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 The Crimson Counter Attack 
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Joined: Tue Feb 04, 2014 3:00 pm
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First, I would like to open with some numbers may need to be changed. Depending on the feedback I get, I'll continue the series for other Legion Missions. Here goes:

Legion Mission Part Two Mission Series

Crimson Deep-6 If you succeed… The Crimson Counter Attack

The attack went well I see. The base was destroyed.
Surprisingly, yes. I was expecting more of a fight from the Crimsons.

You spoke too soon.
What do you mean?

The crimsons have begun a counter-attack. They have laid siege to our base and on many of our planets. We’re received initial reports of the attacks. Our base is under red alert.
How expansive is the damage? What are your orders?

Thirty planets are under siege. Before we can coordinate a defense, we need our own command center back up and running. Disable their main command ship or all is lost. After we regain our command center, you must go to our people's rescue. Wipe out the enemy blockades and send relief effort to the planet surface.
We’ll send ships right away.

Wait! there's more! Our communications analysts have conclude that there are capital ships leading the effort. They're attacking as a backup in the event their Command Ship should fall. Attack the capital ships as well to reduce their counter attack ability. Those will take a coordinated effort.
Yes, sir! We’ll give them a fight they’ll remember!

I expect nothing less from you, Commander.

Pre-mission Legion Wide Task
The Crimson Capital Ship has dropped into orbit around the base. Defend the base before selecting any other task.

Crimson Command Ship (Rank 1200)
This is the core of the crimson fleet. Like other members of the invasion force, this ships are well equipped to bring on war of any scale. They are well known for halting any alliance to a complete standstill.

Hull: 10,000,000
Shields: 2,000,000
Attack: 250,000
Defense: 150,000
Cloak: 50,000; can't be found by natural means
Abilities: Communication Command – calls Crimson Capital Blockaders and/or Crimson Blockaders to its defense at random. Blockaders must be disabled before attack can continue.
Siege mega weapon – strikes your ship and takes 20% of your hull and shields.
Crimson Coordination – prevents improved mind influence from working.

Task 1: Wiping out the Blockades.
Thirty planets are blockaded. The number of ships varies on planet size. The strength of the ships varies based on the highest richness of the planet. Thirty planets player owned have been blockaded at random. Planets with crimson intelligence affect are 3 times more likely to be blockaded.

***Note: 30 Capital ships must be disabled before you can successfully disable blockades. In the event you disable a blockade before this requirement is satisfied, another blockade will spawn on another planet.

1 ship if Very Tiny and Tiny
2 ships if Very Small and Small
3 ships if Average and Large
4 ships if Very Large and Massive
5 ships if Very Massive and Colossal
5 ships and a capital ship if Mega Colossal

Crimson Blockader (Rank 400)
These ships are well equipped to lay siege to planets of any size. They mercilessly engage enemy targets regardless of whether they are combatants or non-combatants. (Skin could be the seeing red skin.)
Hull: 125,000
Shields: 25,000
Attack: 20,000 (Adjusted based on planet richness)
Defense: 10,000 (Adjusted based on planet richness)
Cloak: 2,000

Task Reward: Crimson Matrix
Size: 25
Upkeep: 100mil
Attack: 150
Invasion Attack: 50
When fully upgraded (max of 200% at 40% intervals), player can blockade enemy planets and hijack production. Limits: once killed off blockade, player can’t blockade any planet for 20 hours; player can’t guard any planets either. If held for a week, invasion chance doubles. If held for a month, invasion is tripled.

Task 2: Disabling Capital Ships
The capital ships are coordinating the assault on your planets. Disable them to hurt the siege advances. Lock or kill 3 capital ships.

Crimson Capital Blockader (Rank 800)
These massive ships are well equipped to defend themselves in the event of an attack. The communication relay is the secret to their success.
Hull: 1,000,000
Shield: 200,000
Attack: 50,000
Defense: 30,000
Cloak: 12,000
Abilities: Communication Relay – cause an attack on one of your planets (same conditions as task 1 NPCs).
Siege super weapon – strikes your ship and takes 10% of your hull and shields.
Crimson Coordination – prevents improved mind influence from working.

Task Reward: Crimson Parts
Upgrades any crimson module by 25% maxed at 100%.

Task 3: Providing Relief to Sieged Planets
Many planets have been left destroyed. Many of your people need help. (While this task is active, planets have 75% less population.)
30 hits of 1,000 energy, 20 cloning pods, 20 longevity serums, and 20 ship bots.

Task Reward: 5 Relic Badges

Mission success rewards 5 Relic Badges to all participants.


Last edited by Toruk_Makto on Mon Apr 13, 2015 7:00 pm, edited 3 times in total.



