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 Focus on teamwork, not energy 
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Saw this in a General thread, and thought i would run with it.

The idea is we want bosses we can kill, and takes teams to take down.. but does NOT require a thousand energy to do.

So what we have is single targetable parts. Lock that Super Star Deployer? (that looks nothing like a big floating chisel) Well, you better get 25 of your legionmates to help you take it down. Each one of you has to destroy a specific part - not hard, but percise.

One guy targets the shield generator, having to do 15% of the total damage. He CANNOT to more than this. Another 5 people hit individual engines - capped at 5% each. Finally another 5 target the defensive plating, capped at 5% each as well.

Well, 65% of the base is down, but these guys have to remain "locked" on their targets, much like guarding a planet. Only now, with the shields down, hull destroyed, and engines down, can the remainer of the legion kill the core of the ship (with no damage caps, but cannot be someone destroying the outer parts)

Note the idea here is not to spend huge energy - just to have to work as a coordinated team to take down something massive. Having one guy with massive engines to try to solo it should literally be impossible without teammates to open the way.

Add teamwork to the game!
Note- rough idea spammed down quickly, not designed to be perfect. Lets brainstorm this.

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Sun Apr 01, 2012 11:26 am
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This is a great idea, New content which is always nice, and something that encourages teamwork, +1 Mate.

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Sun Apr 01, 2012 11:30 am
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i like this idea ! think ya should have certain lvls to attack each part to allow it to more of a wider range but +1 from me 2

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Sun Apr 01, 2012 11:32 am
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Thats a cool idea - low levels can pick off defensive turrets while higher levels focus on the core.

Or if we are doing it starwars style, the exact other way around :P

Heck, (and this is getting complicated) we could even have optional parts.

Destroying turrets is not needed to destroy the ship, but drastically lowers the attack against you when attacking the core

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Sun Apr 01, 2012 11:37 am
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i like this idea +1

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Last edited by Angelmaker on Sun Apr 01, 2012 1:42 pm, edited 1 time in total.



Sun Apr 01, 2012 11:41 am
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New twist on elites, +1

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Sun Apr 01, 2012 12:34 pm
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+1 for sure makes it a lot easier aswell for the little guys to lock on a npc and get a reward but this should only apply to certain npcs and available to all ranks i guess... but just a suggestion :) pretty bad 1 i know :P

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Sun Apr 01, 2012 4:15 pm
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+1 Great idea dude

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Mon Apr 02, 2012 12:41 am
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Good idea

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Mon Apr 02, 2012 2:32 am
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+1 the only thing I would want is the option to hit a second area after you've destroyed one, not to prevent others from getting drops but due to some of the levels required on newer ones could cause a group to be unable to finish due to not having enough of the right rank in the legion. It could require you've already destroyed the other part you've locked onto, and could allow more done by the stronger members with some of the parts like the optional turrets.


Mon Apr 02, 2012 4:31 am
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add a WIDE ..WIDE VERY WIDE rank range and +1. I dont want to have a bunch of NPC's that I cant kill and my legion cant see. as long as we dont stick it to the upper ranks in lower rank legions i would like this. Im rank all most 1300 in a avrg rank 214. I like it hear some times NPc'ing is a pain when im the only one who can see massive beast on my tab. I would hate that. if we have NPC's that I can have the NRG to kill but not allowed to do it I think it can wreck npc'ing for many upper ranks like my self who have chosen to play with there buds regardless of there rank . As an upper rank, NPC action is all i have left no missions. If DAN does this He would need to keep this in mined.

I would like to see low nrg npc that NEEDS team work. But the day I cant even NPC is the day I LEAVE GL. And I doubt im the only one who feels that way. so At my rank 1300 I would not want to see 10 person NPC who needs rank 600+ ppl to kill , that spawn to the point my purging affect will do little good. make them rare and let rank 300+ hit the ones that I can see and i would be ok with it. Any thing but that and I'm more then confident It will 100% undeniably be the worse add on ever.

Unless it spawns as a base like thing and not an NPC??? IDK I like the idea but worry for the above .

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Mon Apr 02, 2012 7:35 am
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well, one other fb game that has implemented this type of NPC with ranges of attack-ability has a new NPC every weekend that EVERYONE in the game can attack. it spawns randomly 3x over the weekend, and then the rest of the week the players go back to their normal routines. that game has 3 'levels' to the npc - for GL, i'd suggest 5 levels.

lvl 1: rank 1-50
lvl 2: rank 51-150
lvl 3: rank 151-300
lvl 4: rank 301-750
lvl 5: rank 751+

until the lower levels are all done, the higher levels do not become attackable. thus, for those higher than rank 750, they can not engage the npc until the lvl 4 section of the npc has been defeated. and so on, down the levels.

each week, the npc could have mystery abilities that would need to be sussed out and addressed - something like an atk power, scan power, or the payment of a sort of tourney entry fee (badges, artis, etc.) for the privilege of competing (um, hunger games, anyone ?? lol). racial abilities could also be included as advantages / disadvantages.

the rewards would be proportionate to the npc lvl engaged and would be awarded using a formula that combined number of attacks and % of total damage done for that lvl. the player who administers the 'final' hit for each level might also earn their legion base some bonus production for the rest of the week.

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Mon Apr 02, 2012 8:10 am
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Have rank minimums for each section, and have the lower "ranked" sections take less energy an be weaker.

+1 from me.

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Mon Apr 02, 2012 9:21 pm
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+1 great idea this could be the new thing that can be needed to keep the game going lol maybe it should be a muilti legion thing to :mrgreen:

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Mon Apr 02, 2012 9:43 pm
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godslayer61192 wrote:
+1 great idea this could be the new thing that can be needed to keep the game going lol maybe it should be a muilti legion thing to :mrgreen:


NPC's the size of bases that you can share with your BP's, independent from the base timer....

