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Base module ideas. http://galaxylegion.com/forum/viewtopic.php?f=6&t=31198 |
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Author: | Fenix [ Sat Dec 01, 2012 1:32 am ] |
Post subject: | Base module ideas. |
I was originally going to post this in the "Bases need updating" thread but I decided on placing it here instead. Anyway: What if there would be some modules that adds the chance to activate an ability when the base is attacked? in a similar manner that boss NPCs do when attacked? Just some examples mind you the numbers could be tweaked. -AI Fighter Port: 2 special space: When the base is attacked it has a chance to activate: releasing AI fighters (Increases the base's attack by 400 per base level, lasts 20 minutes). Maximum of 2 activations per base level per lock. -Defeater Cannon: 2 special space: When the base is attacked it has a small chance to activate: dealing 75% of the individual attacker's remaining hull/shields and adds a negative effect to the ship it hits ("Crippled": Reduces attack by 25%; effect lasts 1 hour). Maximum of 1 activation per base level per lock, cannot activate more than once per 5 minutes. (The logic behind it was to make it more difficult for 1 person to solo the base, encouraging teamwork. Or at least just delay the inevitable) -Shield Charger: 2 special space: When the base is attacked it has a chance to activate: replenishing 2% of the base's maximum shielding per base level. Maximum of 4 activations per level per lock. (logic behind it was sort of a shield counterpart to emergency repair). -Adaptive Barrier Matrix: 2 special space: When the base is attacked it has a chance to activate, increasing defense by 400 per base level, lasts 20 minutes). Maximum of 2 activations per base level per lock. All purchasable in the Artifact market, perhaps priced similarly to other purchasable base modules such as the Base intercom. Perhaps the limit on these that you could install is any 2 of them but can't have 2 of the same one. Your thoughts? |
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