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 increase tradeable artifacts 
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Joined: Wed Apr 24, 2013 3:10 pm
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Ok,

I would like to suggest making all NONSTAT modifying artifacts trade able. This will help people with the CT lab and help new playes get some decent buildings when they first start up. (to a new player even warp gates/eleveators/processing cores ect are good) Should give the trade market an injection of fresh air.


Thoughts?


Mon Oct 20, 2014 10:48 pm
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Joined: Sun Aug 03, 2014 6:17 pm
Posts: 2224
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Would like to say +1..will say +0. I think the idea of some of the items as non-tradable is good. IT makes you personally strive for the end results. For example polorons, toxic plants, etc. have 1 component you cannot trade for--simply have to earn it. I do agree that many items seemingly wouldn't hurt the game if you could trade. Maybe a more relevant thought would be to more fully detail a list of what you feel SHOULD be trading bait. (shrug)

Would love to see continued options for ct lab recipes or perhaps a stage II lab. Extend out the research options--endless roads of where that could go and tons of threads already discussing it.

So I like where your mind is at, but need more!

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Mon Oct 20, 2014 10:55 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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Because people with low APH should have everything just handed to them by a sugar daddy, sure.

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Tue Oct 21, 2014 3:41 am
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Joined: Wed Apr 24, 2013 3:10 pm
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This is far more a measure to help new players get on their feet. with the exception of TM's and ACF Cages and sabs, just about every single pullable artifact (that does not add to your permant stats) is worth very little and later on you will have 100's of all of them anyway, I will be more exact in what I want, I want the BUILDINGS to be tradeable, To help new players get a leg up alittle bit faster, a perk I will add that most reseters will already have since they will "transfer" many of their good planets to friend (with far better buildings then what is listed in many cases).

eddit

by buildings I mean

WarpGate
Space Elevator
Processing core
refining lab
Relay tower
spy uplink
phase cutters

I would also like Null's to be tradeable as I feel they would retain a presentable value (likely the same as TM's)


Tue Oct 21, 2014 5:13 am
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Joined: Sun Feb 12, 2012 2:27 pm
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draxsiss wrote:
This is far more a measure to help new players get on their feet. with the exception of TM's and ACF Cages and sabs, just about every single pullable artifact (that does not add to your permant stats) is worth very little and later on you will have 100's of all of them anyway, I will be more exact in what I want, I want the BUILDINGS to be tradeable, To help new players get a leg up alittle bit faster, a perk I will add that most reseters will already have since they will "transfer" many of their good planets to friend (with far better buildings then what is listed in many cases).

I would also like Null's to be tradeable as I feel they would retain a presentable value (likely the same as TM's)


-1
NO thanks

most players should have high enougth AP production to slowly put the standart buildings on theire planets
so all this is realy doing is make the upgraded versions "traderble" as you can simply sendt them ALL the artifacts they need to make them

WarpGate = Hypergate Upgrade
Space Elevator = Thermionic Intensifier, Astrobiology Ward
Processing core = Phasic Chain-Ionizer, Galactic Concord Station, Toxic Processing Plant
refining lab = Isolation Bureau
Relay tower = HyperSensor Satellite
spy uplink = Resonance Inhibitor, Polaron Emitter
phase cutters = Domain Walker

why not...

Darth Flagitious wrote:
Because people with low APH should have everything just handed to them by a sugar daddy, sure.

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Tue Oct 21, 2014 6:25 am
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