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 Power Systems 
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Joined: Tue Jan 04, 2011 10:58 pm
Posts: 204
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What if we had power systems in for our ships? It could be added in a new tab called "Power" and maybe a bar like the energy and hull. It might not be implemented but I'm just giving it a shot. I know that the reactors produce energy like power but in this game, energy is not power.

The more power we have, the more we get from production, less time for regeneration, and module bonuses.
The less power, the less we get from production, more time for regeneration, and module penalties.

Ship Modules + Planetary Buildings need power to be more effective. So do the timers for regeneration and production.

Example:

Ion Cannon
Size: 14
Attack: +29
Cost: 20,600 CR, 41 Chrisium
Upkeep: 1,000 Credits
Power Cost: 5 Power

(Power multiplier bonus is in percentage, not whole numbers)

Ship Modules Example (Except hull)
If power is higher (+10 Power), more attack power (30 Attack x 10% power = 33 Attack [30 x 10%] Limit power usage for balance)
If power is lower (-10 Power), less attack power (30 Attack - 10% Power = 27 Attack [30 - 10% of 30] Limit for balance)
^ Same thing for defense, scan, cloak, and energy modules. Hull is unaffected.

Production Example
If power is higher (+20 Power), more produced (100 Minerals/hour x 20% Power = 120 Minerals/hour [100 x 20%] Limit for balance)
If power is lower (-20 Power), less produced (100 Minerals/hour - 20% Power = 80 Minerals/hour [100 - 20% of 100] Limit for Balance)

Energy Regeneration
If power is higher (+25 Power), less time for regeneration (25 energy/hour x 25% Power = +6 charge [25 x 25%]) Limit for Balance)
If power is lower (-25 Power), more time for regeneration (25 energy/hour - 25% Power = -6 Charge [25 - 25% of 25]) Limit for Balance)
^Same thing with shield recharge

(Would be easier to be in increments of 5 for power)
(Need new research tab)

Power Plant
Cost: 5,000 Credits
Production: +25 Power
Time to build: 1 Hour (Optional)
Limit: 4 Power Plants

Upgraded Power Plant
Cost: 10,000 Credits, 100 Dynite
Production: +35 Power
Time to build: 2 Hours (Optional)
Limit: 4 Upgraded Power Plants

These are my ideas for this game. This would help us be more active in Galaxy Legion.

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Rank: 1500

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Status: Returning Player
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Current Milestones:
10th Year Anniversary of playing GL (Started November 2010)
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Sun Jan 16, 2011 9:36 pm
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Joined: Sat May 22, 2010 6:22 pm
Posts: 1760
Location: On the bridge of the Vikiera
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There was a similar system about heat. Stuff like using cannons too much caused your ship to overheat and lockdown.

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Sun Jan 16, 2011 10:05 pm
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Joined: Sat Sep 18, 2010 9:25 pm
Posts: 570
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These are nice ideas, but I think they would be too game-changing a year in. Maybe if it were designed like that in the first place, but it's pretty drastic for an on-the-fly mod.

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Sun Jan 16, 2011 10:14 pm
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Joined: Tue Jan 04, 2011 10:58 pm
Posts: 204
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zophah wrote:
There was a similar system about heat. Stuff like using cannons too much caused your ship to overheat and lockdown.

Maybe there could be a power overload. Too much power disabled all modules and stopped production and regeneration until you build modules or sell power structures.
Also, a power outage. All modules + production + regenerations down 90% until you uninstall/sell modules or build power structures.

Tommy15551 wrote:
It might not be implemented but I'm just giving it a shot.

I already said this so it really doesn't matter to me if doesn't get implemented. I am just trying to explain my ideas to the world of Galaxy Legion.

_________________
IGN: AlphaAura
Rank: 1500

-----
Status: Returning Player
Current Goal:
Reach rank 1800
Current Milestones:
10th Year Anniversary of playing GL (Started November 2010)
5 Million+ Population on a planet (Biologist 30% included)


Sun Jan 16, 2011 10:20 pm
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