Tue Apr 07, 2015 7:37 pm
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I'm up for more crimson stuff +1

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Tue Apr 07, 2015 8:46 pm
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sounds good to me +1

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Tue Apr 07, 2015 9:33 pm
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Nicely thought out, lower ranks might have trouble with this LM, but +1 from me

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Wed Apr 08, 2015 2:07 am
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Zombiekiller531 wrote:
Nicely thought out, lower ranks might have trouble with this LM, but +1 from me


I thought about that too, but I was trying to make something upper ranks might find somewhat challenging. Either the NPCs could scale like a matched NPC or there could be a task for hunting crimsons to decrease their advance for the lower ranks.


Wed Apr 08, 2015 10:22 am
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I like the continuation of Assault Crimson Base :) and yours is very well thought.

1. What's the difference of task 2 reward vs Kelethor's Schematic ?

2. Thought I like blockades, getting 30 planets blockaded at once seems too easy, and does not need coordination and cooperation between legionmates.

Hope you can consider those :)


Wed Apr 08, 2015 10:25 am
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asquall wrote:
I like the continuation of Assault Crimson Base :) and yours is very well thought.

1. What's the difference of task 2 reward vs Kelethor's Schematic ?

2. Thought I like blockades, getting 30 planets blockaded at once seems too easy, and does not need coordination and cooperation between legionmates.

Hope you can consider those :)


Response to 1. The Scythe Plating doesn't get upgraded by the Kelethor's schematic, so was trying to figure out a way to upgrade these.

Response to 2. While it seems too easy, I think losing production from 30 planets could be detrimental. I didn't want to make it too high, but it could be higher. This is primarily the solo NPC mission but we could put a "failure threat" on it: if 30 capital ships aren't disabled, the blockaders continue popping up on new planets as they are cleared off. (not a failure threat per say but a "if you don't get this done first, you won't get this done.")


Wed Apr 08, 2015 10:32 am
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That exactly as I thought, I think you should rethink :

When you join task 2, you don't need to disable blockades, so it's pointless to have them popping out on your planets ...

Except if you design it like this :

The blockades spawned by the Capital Ship is a 3 man elite, which can be alerted to supply task-1 takers.
--- or ---
The blockades spawned is on base (-60% base production) or on legionmates planets...


Wed Apr 08, 2015 3:22 pm
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asquall wrote:
That exactly as I thought, I think you should rethink :

When you join task 2, you don't need to disable blockades, so it's pointless to have them popping out on your planets ...

Except if you design it like this :

The blockades spawned by the Capital Ship is a 3 man elite, which can be alerted to supply task-1 takers.
--- or ---
The blockades spawned is on base (-60% base production) or on legionmates planets...


I would think you wouldn't join the task until the capital ship requirement is satisfied.

The blockades and the Capital ships are connected for sure.

I do like the idea of base blockading but I also think there would only be a couple people attacking the base blockade while other are conveniently busy with something else.


Wed Apr 08, 2015 3:46 pm
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Ah yes, that will be interesting if :

Task 2 spawns a base blockade, then all capital ships cannot be attacked while the base is blockaded.
The blockade should have a decent amount of hulls, att and def, of course... to encourage coordination in doing the mission.

Maybe make an optional task to get reward/disable the blockade - 10 man boss.


Wed Apr 08, 2015 4:03 pm
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asquall wrote:
Ah yes, that will be interesting if :

Task 2 spawns a base blockade, then all capital ships cannot be attacked while the base is blockaded.
The blockade should have a decent amount of hulls, att and def, of course... to encourage coordination in doing the mission.

Maybe make an optional task to get reward/disable the blockade - 10 man boss.


Crimson Command Ship (Rank 1200)
This is the core of the crimson fleet. Like other members of the invasion force, this ships are well equipped to bring on war of any scale. They are well known for halting any alliance to a complete standstill.

Hull: 10,000,000
Shields: 2,000,000
Attack: 250,000
Defense: 150,000
Abilities: Communication Command – calls Crimson Capital Blockaders and/or Crimson Blockaders to its defense at random. Blockaders must be disabled before attack on Crimson Command Ship can continue.
Siege mega weapon – strikes your ship and takes 20% of your hull and shields.
Crimson Coordination – prevents improved mind influence from working.

Also, I edited to reflect the base blockade idea. Great thinking and thanks for your contribution!


Wed Apr 08, 2015 4:11 pm
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I like it. So it is written, so let it be done. (ya, I watched Charleton Heston in the original 10 Commandments)

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Wed Apr 08, 2015 4:44 pm
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SirStinker wrote:
I like it. So it is written, so let it be done. (ya, I watched Charleton Heston in the original 10 Commandments)


There's nothing wrong with that :P I did catch the reference though :mrgreen:


Fri Apr 10, 2015 11:24 am
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