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Mon Apr 02, 2012 9:44 pm
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What if your in a legion, and you're the only person in a particular rank-group.

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Mon Apr 02, 2012 9:45 pm
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Bluecifer wrote:
What if your in a legion, and you're the only person in a particular rank-group.
u could call upon a battle pact that is better suited to help, this could promote teamwork among allies and all ranks

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Mon Apr 02, 2012 10:01 pm
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+1 Sounds like it needs a lot of balancing, but it's an interesting idea.


Tue Apr 03, 2012 5:14 am
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Billik wrote:
godslayer61192 wrote:
+1 great idea this could be the new thing that can be needed to keep the game going lol maybe it should be a muilti legion thing to :mrgreen:


NPC's the size of bases that you can share with your BP's, independent from the base timer....

here's one I suggested ages ago on this thread viewtopic.php?f=6&t=11581&p=103344&hilit=mega+elite#p103344:
spyder wrote:
I'll start off with a new NPC concept - Mega Elites.
These are like high level bases - Very High stats, multiple abilities, and you can use battle pacts to call in help. They'd have 50-100 drop slots each. Here's one Mega Elite I can think of now, and I will think of more if high rankers like the concept:

RSL Moon Station
Faction: Rogue Science League
Description: This is one of the RSL's few experimental facilities. Nearly all research conducted in this moon which has been converted into a giant lab is highly illegal, and must be shut down at once.
Sharable Ranks/Pacts: Ranks 300+, Maximum of 2 pacts can be called in.
Drop Slots: Top 60 damagers
Prominent Stats: Attack and Shields
Abilities: Laser blast (double damage), Dampener lock (halves defence from dampeners), Hypersonic wave (halves helmsmen and tactical officer effectiveness), Pacifying blast (pacifies you for 15 minutes, unremovable)
Also, evry hour, it regenerates 5% of it's shields.
Time: 3 days

Rewards:
Planetary Production Randomiser
Takes all the production points of a chosen planet, and randomly re-allocates them into 2 chosen productions.
eg, a desert with Very rich artifact (9 pts), rich research(8 pts) and abundant mining (5 pts) would have 22 production points randomly reallocated into 2 chosen stats (could be 21 into one, 1 into another, or 11 into both)

Salvaged Laser
Weapon which can be restored by using X crimson obelisks and ancient crystal foci.
Upon restoration, you receive a RSL amplified laser, which gives 200 attack for 20 space (limit 2).

Observational Database
Constructs a RSL database on your ship, reducing your scanned planet total by 5% for purposes of scanning, limit of 2/ship.

Research Notes
Upon use, fills you RP total up to capacity.

Experiment Co-ordinates
Reveals the location of a Cyber planet, which has a passive 1000 attack, size very large, and it's only production is 5x mega research. Also, any planet data optimisers used on it have twice the effect.

Anomaly Generator
Generates a small, unstable anomaly, which draws in RSL ships to observe.
For the next 2 hours, you will ONLY have some new RSL spawns. They will drop RP, be easy to kill, and have a good exp:energy ratio.

I'm all for ANY new NPCs - and ANYTHING different.

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Tue Apr 03, 2012 4:44 pm
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spyder wrote:
I'll start off with a new NPC concept - Mega Elites.
These are like high level bases - Very High stats, multiple abilities, and you can use battle pacts to call in help. They'd have 50-100 drop slots each. Here's one Mega Elite I can think of now, and I will think of more if high rankers like the concept:

RSL Moon Station
Faction: Rogue Science League
Description: This is one of the RSL's few experimental facilities. Nearly all research conducted in this moon which has been converted into a giant lab is highly illegal, and must be shut down at once.
Sharable Ranks/Pacts: Ranks 300+, Maximum of 2 pacts can be called in.
Drop Slots: Top 60 damagers
Prominent Stats: Attack and Shields
Abilities: Laser blast (double damage), Dampener lock (halves defence from dampeners), Hypersonic wave (halves helmsmen and tactical officer effectiveness), Pacifying blast (pacifies you for 15 minutes, unremovable)
Also, evry hour, it regenerates 5% of it's shields.
Time: 3 days

Rewards:
Planetary Production Randomiser
Takes all the production points of a chosen planet, and randomly re-allocates them into 2 chosen productions.
eg, a desert with Very rich artifact (9 pts), rich research(8 pts) and abundant mining (5 pts) would have 22 production points randomly reallocated into 2 chosen stats (could be 21 into one, 1 into another, or 11 into both)

Salvaged Laser
Weapon which can be restored by using X crimson obelisks and ancient crystal foci.
Upon restoration, you receive a RSL amplified laser, which gives 200 attack for 20 space (limit 2).

Observational Database
Constructs a RSL database on your ship, reducing your scanned planet total by 5% for purposes of scanning, limit of 2/ship.

Research Notes
Upon use, fills you RP total up to capacity.

Experiment Co-ordinates
Reveals the location of a Cyber planet, which has a passive 1000 attack, size very large, and it's only production is 5x mega research. Also, any planet data optimisers used on it have twice the effect.

Anomaly Generator
Generates a small, unstable anomaly, which draws in RSL ships to observe.
For the next 2 hours, you will ONLY have some new RSL spawns. They will drop RP, be easy to kill, and have a good exp:energy ratio.

I'm all for ANY new NPCs - and ANYTHING different.[/quote]

+1
Loving your idea, surprised none of this has been added yet.


Wed Apr 04, 2012 12:13 pm
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