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 Strengthen LSB [Make LSB worth it and significant forever] 
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Let us make LSB more worth it to have and still retain SSB as an option without weakening either of them.

The Idea:

If a person logs in at least once every day for a whole entire month (31 days), they receive a reward.

The Reward:

There will be an artifact that they receive that increases all module stats of every module of a tier by 10% with a 50% success rate for each module (excluding scans and cloaking) of choice and does not increase decks, but does increase upkeep by 1% for every successful upgrade on each module seperately.

Edit 1:
Because artifact production still trumps my idea after a while if implemented, I have decided to come up with a secondary reward for using those rewards if they achieved +12 successful upgrades on atleast 10 different module types.

The Reward

If a person aquires at least 10 different weapon modules with +12 successful upgrades, they obtain a % boost in attack based on the attack he receives from tactical officers.

But if that weapon module back drops down to +11 or reaches +0, they lose the % attack boost based on he attack received from tactical officers.

The same boost and concept applies for reactors, excluding relays, but increases a player's energy by 1% based on the energy they gain from engineers.

Also for helmsman as well, but increases a player's defence boost by 1% based on the defence they gain from helmsmans.

For hull, it is the same, but increases hull by 1% based on the hull they have gained without modules.

Lastly shields, increase by 1% based on shields gained without modules.

Any additional sets of +12 successful upgrades give an additional 0.5% boost to the above.


Last edited by Ludis on Fri Mar 20, 2015 10:38 am, edited 9 times in total.



Fri Mar 13, 2015 4:07 pm
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Edit: Decreased stat % of orginal stat if failed. (Maybe)

Example:

Upgrade has 30% chance of decreasing stats of a module by 1% of its original stats if the upgrade fails on each module seperately.

(This should keep people wanting to keep trying for better stats)


Fri Mar 13, 2015 4:46 pm
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what you are sugesting proberly conflicts with Havoc Coil, Ryelis Fuel Tank and Voliir Bio-Stabilizers that increase both output and upkeep
max on those are +100%, so if you have already have upgraded systems with your new artifact, you could easily end up unable to use any of those 3 artis

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Fri Mar 13, 2015 4:54 pm
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DarkMar wrote:
what you are sugesting proberly conflicts with Havoc Coil, Ryelis Fuel Tank and Voliir Bio-Stabilizers that increase both output and upkeep
max on those are +100%, so if you have already have upgraded systems with your new artifact, you could easily end up unable to use any of those 3 artis


It upgrades with the module's original stats as in before any upgrade or anything has been done to it.


Fri Mar 13, 2015 5:07 pm
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This will not make LSB any more appealing, if anything its just something SSB will use to make themselves harder to kill (more hull anyone?)


Fri Mar 13, 2015 7:15 pm
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What would help is a module based on decks. It gets stronger due to the number of decks. Any state would work

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Fri Mar 13, 2015 7:45 pm
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draxsiss wrote:
This will not make LSB any more appealing, if anything its just something SSB will use to make themselves harder to kill (more hull anyone?)


All modules upgraded at once, so more modules equals higher chance of getting more stat bonuses from upgrades with each use. If i took a way the decrease in stats or lowered the chance of decreased stats when failed, more modules would be higher statted overtime and modules would be worth keeping.

I haven't fully calculated the total amount of hull all modules combined in game gives, but I am sure it gives a lot more hull when someone uses with all of them installed.

SSB ships would not benefit much from this upgrade, but will get lesser amounts of increased hull from it because they don't have that many hull modules installed.


Last edited by Ludis on Sat Mar 14, 2015 12:01 am, edited 1 time in total.



Fri Mar 13, 2015 11:48 pm
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detregets wrote:
What would help is a module based on decks. It gets stronger due to the number of decks. Any state would work


As long as it continues to get bigger forever with each upgrade, requires more resources each time to upgrade and gives a good amount of increased stats overtime, then that would be good.

Perhaps increased deck depending on how many upgrades has already been done to the module would make this module worthwhile to keep growing.

And maybe this module could have an ability that increases a module's stat of choice every certain amount of hours. (I'd say every 2 hours with a high success rate would keep people upgrading their modules)


Fri Mar 13, 2015 11:57 pm
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Ludis wrote:
It upgrades with the module's original stats as in before any upgrade or anything has been done to it.



unfortunaly, that is not how dan Does things...

just look at...
Silthion Hybrid Utricle Defense +600 (100% Upgrade)
Silthion Exo-Plating Hull +210 (50% Upgrade)
Sirakar Plating Special, (100% Upgrade)
Korteth Twin-Blaster Attack +200 (100% Upgrade)
etc etc etc,

and it the same with LM modules, and mission modules that can be upgraded

eire the module change into something else, like the Dominion Cannon Mark III / Dominion Auto-Blaster / Dominion Tri-Blaster transformation or it gets a (xxx% Upgrade) added to it, to track how many times it have been upgraded

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Sat Mar 14, 2015 7:00 am
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DarkMar wrote:
Ludis wrote:
It upgrades with the module's original stats as in before any upgrade or anything has been done to it.



