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 Modules/abilities specific to less popular professions 
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Joined: Wed Apr 24, 2013 3:10 pm
Posts: 772
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No it really isn't, It adds a permanent effect where as all other professions (other than miner) are temporary, If I am an excavator for a week I will have 12 rank points 40 hull, 20 sheild, 160 cargo, 12 helmsmen, 16 scientists. that will NEVER go away, as a merchant I can not boast anything permanent, nothing to remember my week as that profession, as a fixer/physicist,Biologist same thing. One could argue that as a spy/raider you gain a permanent effect of the extra resource boost from a hack/raid however the value is so small that it makes virtually no difference (at least in comparison to the excavator/miner)

When you factor in the compounding effect of the trade market in game where you can also take the pullable artifacts make them CTP and then take that CTP in to more artifact planets (which will in turn give you more boosts) its quite clear why it is the most powerful profession. THAT is the standard set, you should either remove excavator OR make all other profession as desireable.

Examples of how powerful other professions would need to be to compeat,

Builder, All standard reserchable attack/defense structors have double value, all production structors have a 25% bonus on prodution. This will NOT stack with energizers.

Fixer, Every week gives you a permanent 1% hull bonus

Biologist, Once a week you can flux a planet with a population of 3000 or more.

Physicist, every week gives you a permanent 1% shield bonus.

Hacker, Your profession will apear as something different on the battle tab, If hacked you will get the blue badage instead of the target, and automaticly hack them.

Raider, When you raid you will get your crew count in resources up to the total amount of resources the target ship has.


Mon Nov 10, 2014 4:47 pm
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Joined: Tue Oct 16, 2012 9:26 pm
Posts: 1076
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draxsiss wrote:
No it really isn't, It adds a permanent effect where as all other professions (other than miner) are temporary, If I am an excavator for a week I will have 12 rank points 40 hull, 20 sheild, 160 cargo, 12 helmsmen, 16 scientists. that will NEVER go away, as a merchant I can not boast anything permanent, nothing to remember my week as that profession, as a fixer/physicist,Biologist same thing. One could argue that as a spy/raider you gain a permanent effect of the extra resource boost from a hack/raid however the value is so small that it makes virtually no difference (at least in comparison to the excavator/miner)

When you factor in the compounding effect of the trade market in game where you can also take the pullable artifacts make them CTP and then take that CTP in to more artifact planets (which will in turn give you more boosts) its quite clear why it is the most powerful profession. THAT is the standard set, you should either remove excavator OR make all other profession as desireable.

Examples of how powerful other professions would need to be to compeat,

Builder, All standard reserchable attack/defense structors have double value, all production structors have a 25% bonus on prodution. This will NOT stack with energizers.

Fixer, Every week gives you a permanent 1% hull bonus

Biologist, Once a week you can flux a planet with a population of 3000 or more.

Physicist, every week gives you a permanent 1% shield bonus.

Hacker, Your profession will apear as something different on the battle tab, If hacked you will get the blue badage instead of the target, and automaticly hack them.

Raider, When you raid you will get your crew count in resources up to the total amount of resources the target ship has.

You have completely lost the plot. Can't wait for you to start on the races like Konqul... eeep 20% attack boost is soooooo unfair.
How about you leave this thread for the discussion of Chiaro's ideas?


Mon Nov 10, 2014 7:40 pm
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