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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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Cargo sheild, 20 space 200 sheild ability "Cargo force field " Cost 1000 EM 1000 Energy 24 hour cooldown. You may block one artifact from the random artifact pull list for 24 hours. (your choice)
I have seen the idea of the recyclers and tried a different approach this will stop any one drop from spawning making your pool of potental drops smaller by 1
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Sun Jul 20, 2014 11:13 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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hmmm...i do like this more than the recycling idea
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Mon Jul 21, 2014 3:44 am |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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Strategically speaking, if one blocks out MSPs from the pool one has a chance at gaining more Prisoners. Comes with a decent trade-off. I'm not really for or against the idea.
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Mon Jul 21, 2014 4:31 am |
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detregets
Joined: Mon Apr 25, 2011 2:37 am Posts: 2637
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+1
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Mon Jul 21, 2014 8:12 am |
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senatorhung
Joined: Sat Oct 15, 2011 5:09 am Posts: 3473
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playret0195x wrote: Strategically speaking, if one blocks out MSPs from the pool one has a chance at gaining more Prisoners. Comes with a decent trade-off. I'm not really for or against the idea. uh ... there is no trade.off there ... you are blocking an arti you do not want to get more chances at artis you do want. for something like this to work ... the arti blocked would be picked randomly ... but you would ALSO lose access to either rescued prisoners or star chart purgers. that way, there is going to at least be a 'trade.off'. if you are very very unlucky, the random arti blocked will be prisoners and the lost access would be to star chart purgers, but that would be the worst scenario.
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Mon Jul 21, 2014 8:35 am |
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Yllib
Joined: Fri Nov 29, 2013 4:41 pm Posts: 297 Location: Earth 626
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+1
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Mon Jul 21, 2014 1:42 pm |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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senatorhung wrote: playret0195x wrote: Strategically speaking, if one blocks out MSPs from the pool one has a chance at gaining more Prisoners. Comes with a decent trade-off. I'm not really for or against the idea. uh ... there is no trade.off there ... you are blocking an arti you do not want to get more chances at artis you do want. QFT. Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though.
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Mon Jul 21, 2014 2:32 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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ICBLF wrote: Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though. that's just ridiculous. no one would use it then
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Mon Jul 21, 2014 5:30 pm |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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senatorhung wrote: playret0195x wrote: Strategically speaking, if one blocks out MSPs from the pool one has a chance at gaining more Prisoners. Comes with a decent trade-off. I'm not really for or against the idea. uh ... there is no trade.off there ... you are blocking an arti you do not want to get more chances at artis you do want. Even if it was an undesirable artifact, it's still a trade-off.
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Mon Jul 21, 2014 7:00 pm |
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draxsiss
Joined: Wed Apr 24, 2013 3:10 pm Posts: 772
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I think you may misunderstand, I would happy give up star charts and something else for more prisions hell I would give up every non stat modifing drop (besides MSP totally get rid of these things too) to give me more prisioners, your suggestion (unless it hit prisoners) only makes the effect better.
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Mon Jul 21, 2014 8:43 pm |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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Toruk_Makto wrote: ICBLF wrote: Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though. that's just ridiculous. no one would use it then Good to hear, so it's approaching balanced then?
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Mon Jul 21, 2014 10:19 pm |
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Toruk_Makto
Joined: Tue Feb 04, 2014 3:00 pm Posts: 371
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ICBLF wrote: Toruk_Makto wrote: ICBLF wrote: Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though. that's just ridiculous. no one would use it then Good to hear, so it's approaching balanced then? no it's not at all. it's absurd. for that cost, I should be able to spend my AP on exactly what I want
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Tue Jul 22, 2014 1:49 am |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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Toruk_Makto wrote: ICBLF wrote: Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though. that's just ridiculous. no one would use it then ICBLF wrote: Good to hear, so it's approaching balanced then? no it's not at all. it's absurd. for that cost, I should be able to spend my AP on exactly what I want Apparently you think balanced means something you'll like. That's not really what it means. Absurd on the other hand is letting you cherry pick good things from a random process for a token cost that doesn't consider the long term ramifications of "yeah more ice cream!!!!! barf....". I suppose you're all on board for the "only scan VL+ MR+ AP planets, costs 5 energy and 1 CTP" ship mod too - good luck with that.