unfortunaly, that is not how dan Does things...

just look at...
Silthion Hybrid Utricle Defense +600 (100% Upgrade)
Silthion Exo-Plating Hull +210 (50% Upgrade)
Sirakar Plating Special, (100% Upgrade)
Korteth Twin-Blaster Attack +200 (100% Upgrade)
etc etc etc,

and it the same with LM modules, and mission modules that can be upgraded

eire the module change into something else, like the Dominion Cannon Mark III / Dominion Auto-Blaster / Dominion Tri-Blaster transformation or it gets a (xxx% Upgrade) added to it, to track how many times it have been upgraded


The upgrade that I suggested is a seperate upgrade, which overlaps the already added attack from those upgrades based on original stats. So basically it is just adding more stats to the module that has already been upgraded.

To see how many upgrades seperately, the modules will have a +1,+2,+3 and so on, on it, showing how many successful upgrades are still there.

Example:

Korteth-Twin-Blaster upgraded the normal way with my upgrade at the same time.

Has 125 attack from normal upgrades (+25% attack added) and 135 attack (+10% attack added) together with my upgrade.

Has 150 attack from 2 normal upgrades (+50% attack added) and 160 attack (+10% attack added) together with my upgrade.

And so on..

With my upgrade it gains 10% more damage from its first base stat before upgrades that does not effect or conflict with the crimson upgrades that has a limit of 100%.

The crimson upgrades to 100% will give the same amount of attack it does for each upgrade as normal as if my upgrades were never used in the first place.

In otherwords, my upgrade does not change the original stats and effect the output of the crimson upgrades.


Sat Mar 14, 2015 9:31 am
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that depends on how dan actualy programes it

and from what we have seen before, a +10% upgrade = Korteth Twin-Blaster Attack 110 (10% Upgrade)
that the way Dan tracks module upgrades...

and unfortunaly, a 10% upgrade on a Korteth Twin-Blaster, most likely means you would then only be able to add 3 Kelethor's Schematics (Uses Left: 37) to it, as those are caped at +100%

also theire is the upkeep thinig

Kelethor's Schematics = +25% output, + 50% upkeep, so if you got one upgraded 5 times with your new bonus thinige + 2 Kelethor's Schematics, you would end up with a +100% output, but only + 100% upkeep (instead of the usealy + 200%)


I'm not saying what you are sugesting cant be done, but what it comes down to is how Dan actualy stores data for each module
theire is a difrence betwen knowing a Korteth Twin-Blaster can have 0, 1, 2, 3 or 4 upgrades that does a fixed increase to output/upkeep - and having more or less endless of upgrade posibilityes where you end up with difrent output/upkeep depending presisly on what you used to upgrade the module

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Sat Mar 14, 2015 5:23 pm
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Rather than upgrading existing modules, extend the existing weapons research tree. We could even add more levels than I've got here.

Galactic Weaponry (or some such name).

Weapon level 1 = some amount of research: takes up 56 Decks - requires ship to have 3600 decks to install
Weapon level 2 = some amount of research: takes up 57 decks - requires ship to have 4500 decks to install
Weapon level 3 = some amount of research: takes up 58 decks - requires ship to have 5400 decks to install

level 1 attack power = 1150
level 2 attack power = 1470
level 3 attack power = 1790

I do realize that once a SSB gets to right around rank 1800 they would be able to start equiping these on their ship AND still be a SSB, however, with their low number of decks it probably wouldn't be a priority for them. Though I can't say for sure cause I'm not an SSB, so perhaps someone who is, could give their feed back on whether or not SSB's would want to try and fit these on their ship or not.

Feel free to play with the amount of decks required or the amount of attack power they have to try and get something reasonable.

Same could be done with Defense, Hull, and Shield mods as well, as an offset to requiring additional deck space.


Sat Mar 14, 2015 7:28 pm
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Shadeslayer wrote:
Rather than upgrading existing modules, extend the existing weapons research tree. We could even add more levels than I've got here.

Galactic Weaponry (or some such name).

Weapon level 1 = some amount of research: takes up 56 Decks - requires ship to have 3600 decks to install
Weapon level 2 = some amount of research: takes up 57 decks - requires ship to have 4500 decks to install
Weapon level 3 = some amount of research: takes up 58 decks - requires ship to have 5400 decks to install

level 1 attack power = 1150
level 2 attack power = 1470
level 3 attack power = 1790

I do realize that once a SSB gets to right around rank 1800 they would be able to start equiping these on their ship AND still be a SSB, however, with their low number of decks it probably wouldn't be a priority for them. Though I can't say for sure cause I'm not an SSB, so perhaps someone who is, could give their feed back on whether or not SSB's would want to try and fit these on their ship or not.

Feel free to play with the amount of decks required or the amount of attack power they have to try and get something reasonable.

Same could be done with Defense, Hull, and Shield mods as well, as an offset to requiring additional deck space.


