25, 2011 4:21 am |
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Hawkeblade
Joined: Tue Oct 26, 2010 5:29 pm Posts: 3022
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i think its fine the way it is, its a challenge. why make the game eaiser then it already is. in this aspect i mean.
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Mon Jul 25, 2011 7:35 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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+ 1 billion, i hope i can 2-3 shot them when i'm at rank 1000 though
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Mon Jul 25, 2011 11:58 am |
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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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How about making it 1 tech part every 2 hits
so 10 shots to kill = 50 energy= 5 tech parts 20 shots to kill= 100 energy=10 tech parts
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Mon Jul 25, 2011 12:02 pm |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Sparky wrote: How about making it 1 tech part every 2 hits
so 10 shots to kill = 50 energy= 5 tech parts 20 shots to kill= 100 energy=10 tech parts im gonna infest myself with a Krionite virus and kill them then. i'd get maybe 100 parts. dunno~
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Mon Jul 25, 2011 12:06 pm |
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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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Commonwealth <TK> wrote: Sparky wrote: How about making it 1 tech part every 2 hits
so 10 shots to kill = 50 energy= 5 tech parts 20 shots to kill= 100 energy=10 tech parts im gonna infest myself with a Krionite virus and kill them then. i'd get maybe 100 parts. dunno~ but would you want to use 1000 energy to kill them ?
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Mon Jul 25, 2011 12:18 pm |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Sparky wrote: Commonwealth <TK> wrote: Sparky wrote: How about making it 1 tech part every 2 hits
so 10 shots to kill = 50 energy= 5 tech parts 20 shots to kill= 100 energy=10 tech parts im gonna infest myself with a Krionite virus and kill them then. i'd get maybe 100 parts. dunno~ but would you want to use 1000 energy to kill them ? quite right. Damn
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Mon Jul 25, 2011 12:55 pm |
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Romah
Joined: Fri Aug 27, 2010 1:49 pm Posts: 151
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I would rather see them give scaled reward of xp / tech parts.. Additionally, more uses for tech parts on higher levels. So that the stuff does not pile up as much...
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Mon Jul 25, 2011 1:37 pm |
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WpA09
Joined: Sat Jul 09, 2011 11:00 pm Posts: 127
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-1 i think it is good the way it is
_________________ Thank you DariousTheDark for such an awesome sig!
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Mon Jul 25, 2011 1:41 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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Just an idea, but how about having the tech collectors stop at a certain rank, and replace them with a new, more buffed up NPC which drops more tech?
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Mon Jul 25, 2011 1:42 pm |
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