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 not so seasonal event. 
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taking into account everything that i really enjoy about the game, and the "ooh shinny" aspect of new stuff with the "must do" urgency of seasonal things though something like this could be interesting. The entire Idea behind this is people working together, and i tried to make it plausible for extremely low to extremely high ranks, however this is something people would likly need to jump legions to do.

Premise : The Prejor have made a gateway to return to our galaxy
time : random, possible more than once per year, possible only once in the game life.

background : The prejor are invading the galaxy and attempting to enslave the sentient races once again.
event mechanics :
1 ) Calming Amplifiers also prevent Prejor Influence, Prejor Control, Prejor Revolution, Prejor Liberation
2 ) exotic matter production is reduced by 10%
3 ) New Planetary Effect : Prejor Uprising
4 ) You do not need to be loyal to a legion to participate in the Prejor Incursion Legion Mission

Prejor Uprising : Planet rebels against you, 70% chance that all planet production ceases, 30% chance that use loose control of the planet to the Prejor ( planet looses all legion bonuses, and becomes available for invade - As this is an NPC controlled planet it does not count as your daily invasion, nor does it require credits to invade ) Constructing a Prejoran slave barrier for 24 hours removes the effect from the planet. Once the effect has been removed, planet will receive a permanent +3% production boost.
**invincible planets are immune to this effect
**While this does not count as a daily invasion, effects such as Improved Invasion still affect the planet.
**each planet can only recieve the production boost once, though it can fall prey to the prejor many times.

behind the scene :
1 ) Process to keep track of the number of prejor ships that have been disabled, once X number of ships have been disabled, event will end. - there is no set duration for this event.

NPCs :
Prejor controlled planets - There exists a chance to find Prejor controlled planets. These planets function as NPCs, in that they do not count towards your daily actions, nor do they count as a planetary invasion, though you must still have an available planet slot to invade the planet.
Prejor controlled planes will contain artifact : Recursion Beacon - size 1 all resources +2, attack / defense +5000, population +2000, activated ability - Recursion ( costs 1 charge, 700 prejor tech - increases a resource by +1 - 3/3 charges ) limit 1.
**not extractable

-----------------------

Prejor Bases - There exists a chance to find a Prejor base when scanning for legion bases, base is of appropriate level for scanning legion.
rewards : 1000 prejor tech + 10% Prejor Sync Shield / 20% Prejor Recursion Beacon / +30% Prejor Power Distribution Unit / 40% Rift Trap
Prejor Sync Shield : size 0 - produces a powerful shield around the planet doubling its current passive cloak and defense. costs 3000 prejor tech to install.
Prejor Power Distribution Unit : ship size 100, energy +300, scan +300, cloak +300, upgradeable to max of 200%, when fully upgraded provides +2% to max energy, scan and cloak and activated ability : power surge.
>> power surge : increases scan by 20% for 3 minutes, damages all scanning modules, 10% chance that it will increase scanning by 40% for 1 minute and break all scanning modules. Costs 10,000 energy, 300,000 exotic matter, and 100 prejor tech to use.

-----------------------

Prejor Ships -
Common :
Scout
rank : matched
effects : Prejor Evasion
available from rank 1 - 9999
rewards : 1 prejor tech
>> Prejor Evasion- when attacked, small chance (15% ish ) that the NPC will become immune to attacks and disappear from battle tab ( as if it had been disabled )

Uncommon :
Interceptor
rank : matched ( hard - like stryll assassins )
rank 1 - 9999
rewards : 5 prejor tech, 50% chance for 1 red badge
effects : Prejor Evasion

Interdictor
rank : 1000 + matched
rewards : 10 prejor tech, 1 redbadge, chance for Prejor Recursion Beacon
cloak : 15,000
effects : Prejor Evasion, Prejor Power Siphon
Prejor Power Siphon - when attacked chance your NPC attack is lowered by 80%, and its shields fully replenish. Having 4 Prejoran Power-Diffuser installed makes you immune to this effect

Rare :
Communications Relay
rank 50 - 400 - tough
rewards : Prejor Communications Protocols, 30 prejor tech parts, 1 red badge,
cloak : 3000
effects : Prejor Influence, Prejor Power Siphon
>> small chance for crew rebellion when attacked ( 10 - 100 crew loss )