Code:
I do realize that once a SSB gets to right around rank 1800 they would be able to start equiping these on their ship AND still be a SSB


Ummmm, dmg cap is rank+19/2 or decks/2.... So 1819/2 = 910 dmg cap allowing for 1820 decks

Rank 3600 would allow them to equip those mods and still be MSB, but definitely not SSB. :)


Sat Mar 14, 2015 7:46 pm
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Good catch. That's what happens when you try and do something like this when your tired. lol


Sat Mar 14, 2015 7:54 pm
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+1 on these suggestions. Anything that brings real spaceship building back into vogue over seeing how many angels can sit on the head of a pin is appealing. Right now, the sole effective aim of the game is "artis + time = strength". Actual space ship building only played a role early on as we duked it out to collect a lot of arti planets. As some of the early, weak SSBs matured into stronger ships, others learned the path to quicker success was through resetting and following an SSB path -- but with a lot of early advantages (like being in a good arti-based legion, having folks hold research and arti planets for them, handing them a trillion credits so they didn't have to take a mining planet, etc.). In my opinion, this is slowly killing the game. It's getting really hard to keep lower ranks in the game, many training legions are languishing and eventually being abandoned since genuinely new ships are hopelessly outclassed by the reset SSBs -- a toxic path for the game.


Tue Mar 17, 2015 5:32 pm
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purfiksin: I 1000% agree with you and have myself been preaching this mantra for a while.

In truth i think there are several factors, but each one has a big influence and this has been one of those.

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Wed Mar 18, 2015 2:03 am
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Not only does my idea improve LSB ships, but also make it more worth it to become one at any rank, especially for people who increase their decks for modules early on in game.

With more new players coming in, the idea to strengthen modules each month for logging in every day, increases the significance of doing missions more modules, collecting all modules, growing one's ship and increases the significance of research early on to put them at a good start.

Basically, the idea motivates the increase of LSB ship building and makes it ok to be big early on and get as many modules they can to possibly strengthen their ship and possibly the rise of more diverse ships in the galaxy legion population.


Wed Mar 18, 2015 4:04 am
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Really the best way to boost LSB is to provide mods that add % to attack for weapons, all hull mods should be % hull, add % defense mods, make them researchable on the next step of each tree, other than scan. New scan modules come out and everyone scrambles to add cloak to their planets, let's not double the scan from existing mods please.

Anyway, make the next in the research tree all some stat + a % boost, or entirely a % boost, make them take plenty of decks, and LSB will compete with SSB for ship build. The big issue at hand is that once ap/hr is high enough ship modules contribute little to overall ship strength while reducing toughness.

There's my .02 on the matter.

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Wed Mar 18, 2015 5:46 pm
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PigsOnHigh wrote:
Really the best way to boost LSB is to provide mods that add % to attack for weapons, all hull mods should be % hull, add % defense mods, make them researchable on the next step of each tree, other than scan. New scan modules come out and everyone scrambles to add cloak to their planets, let's not double the scan from existing mods please.

Anyway, make the next in the research tree all some stat + a % boost, or entirely a % boost, make them take plenty of decks, and LSB will compete with SSB for ship build. The big issue at hand is that once ap/hr is high enough ship modules contribute little to overall ship strength while reducing toughness.

There's my .02 on the matter.


If a mod does increase the attack %, def % or hull % of every module of each tier, then that would only work for a short amount of time and modules would still continue to increasingly become less significant than artifact production in the long run.

In other words, modules would still remain stagnant in the long run and only the significance of the modules are significantly increased in the short run, while the significance of research also becomes siginificantly increased in the short run.

Modules would still remain less significant than the increasing crew, durtanium brackets and the x charge cells people receive from artifact production and make artifact production even more significant than the module's increasing % overall integrity because the modules base stats are not increasing at all.

Basically, more % overall integrity means artifact production gains will overwhelm the the value of modules and put them in the dust with increasingly decreasing shelf life faster than it already is right now.


Wed Mar 18, 2015 9:56 pm
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Ludis wrote:
If a mod does increase the attack %, def % or hull % of every module of each tier, then that would only work for a short amount of time and modules would still continue to increasingly become less significant than artifact production in the long run.


No, I think you missed my suggestion in assuming the % increase would apply only to the modules. I'm suggesting adding weapons modules that are 130 decks that add 10%, 15% or 30% overall attack. This would apply to weapons + allies + TO's. Same thing with hull, shield and defense. This doesn't nerf SSB, but it gives significant reason to add decks. After all, better materials for hull should make all hull more effective. Better weapons should give Tactical Officers more to work with. Better thrusters and dampers should work with helmsmen to provide overall defense. The net result is LSB's usually hitting for cap while SSB's have low cap, but comparably lower overall stats. The SSB build then becomes a stepping stone to not get pummeled and bullied while building up ap/hr and working towards MSB and eventually LSB.

The % boost of those modules would amplify stats from ap. Of course research is left in the dust, Dan doesn't come out with new researched modules every year. The importance of having those mods installed, and thus having a larger ship would not diminish over time.

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Thu Mar 19, 2015 3:20 am
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