just me wrote:
mojo311 wrote:
This isn't a bad idea but things that you can do 100 of in a day, raiding/hacking, should be a lot higher. Also what would the things like Excavator grow? Bassed on arti production or something like that?
This is true numbers are just an example and can always be changed around with. maybe raids could start at 1000 and double each time so 1000, 2000, 4000.
I put an example in for miner perhaps excavator could work along those lines but with art collection only problem would be the ability to single click art collection. maybe you could have it as 150 collections of a minimum 20,000 art points or something
i don't think that a rank 200ish excavator should receive a huge disadvantage compared to a rank 2000.
Here is my suggestion:
Bio: based on # of planet attacked but not invaded by others (no invasion roll at all, invade and fail is still invaded), EXTREMELY low count required to lv. Each planet can only be counted once, only counts planets that are still owned by you and never invaded by others(not even fail invasions). Will not drop in level when a planet is invaded/abandoned, but WILL have negative count toward next lvl when fitting.
builder: # of upkeep ticks successfully paid. (module breaking etc won't count)
resource +: # of respective resource type shipment fully received to the resource bar, any amount of overflow does not count
explorer: # of planet scanned
Fixer: # of time you repair your own ship when it's under 20% hull.
governer: # of non-trigger random occuring planet events (so invasion, artifact, ability, colonize events don't count)
hacker: # of hacks
raider: # of raids
merchant: # of trades made where item sent is more than 1% total cargo size. (% can be adjusted ofc)
physicist: # of times attacked but did not receive hull damage. Requires at least 5 attacks on ship from one player within 1 min to count, each player can only count once per day.
sab: # of sabs
spy: longest streak of # of days not disabled.
specific # can be assigned according to task difficulty, like the bio one would be the lowest, followed by gov and sab while hack/raid requires hundreds even thousands and finally merchant would require an almost ungodly amount (not that many ppl go merc but....)
All profession loyalty is reset to 0 upon profession change, changing back does not give any loyalty back.
Of the above, only the bio one is really abusable I think and I should have covered as much ground as possible.