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 New Daily pullable AP sinks 
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Joined: Wed Apr 24, 2013 3:10 pm
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Hi,

I am going to suggest some new missions the main point of them is to get us to use alot of pull able artifacts to stimulate the economy since the supply side has been a glut.


five new daily missions They all grant 0 xp and are repeatable daily missions.

1) Temporal manifestations Costs 100 Time miniputors 100 Planetary time vortex, 100 Shipbots, 100 energy, 10 clicks to complete. reward, Stasis artifact (when applied to a building on a planet it does not count towards the planets maximum amount of buildings. (this is a building augment applicable to all artifact buildings ) Example you could have two warpgates with this artifact even though warpgates are normally only 1 per planet.

2) greater construction, 100 Warp gates, 100 Processors, 100 phase cutter, 100 refining labs, 100 relaytower, 100 space elevators, 100 spy uplinks, 100 energy, 10 clicks to complete, Grants Lesser building optimization (improves a researched building by 25% maximum 100%)

3) BIG guns, 100 afc's 100 Crimson amps, 100 defense grids, 100 sabs, 100 enegy 10 clicks, Grants "heated guns" for the next 15 mins all npc damage cap is treated as double.

4) Super Trap, 100 Halc's, 100 omcron mines, 100 Virius trap. 100 energy 10 clicks, Grants a Rift trap

5) planet observer: 100 Tachyon Cylinder 100 flux prob, 100 subspace seekers, 100 beacons 100 energy 10 clicks Grants star map, Automatically puts 1 new planets on scan.


Wed Apr 27, 2016 11:09 pm
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im in

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Thu Apr 28, 2016 1:00 am
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Sounds good i reckon mm-hmm

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Thu Apr 28, 2016 6:38 am
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I second that

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Fri Apr 29, 2016 6:24 am
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I'd love to see more buildable stuff.

One thing though, the "Planet Observer" is basically the old Alien Star Charts. Dan removed them for a reason, although i'm not sure what that reason is. I've still got some charts that I never scrapped after Dan got rid of them. My cargo hold is a bit of a museum lol.

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Sat May 14, 2016 10:24 am
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Faire enough then make it similar to that limited mission that grants you temp scan %. :)


Wed May 18, 2016 7:55 pm
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Not sure how many would agree, but...

.. Make these Theory Lab Items and I am in.

Gives you all the benefits you outlined, but also provides a dump for Research/more opportunities to get the research medal.

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Wed May 18, 2016 10:41 pm
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i drink that juice, made in the congo

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Thu May 19, 2016 3:21 am
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Joined: Thu Mar 27, 2014 1:31 am
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draxsiss wrote:
Hi,

I am going to suggest some new missions the main point of them is to get us to use alot of pull able artifacts to stimulate the economy since the supply side has been a glut.


five new daily missions They all grant 0 xp and are repeatable daily missions.

1) Temporal manifestations Costs 100 Time miniputors 100 Planetary time vortex, 100 Shipbots, 100 energy, 10 clicks to complete. reward, Stasis artifact (when applied to a building on a planet it does not count towards the planets maximum amount of buildings. (this is a building augment applicable to all artifact buildings ) Example you could have two warpgates with this artifact even though warpgates are normally only 1 per planet.

2) greater construction, 100 Warp gates, 100 Processors, 100 phase cutter, 100 refining labs, 100 relaytower, 100 space elevators, 100 spy uplinks, 100 energy, 10 clicks to complete, Grants Lesser building optimization (improves a researched building by 25% maximum 100%)

3) BIG guns, 100 afc's 100 Crimson amps, 100 defense grids, 100 sabs, 100 enegy 10 clicks, Grants "heated guns" for the next 15 mins all npc damage cap is treated as double.

4) Super Trap, 100 Halc's, 100 omcron mines, 100 Virius trap. 100 energy 10 clicks, Grants a Rift trap

5) planet observer: 100 Tachyon Cylinder 100 flux prob, 100 subspace seekers, 100 beacons 100 energy 10 clicks Grants star map, Automatically puts 1 new planets on scan.


1) I'm hoping you mean building limit per planet, and not just "doesn't count at all" (which would allow you to put beyond available space on planet).

2) Not sure if this should be here, as currently the trellith energizers are limited artifacts, and for good reason. They are very, very powerful upgrades and I'm not sure it's suitable to put this upgrade in a farmable area like this

3) Cool idea, good for those Darmos and Nabai hunts, but by then you should have the raix megaweapon. Although this could make it more tasteful to finish in one day as opposed to spreading it out. Any other uses?

4) No, the required artis are some of the least used artis and people stockpile them. You could make one rift trap a day for the rest of the year and it would be amazingly unfair. There is a reason rift traps don't drop often, they are basically an "I win" card when played with a flux.

5) As stated for previous reason to the alien star charts, yea there needs to be a dif purpose for this artifact.

A counter-suggestion: Beef up the other artifacts that aren't as good as 1, 2 and 4 and make it so you can only do one of the missions per day, limiting your choices to 1 of the 5.

OR

Make 1, 2 and 4 much harder to make (or nerf/limit their effects), and add all as CTL discoveries.

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Tue May 24, 2016 12:58 am
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1) yes its limit per planet NOT size. So I could have 2 Gateways but each on still takes 1 space.

2) I don't think its so bad, we have so many 2:1 artifacts (OR BETTER) that this is more to beef up production on "ok" worlds. If its a huge issue would it be better if say it caped at 75% (so it isn't as good as energizers)

3) It helps lower ranks pvp more effectively and more quickly click reduction is your friend. :)

4) How many flux's are you going through? I am pretty sure not a flux a day. its good but not game breakingly so.

