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 CT lab recipes 
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Joined: Tue Oct 09, 2012 1:42 am
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I had an idea for two ct lab recipes:

Since there is a recipe for mods to increase shields and mods to increase defense, I thought of having one that could increase hull and one that could increase energy. They both would contain components that are not trade-able like the others:

The module for hull could require durtanium brackets [for obvious reasons] and nanite swarm capsules and maybe some grid consoles.
The stats are open to suggestions as to how much hull a mod could add, and maybe as with the def and shield mods, it could add 5% bonus hull totaling 15% with a max of three mods. If that is too much, maybe limit it to 2 mods per ship? Number of components for the recipe is also suggestible.

The module I was thinking for energy could require energy cubes, tri-matrix emblems, and maybe time manipulators or something.
As with the hull modules, the stats are open to suggestion as well as the number of components required to get them. Again each mod could add a 5% bonus, limit 2 or 3 mods [ preferably 3 XD ]

I figure maybe they could have about the same time length on average as it would require to get a velox or aegis mod. Don't know if these have been suggested, but I just randomly thought of them today and figured I'd write them down. :)


Wed Feb 13, 2013 5:39 am
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Joined: Tue Oct 18, 2011 8:15 pm
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There are already modules for % on hull, the two Kalvium Fortified Platings and the Stacked Attiroth Plating when its maxed out. So if you want it balanced, you'd have to add more for shields and defense as well.
As far as the energy one goes.. Massively overpowered. Doesn't matter what you make the price of getting it, any additive to percentage of energy, unless its really small, like 1%, is overpowered.
Seriously.. Some people run around with 30k+ energy, imagine adding 10-15% to that. And you know the people who are powerful enough, or high ranking enough, to have that kind of energy would be the first ones to get this module too, so it would pretty much break the game.
Also, Dan would never allow that, as he is, as everyone knows, against auto-ranking, which the energy device would make far easier.

The Hull one would have been a great additive though, if we didnt already have those.


Wed Feb 13, 2013 9:20 am
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Joined: Wed Nov 21, 2012 12:33 am
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I agree with Sereomontis. One thing we could use though is a module for % increase on cloaking. As it is right now the maximum cloaking is significantly lower than the maximum scan.

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Wed Feb 13, 2013 12:43 pm
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Well there doesn't necessarily even need to be the percentage bonuses on these. You could still have something that adds to those stats though at least.


Thu Feb 14, 2013 5:11 am
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I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs


Thu Feb 14, 2013 5:23 am
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Hallucinations wrote:
I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs



Hmm, I like that. It's different.


Thu Feb 14, 2013 10:24 pm
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Hallucinations wrote:
I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs

Much , Much better

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Thu Feb 14, 2013 10:32 pm
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Hallucinations wrote:
I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs


+1 to this idea :D


Fri Feb 15, 2013 8:49 am
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Hallucinations wrote:
Hallucinations wrote:
I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs


+1 to this idea :D


on your own idea? hmm
actually, I think, players have more than enough energy available, thus no 2% please - do you want to speed up ranking?
otherwise -1

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Fri Feb 15, 2013 9:25 am
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Flux wrote:
Hallucinations wrote:
Hallucinations wrote:
I don't see the hull% as being OP as long as its 2-3% and max of 2 mods.

with the energy instead of a percent make it something like size:20 Energy: 200 Ability: Gain 2% of your total energy, with a cooldown of 40 hours, max of 2 per ship something like would be very useful, and save some of those precious energy sacs


+1 to this idea :D


on your own idea? hmm
actually, I think, players have more than enough energy available, thus no 2% please - do you want to speed up ranking?
otherwise -1


so 4% of my energy every 40 hours is too much energy? at my 13500E bar that would be 540E every 40 hours, you could easily lock/find 2-6 queens from legion mate shares/NPCing during that time giving you 600-1800 Energy. a 50k energy bar would only get 2k energy every 40 hours. this is less energy then silithon queen sacs would give you. And at the rate this is going ranking up faster is now considered a good thing, at least in my eyes.


Fri Feb 15, 2013 10:21 am
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I saw an increase of players complaining, that game content ends at rank 2200 and many start to slow down they ranking.

Yes, I know, you are 1K+ rank... but still, lets see it valid for all players.

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Fri Feb 15, 2013 12:34 pm
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