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 More uses for rank points -- devices/new crew 
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Joined: Tue Jun 01, 2010 12:30 pm
Posts: 125
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Current rank usage:
+1 deck
+5 cargo hold
+2 engineers (energy)
+2 tac officers (attack)
+2 helmsmen (defense)
+3 scientists (research)

Propose to add as either a device or prefered as a crew member:
+3 cloaking (Zolazin spy -- unlocks "After" you do the mission storyline for them)
+3 scanning (Prejorian explorer -- unlocks "After" you do the mission storyline for them)
+3 shields (Vygoid physicist)
+3 hull strength (added 'after' the hull strength bug is fixed -- Sillix fixer)
+3 miners (minerals)
+3 excavators (artifacts)
+1 builder (1% reduced upkeep cost (maximum bonus of 75%))


Fri Jul 02, 2010 1:00 am
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Joined: Mon Apr 12, 2010 4:13 pm
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furlfoot2 wrote:
+3 cloaking (Zolazin spy -- unlocks "After" you do the mission storyline for them)
+3 scanning (Prejorian explorer -- unlocks "After" you do the mission storyline for them)
+3 shields (Vygoid physicist)
+3 hull strength (added 'after' the hull strength bug is fixed -- Sillix fixer)

Crew was bad at high rank, these will make crew worse the bonus stats isn't anything at higher ranks, unless you got like a hundred of each crew, which is a waste of rank points

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furlfoot2 wrote:
+3 hull strength (added 'after' the hull strength bug is fixed -- Sillix fixer)

No, no one would waste rank points on these. Even the basic titanium provides 20 per 5 spaces. Better hulls are close to 200 hull per 20 size.

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furlfoot2 wrote:
+3 miners (minerals)
+3 excavators (artifacts)

How are you going to count the resources? Like scientists I guess. Also, CC warriors can have 0 planets with super high resource production, unfair.

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furlfoot2 wrote:
+1 builder (1% reduced upkeep cost (maximum bonus of 75%))

Upkeep is part of the game, reduction of 75% WILL completely destroy the Builder profession as everyone can get up to 75% reduction in upkeep.
Introducing this... will lead to the introduction of +bonus att, +bonus def, + bonus hull.. etc.

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No support whatsoever :(

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Fri Jul 02, 2010 3:19 am
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75% cap on upkeep assumes you are a builder already and have 25 more discounts.

As for the other stats, why not allow players more choice in these categories? (Finding a person with adequate crew to yield a raid currently means they have to give up their best stat which is hull.)


Fri Jul 02, 2010 8:26 am
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Barracuda wrote:
+3 hull strength (added 'after' the hull strength bug is fixed -- Sillix fixer)

Crew was bad at high rank, these will make crew worse the bonus stats isn't anything at higher ranks, unless you got like a hundred of each crew, which is a waste of rank points

No support whatsoever :([/quote]

It could be remedied by introducing bridge officers slots with % modifier to specific crew or set of crews..

For example, science officer could have 10% modifer to scientist crew. Bigger ship gets, more slots they can carry for officers.

Scout could carry 0 slot.. Frigate could carry one, so go on.. Just an idea. It would make crewmen more uesful buffed with bridge officers. After all, officers are supposed to inspire crewmen to work harder. ;)

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Fri Jul 02, 2010 2:03 pm
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What/why is crew 'bad' at high ranks? (Since number of decks increases the damage taken by a ship now why can't the game assume we have 1 crew member per deck in addition to our officers? If so, there would be no need for new crew at all because we would have a fair shake having a full crew versus the current method where we sacrifice crew for decks.... which is of course totally the option of the player.)


Fri Jul 02, 2010 3:44 pm
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I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?

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Sun Jul 04, 2010 10:34 pm
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Robert wrote:
I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?

and this trend only continues as the game progresses

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Sun Jul 04, 2010 10:41 pm
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I think these improvements should be just included as artifacts and not crew - like the android crew member artifacts.

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Sun Jul 04, 2010 10:53 pm
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Why don't you check my thread where I posted a overhaul on crew?
Crew Overhaul Idea

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Sun Jul 04, 2010 11:33 pm
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Robert wrote:
I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?


Heh, not always.. Since I maxed out 8 guns on my ship and I can't squeeze more attack out of 8 guns, I add more tactical officers (VERY GOOD idea ONLY if you max out all 8 guns) to get more bang out of my attack power along with 20% konqul bonus..

Crew is very good extension to your ship after modules are maxed out..

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Mon Jul 05, 2010 7:36 am
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Joined: Tue May 18, 2010 5:12 pm
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Nocifer Deathblade wrote:
Robert wrote:
I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?


Heh, not always.. Since I maxed out 8 guns on my ship and I can't squeeze more attack out of 8 guns, I add more tactical officers (VERY GOOD idea ONLY if you max out all 8 guns) to get more bang out of my attack power along with 20% konqul bonus..

Crew is very good extension to your ship after modules are maxed out..



So you have researched the weapons tree aaaaall the way to the end, have you? :D

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Mon Jul 05, 2010 7:42 am
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Nocifer Deathblade wrote:
Robert wrote:
I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?


Heh, not always.. Since I maxed out 8 guns on my ship and I can't squeeze more attack out of 8 guns, I add more tactical officers (VERY GOOD idea ONLY if you max out all 8 guns) to get more bang out of my attack power along with 20% konqul bonus..

Crew is very good extension to your ship after modules are maxed out..

the idea of researching better guns and then having the deck to use all of them never occurred to you? That may work well in the very short run but not in the long rune.

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Mon Jul 05, 2010 7:42 am
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Cothordin wrote:
Nocifer Deathblade wrote:
Robert wrote:
I will explain why crew is "bad", if you spent 30 rp's on tactical officers(VERY BAD IDEA) you would have 60 attack, if you spent 30 rp's on deck space(VERY GOOD IDEA) and were up to heavy ion cannons you would have 66 attack. See now?


Heh, not always.. Since I maxed out 8 guns on my ship and I can't squeeze more attack out of 8 guns, I add more tactical officers (VERY GOOD idea ONLY if you max out all 8 guns) to get more bang out of my attack power along with 20% konqul bonus..

Crew is very good extension to your ship after modules are maxed out..

the idea of researching better guns and then having the deck to use all of them never occurred to you? That may work well in the very short run but not in the long rune.


Maybe.. I got insane artifact point per hour (1,400 per hour at rank 122) that really helps with my deck size so crew addition is more acceptable.. It really depends on players' approaches. I like to have decent crew size so I can raid well (I do raid well if I want) and defend from raids.. I also want to be more prepared to be able to raid if I ever get firewalled (I get firewalled often) PLUS raid is bound to get improved anyway where crew usefulness will get better. Heck, adding bridge officers to add modifer bonus to type of crew would make crew more useful.. Then decksize wouldn't be the only answer to everything anymore as lot of factors in GL will get balanced and give more choices to players for their preferred routes..

MMO is ALWAYS changing as I know it due to my experience to play MMO for over 20 years (since MUD era) so I always prepare for things ahead of the time so I won't be caught off-guard when it comes in. I knew that NPC fighters would come in eventually so I was well-prepared for it while so many players I saw here got caught off-guarded..

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Mon Jul 05, 2010 7:56 am
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