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Rakshasa
Joined: Sun Jan 09, 2011 2:52 am Posts: 200
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Training Academy: size 2, + 90 attack, + 90 defense, +150 population, ability: every 40 hours convert one crew member on your ship to another of your choice. Limit 1 per planet.
Now, how we get them and what it takes to get them is up to smarter individuals, just a base idea. Thank you for your time.
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Mon Jul 07, 2014 3:01 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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Rakshasa wrote: Training Academy: size 2, + 90 attack, + 90 defense, +150 population, ability: every 40 hours convert one crew member on your ship to another of your choice. Limit 1 per planet.
Now, how we get them and what it takes to get them is up to smarter individuals, just a base idea. Thank you for your time. I like the base idea, BUT say someone has 300 planets with one structure on each planet? it's have to be a limited number of charges on a non-extractable structure. Otherwise it can become very OP for some players.
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Mon Jul 07, 2014 3:16 pm |
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Rakshasa
Joined: Sun Jan 09, 2011 2:52 am Posts: 200
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Make the structure non extractable and you can't demolish, even when your done with them, your stuck with them. Want this to be a "passive" ability of sorts, so you don't have to activate one on each of your 300 planets, you just go to an academy, it'll tell you how many you have to convert at that time, and done.
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Mon Jul 07, 2014 3:29 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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Rakshasa wrote: Make the structure non extractable and you can't demolish, even when your done with them, your stuck with them. Want this to be a "passive" ability of sorts, so you don't have to activate one on each of your 300 planets, you just go to an academy, it'll tell you how many you have to convert at that time, and done. Non-demolishable structure won't ever be a reality XD Good thinking though Also, I wouldn't let the structure have any other bonuses. It's an academy, so they are students. Students party and get drunk 99% of the time and therein are useless until they graduate XD (I'm in college) The passive ability time at every 40 hours will increase lag like crazy.
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Mon Jul 07, 2014 3:32 pm |
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Rakshasa
Joined: Sun Jan 09, 2011 2:52 am Posts: 200
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Academies specifically, military academies have seasoned instructors and support personnel, hence the other bonus, and you'll still get something out of it once your done converting, as far as lag goes, I have no idea how to implement this. Just if someone has to go through 300 planets to activate, it won't be a good idea.
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Mon Jul 07, 2014 3:40 pm |
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Peticks
Joined: Wed Sep 19, 2012 9:44 pm Posts: 1997 Location: Causing chaos somewhere
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When constructed a variable tracking the total number of training academys is increased by one, when a planet with one is abandoned or invaded this variable decreases by 1. I dont see why this cant be done to bypass the lag
_________________ Meow chika meow meow!!Stark Tech Inside
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Mon Jul 07, 2014 4:00 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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Peticks wrote: When constructed a variable tracking the total number of training academys is increased by one, when a planet with one is abandoned or invaded this variable decreases by 1. I dont see why this cant be done to bypass the lag Sounds like that would work. And even military academies have disorderly conduct 
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Mon Jul 07, 2014 4:05 pm |
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Rakshasa
Joined: Sun Jan 09, 2011 2:52 am Posts: 200
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Make this a GP item and it bypasses content, ct lab possibilities and is immediately usable. Win for Dan, win for us. And also targets the item specifically to whoever finds it desirable.
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Mon Jul 07, 2014 4:34 pm |
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blackfox
Joined: Mon May 28, 2012 8:32 pm Posts: 2397
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Toruk_Makto wrote: Rakshasa wrote: Training Academy: size 2, + 90 attack, + 90 defense, +150 population, ability: every 40 hours convert one crew member on your ship to another of your choice. Limit 1 per planet.
Now, how we get them and what it takes to get them is up to smarter individuals, just a base idea. Thank you for your time. I like the base idea, BUT say someone has 300 planets with one structure on each planet? it's have to be a limited number of charges on a non-extractable structure. Otherwise it can become very OP for some players. I don;t think Dan would allow you to use 300 of these 
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Mon Jul 07, 2014 5:16 pm |
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Sereomontis
Joined: Tue Oct 18, 2011 8:15 pm Posts: 476
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No. No. If you don't like the way you've distributed your rank points, stop using them as soon as you get them and start considering the long-term effects of what you're doing. For one, the higher ranks wouldn't notice a difference. As most people above rank 1K are likely to have 100K or more (a lot more in some cases) total crew, changing 1 crew member every 40 hours would mean nothing. It would have to be limited, and even with, at most, 25 of them, it would barely be noticeable. For lower ranks, they won't have put in enough that it would make a noticeable difference in the long run anyway.
There's a reason why we get Android Scientists and Helmsmen, but not Engineers or T.O.s, and that's because it would break the game.
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Mon Jul 07, 2014 5:41 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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Sereomontis wrote: it would break the game. The visual image of this cracked me up XD
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Mon Jul 07, 2014 5:45 pm |
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Cowster2012
Joined: Mon May 27, 2013 1:22 am Posts: 462
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this seems op the guys who have 100,000+ nerds and 300+ planets they will super strong very fast
_________________ Signature created by Necromancer
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Mon Jul 07, 2014 9:27 pm |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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What you are proposing is basically a structure that converts scientists into tactical officers. Am I correct in this?
So what I see here is ... if it's a GP structure and it costs 20 GP each and I have 216 planets with my ~18k scientists then...
It would be a 4320 GP($400 bucks) expenditure to increase my tac count by 216 on top of AP growth every 40 hours for at least the next 140 Days not even counting additional daily scientist growth during that time period. I feel that this would be quite OP.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Tue Jul 08, 2014 12:59 am |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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Maybe it it turned TO's and Engineers in to Scientist/Helmsmen but not the other way around......
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Tue Jul 08, 2014 1:10 am |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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why convert at all? why not just adds 1 crew every 40 hours per building (random crew though so it could be a scientest or a helmsmen or whatever) a slow steady gain but we already have similar ship mods this would only speed up the processess moderately.
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Sun Jul 20, 2014 4:32 pm |
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