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The NPC Module Drop Problem...
http://galaxylegion.com/forum/viewtopic.php?f=6&t=31960
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Author:  ODragon [ Wed Dec 26, 2012 2:43 am ]
Post subject:  The NPC Module Drop Problem...

As a low level player, you may not see this drop often enough for it to matter to you. As a high level player, you see it so often, you ignore the issue because of the frustration it leads to.

When I new NPC comes out, everyone is so excited over all the goodies it will drop. That is until you collect the ship modules you need and then you are stuck getting modules you will never install and just have to scrap for CTP. As you get up in levels, you will also learn that scrap values go down so you actually get less for 'better' modules.

I'd like to suggest that extra modules can be used for something besides scrap value. I would suggest upgrading pre-existing basic buildings (ie, 4 to upgrade a space elevator) or use as an actual building.

I'm not claiming to have all the answers but I know this is a general frustration later in the game.

Ideas, opinions?

Author:  Sereomontis [ Wed Dec 26, 2012 9:22 pm ]
Post subject:  Re: The NPC Module Drop Problem...

This did at some point become an issue, but thats why we started using CTP as currency, to buy artifacts, credits, and even planets.
With that being said, i do like the concept of your idea, and wouldnt mind seeing some suggestions.

Author:  Wolfy Minion [ Wed Dec 26, 2012 9:33 pm ]
Post subject:  Re: The NPC Module Drop Problem...

I think it is okay the way it is, but the ctp values really should be higher for the later mods. I understand we get more from RTCs than bosses at higher ranks, but it shouldn't be like I spend 1k energy on the new elite and get 8-16 ctp. It would motive more players to hit the sha'din elites since they are mostly ship mod/research structures you scrap.

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