5) Thats fair enough, My suggestion was a flat 5% scan bonus. that is for 15 mins after compleating the mission.

6) I have 0 issue with these being CT discovery's however I would rather hey be mission as you can then only get 1 per day. (or 3 with vissions/allys)


Tue May 24, 2016 1:50 am
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draxsiss wrote:
1) yes its limit per planet NOT size. So I could have 2 Gateways but each on still takes 1 space.

2) I don't think its so bad, we have so many 2:1 artifacts (OR BETTER) that this is more to beef up production on "ok" worlds. If its a huge issue would it be better if say it caped at 75% (so it isn't as good as energizers)

3) It helps lower ranks pvp more effectively and more quickly click reduction is your friend. :)

4) How many flux's are you going through? I am pretty sure not a flux a day. its good but not game breakingly so.

5) Thats fair enough, My suggestion was a flat 5% scan bonus. that is for 15 mins after compleating the mission.

6) I have 0 issue with these being CT discovery's however I would rather hey be mission as you can then only get 1 per day. (or 3 with vissions/allys)

2) The problem with this arti being available like this is most high ranks have enough ap to build one of these every 1-2 days. On any generic decently built VM 15x+, the 25% adds ~60 aph every 1-2 days until the 100% cap is reached. The main issue here is not that the addition itself, which is not significantly overpowered in how long it takes to get that +240 ap. The real issue is how easy it is to get this artifact, and that it costs absolutely 0 space to use and has no limit. You end up with an infinitely repeatable artifact with minimal entry requirements and universal applicability.

Think of it this way, you are getting the equivalent of a 10% boost on a project planet faster than once a week. Thats approximately 60 planets a year --> an extra 14,400 aph per year from this one repeatable mission (240 x 60), with 0 drawbacks. This reward is significantly more powerful than having year round access to chuhn upgrades, the ravyn chain stryll bays (which were considered borderline OP artis to start with, but are limited and behind a pay wall at least), or unlimited omniforges (which most people consider essential, and at least require you to perform LMs as a team for success).

In comparison, the Taltherian profession lets you build up 1 planet approximately once a month = 12 planets a year.
Most of these planets will make somewhere in the 1k-2k aph range. So now you have a mission chain thats equal in power and repeatability to a race ability itself. Similar comparison can also be made between the mission proposed and the Litheor ability.

4) It's not that you go through a flux a day, it's that you have a rift trap every time you need to use a flux, which should not be the case. THAT, is game-breaking, you should not have rift traps in significant excess of the amount of fluxes you can acquire in a reasonable amount of time.

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Wed May 25, 2016 2:15 am
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Their arty points would have to be close to 100 MILLION AP a day to keep up with doing that mission daily. (keep in mind you also can't use the ct lab for other goodies that need any buildings so no warpgates, no Cloak goodies, no concordstations ect) This means 4,166,667 AP an hour (with zero waist). While some people may have this much aph, I would think VERY VERY few do. Remember thats 1000 buildings of each type per % upgrade.


Wed May 25, 2016 7:00 pm
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draxsiss wrote:
Their arty points would have to be close to 100 MILLION AP a day to keep up with doing that mission daily. (keep in mind you also can't use the ct lab for other goodies that need any buildings so no warpgates, no Cloak goodies, no concordstations ect) This means 4,166,667 AP an hour (with zero waist). While some people may have this much aph, I would think VERY VERY few do. Remember thats 1000 buildings of each type per % upgrade.

No one has 4M aph. You only need 400k aph to build them every day. You get ~10 of every arti daily for each 40k aph you have. And even if you only have 200k (which is still high rank, but many, many more have achieved this thank the 400k benchmark), you can still build them every other day. And if you have 133k, well thats every 3 days (which pretty much every high rank has passed this benchmark). And theres no CTL building that compares with using 100 of each ingredient to add effectively the same as a +3 building for 0 space. Most CTL artis would be +1 or +2 for 1 space or 2 space and use 40-50 of each ingredient.

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Wed May 25, 2016 7:41 pm
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I do not think you are correct thats 100 per click at 10 clicks = 1000 of each building. You most certanly are not getting anywhere close to that


400K aph =9,600,000 AP a day = 100 of each artifact. that is 1 click worth of the mission...need 10 clicks.


Wed May 25, 2016 11:18 pm
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oh my bad, I thought the listed costs were for the full 10 clicks and not per click :D
1, 2 and 4 seem balanced then. Particularly 2 is fine since it prevents you building literally anything in the CTL as they are all non-tradable chassis.

Than now I think 3 and 5 need changes.

3 is too underpowered for the cost in artis, there's no point in using that buff as is (most high ranks don't need it, and since its 1000 artis and not 100, not sustainable. Additionally, low ranks won't have enough artis to do it alone, and requires legion assistance to handle it. Maybe that's a good thing for lower ranks, I've yet to decide whether or not enforcing the playstyle of helping lower ranks should be the way to go, but it would definitely help attract the newer playerbase to stick around. Still this buff is not remotely sustainable for the small benefit it gives).

5 seems underpowered as well for a 5% scan buff. You can realistically only get this buff once to twice a month for most endgame high ranks, and it would consume your entire stock of artis needed each time, preventing use for other stuff (ie hypersensors for ctp scrapping). I would propose a 10% scan buff instead.

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Thu May 26, 2016 12:05 am
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What if 3's duration was increased? Maybe worth while for lower ranks if it was an hour or two instead?


Thu May 26, 2016 4:37 am
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