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Tue Jul 22, 2014 2:11 am |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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ICBLF wrote: Toruk_Makto wrote: ICBLF wrote: Alternatives to Senator's trade off idea that would also be real trade offs: make it cost a huge amount of energy and em (e.g. 30K e and 100K em); make it have a 50B upkeep cost... still don't see it being a good idea anyhow though. that's just ridiculous. no one would use it then ICBLF wrote: Good to hear, so it's approaching balanced then? no it's not at all. it's absurd. for that cost, I should be able to spend my AP on exactly what I want Apparently you think balanced means something you'll like. That's not really what it means. Absurd on the other hand is letting you cherry pick good things from a random process for a token cost that doesn't consider the long term ramifications of "yeah more ice cream!!!!! barf....". I suppose you're all on board for the "only scan VL+ MR+ AP planets, costs 5 energy and 1 CTP" ship mod too - good luck with that. You settle for so little...
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Tue Jul 22, 2014 3:26 am |
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Arturo
Joined: Sun Sep 15, 2013 2:35 pm Posts: 65
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If you want more prisoners then INCREASE YOUR PRODUCTION. You can ask for handouts all you want, its just not gonna happen.
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Tue Jul 22, 2014 4:20 am |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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Arturo wrote: If you want more prisoners then INCREASE YOUR PRODUCTION. You can ask for handouts all you want, its just not gonna happen. That wasn't the point of this idea. The point of this idea is to remove unwanted artifacts from your artifact pool to concentrate AP more on other artifacts, not specifically Rescued Prisoners. And this is simply not a handout since it doesn't guarantee you will get any more Rescued Prisoners than before, just a slightly higher chance at getting them.
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Tue Jul 22, 2014 4:30 am |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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playret0195x wrote: ... And this is simply not a handout since it doesn't guarantee you will get any more Rescued Prisoners than before, just a slightly higher chance at getting them. Pray tell, what is the difference between getting more prisoners from your AP, and having a higher chance of prisoners from said AP? Since any amount of AP doesn't guarantee it, let's ignore that strawman, and address the nuts and bolts.
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Tue Jul 22, 2014 4:38 am |
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playret0195x
Joined: Thu Aug 11, 2011 9:48 pm Posts: 2251
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ICBLF wrote: playret0195x wrote: ... And this is simply not a handout since it doesn't guarantee you will get any more Rescued Prisoners than before, just a slightly higher chance at getting them. Pray tell, what is the difference between getting more prisoners from your AP, and having a higher chance of prisoners from said AP? Since any amount of AP doesn't guarantee it, let's ignore that strawman, and address the nuts and bolts. Just because you have a higher chance for more Rescued Prisoners doesn't necessarily mean that you will get more.
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Tue Jul 22, 2014 4:48 am |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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playret0195x wrote: Just because you have a higher chance for more Rescued Prisoners doesn't necessarily mean that you will get more. But making the chance higher means that most players would get more. Ergo, having a higher chance at prisoners is generally equivalent to getting more prisoners. Your move, reinterpretation guy.
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Tue Jul 22, 2014 6:47 am |
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Shadeslayer
Joined: Tue Oct 23, 2012 1:07 am Posts: 274
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As an alternative to the recycling ability, sure, I could go for this. +1
ICBLF - seems like your just against giving anyone more rescued prisoners. Am I correct?
So instead, let's create a new artifact that gives 4 rank points, or 5 rank points, and ONLY players less than rank 700 can get it (that would mean I don't get them so I'm not being greedy or asking for a handout), and of those players, only those players whose artifact production is less than 33% of their overall total production points can receive them. LOL. (Rolling my eyes.)
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Tue Jul 22, 2014 9:35 am |
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