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 profession lyalty bonus 
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Joined: Tue Sep 14, 2010 1:17 pm
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OK not sure if this has been brought up yet did a quick search no results so here goes...

Loyalty to legions is one thing already established in the game and works quite well, my suggestion is a loyalty bonus in relation to professions. or even races not sure on races though.

Some people prefer to jump from profession and race to profession and race depending on what suits them at the time.
Others however stick to a profession or race and build around that choice.

I'm suggesting perhaps we could include a loyalty to a particular profession bonus. for example a saboteur that sabs every day is naturally going to be better then a sab who has only done it once or twice. Another example is a builder one with 20 years experience is better then a fresh graduate, or a fixer who fixes constant damage better than one who does the occasional repair.

I think a loyaty bonus based on how much the "profession" is used would be cool. Of course if you change profession the bonus is lost but you can earn it again if you return to the profession. or maybe keep the bonus i dont know. I guess a carpenter doesn't forget how to work with wood because he learns electrical work.


Tue Nov 06, 2012 1:25 pm
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some examples

Sabs

150 uses gains a reduced energy cost for sabbing 10 energy down to 5
300 uses gains a reduction in cooldown time from 8 hours to 7
600 uses gains a 1% chance to destroy 2 structures instead of 1

Raider

150 Raids gains a further 2.5% bonus to raids chance
300 Raids gains a further 5% bonus to raids chance
600 Raids gains a 10% bonus to raids chance


Tue Nov 06, 2012 1:30 pm
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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?

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Tue Nov 06, 2012 1:34 pm
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Miner

250 mineral collections gains a 1% bonus to mineral production
500 mineral collections gains a 2% bonus to mineral production
1000 mineral collections gains a 3% bonus to mineral production

Physicist

100,000 damage to shields sustained gains a further 2.5% bonus to max shielding
200,000 damage to shields sustained gains a further 5% bonus to max shielding
500,000 damage to shields sustained gains a further 10% bonus to max shielding


Tue Nov 06, 2012 1:35 pm
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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


Tue Nov 06, 2012 1:38 pm
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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.

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Tue Nov 06, 2012 5:23 pm
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Some cool ideas there.

Some possible variants:
Biologist levels based on how much population regrows via natural means.
hacker/raider level from succesfully blocking hackers/raiders.
physicists level from being attacked via Krionite torpedoes

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Wed Nov 07, 2012 7:42 am
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these are all good variations.

i like the fixer and physicist ones.

Spy would be exceptionally hard due to notifications from hacks

perhaps instead it could be off crit hacks and crit raids for raiders. they have a low chance of happening anyway so will still require a lot of hacking/raiding to achieve.

although i would think Crits for raids still needs to be improved. but that's a different thread entirely


Wed Nov 07, 2012 2:10 pm
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just me wrote:
these are all good variations.

i like the fixer and physicist ones.

Spy would be exceptionally hard due to notifications from hacks

perhaps instead it could be off crit hacks and crit raids for raiders. they have a low chance of happening anyway so will still require a lot of hacking/raiding to achieve.

although i would think Crits for raids still needs to be improved. but that's a different thread entirely


well, spy COULD just lay low and not do anything
if u wanna use it for hacking you might as well go hacker so....

ofc, then there is the race restrict but still, spy is not the top hack class.

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Wed Nov 07, 2012 4:35 pm
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While I do agree that having some sort of loyalty bonuses would be interesting, I think the odds of it happening are almost zero. Remember Dan wants and needs people spending money on race/prof changes. Do you really think he will implement a system that will discourage that?

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Sat Nov 10, 2012 8:29 pm
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sumwunn wrote:
While I do agree that having some sort of loyalty bonuses would be interesting, I think the odds of it happening are almost zero. Remember Dan wants and needs people spending money on race/prof changes. Do you really think he will implement a system that will discourage that?


An alternative option that fulfills both would be making the loyalty thing unlock an advanced class instead of giving direct bonus.
You have to use change race/prof artifact or GP option to actually use the higher class. The class will stay available for as long as you stay with in the class branch(that is to say the base or any upgrade of the class) but will be re-locked if you switch away and need to be re-earned thereafter.

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Sat Nov 10, 2012 9:54 pm
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sumwunn wrote:
While I do agree that having some sort of loyalty bonuses would be interesting, I think the odds of it happening are almost zero. Remember Dan wants and needs people spending money on race/prof changes. Do you really think he will implement a system that will discourage that?


That is probably true

sumwunn wrote:
While I do agree that having some sort of loyalty bonuses would be interesting, I think the odds of it happening are almost zero. Remember Dan wants and needs people spending money on race/prof changes. Do you really think he will implement a system that will discourage that?


this is a very good compromise though +1

Uy23e wrote:
just me wrote:
these are all good variations.

i like the fixer and physicist ones.

Spy would be exceptionally hard due to notifications from hacks

perhaps instead it could be off crit hacks and crit raids for raiders. they have a low chance of happening anyway so will still require a lot of hacking/raiding to achieve.

although i would think Crits for raids still needs to be improved. but that's a different thread entirely


well, spy COULD just lay low and not do anything
if u wanna use it for hacking you might as well go hacker so....

ofc, then there is the race restrict but still, spy is not the top hack class.


Good point I've never really got into hacking so I wouldn't know the ins and outs of the associated professions


Sun Nov 11, 2012 3:45 pm
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