Communications Amplifier
rank 401 - 900 - tough
rewards : Prejor Continuation Protocols, 30 prejor tech parts 1 red badge
cloak : 7000
effects : Prejor Control, Prejor Power Siphon
>> Prejor Control, small chance for crew rebellion when attacked ( 100 - 1000 crew loss )

Communications Gateway
rank 901 - 2000 - tough
rewards : Prejor Signaling Components, 30 prejor tech parts 1 red badge
cloak : 12000
effects : Prejor Revolution, Prejor Power Siphon
>> Prejor Revolution, small chance for crew rebeillion when attacked ( 1000 - 5000 crew loss )

Communications Control Platform
Rank 2001+ -tough
rewards : Prejor control algorithms, 30 prejor tech parts 1 red badge
cloak : 18000
effects : Prejor Liberation, Prejor Power Siphon
>> Prejor Liberation, small chance for crew rebellion when attacked ( 5000 - 10000 crew loss )

Elite Rares ( bosses ) :
Slave Transport Barge
rank 400
alert : rank 200 - 600
rewards 3 : 300 Prejor Tech parts + Rescued Prejor Prisoners / Prejor Serum Sample ( 90%/10%)
effects : Prejor Influence, Prejor Evasion
Rescued Prejor Prisoners > 20 rank points
Prejor Serum Sample > opens a mission chain ( similar to the dark smugglers cahce ) OR new research tree ( either or is suitable really ) end result is another activated ability similar to treillith influence.

Control ship
Rank 800
alert : rank 500 - 1100
rewards 3 : 300 Prejor Tech parts + Rescued Prejor Prisoners / Prejor Targeting Sensor / Prejor Serum Sample ( 60%/30%/10%)
effects : Prejor Control, Prejor Evasion, Power Siphon
Prejor Targeting Sensor - ship size 20 scan +150 / attack +150 limit 3

Command Ship
rank 1200
alert : rank 800 - 1600
rewards 3 : 300 Prejor Tech parts + Rescued Prejor Prisoners / Prejor Targeting System / Prejor Serum Sample ( 60%/30%/10%)
effects : Prejor Revolution, Prejor Evasion, Power Siphon
Prejor Targeting System - ship size 25 scan 200 / attack 200 limit 3

Outpost
Rank 1600
Alert : 1100 +
rewards 3 : 300 Prejor Tech parts + Rescued Prejor Prisoners / Prejor Targeting Platform / Prejor Serum Sample ( 60%/30%/10%)
effects : Prejor Liberation, Prejor Evasion, Power Siphon
Prejor Targeting System - ship size 30 scan 300 / attack 300 limit 3

Extremely Rare :
Command Conduit
Rank 5000
alert : 1 - 9999
rewards All : 1000 prejor tech parts, Prejor Serum Sample + Prejor Gateway Conduit / Salvaged Disruption Turret
cloak : 20,000
Effects : Power Siphon, Prejor Power Shields, Systems Disruption, Temporal Slip, Fleet Recall, Prejor Dominion
Prejor Power Shields - to damage shields also costs 5 exotic matter.
Systems Disruption - chance that when attacked Lowers attack and defense by 99%, depletes shields, and prevents shield recharge for 30 minutes
Temporal Slip - chance that when attacked will lower the time left on the NPC alert
Fleet Recall - Chance that when attacked a small group of Prejor ships will appear to guard the Conduit ( interceptors )
Prejor Dominion - small chance for crew rebellion when attacked ( 10000 - 100000 crew loss )

targetable areas once shields are down :
Disruption Turrents - stops systems disruption
Slip Drives - Stops Temporal Slip
Communications Tower - stops fleet recall
Control Amplifier - stops dominion

1 use of Prejor Communications Protocols prevents the use of the disruption turrets for 5 minutes
1 use of Prejor Continuation Protocols prevents use of Slip Drives for 5 minutes
1 use of Prejor Signaling Components Prevents the use of Fleet Recall for 5 minutes
1 use of Prejor control algorithms Prevents use of Prejor Dominion for 5 minutes

Prejor Gateway Conduit - Activated ability like dark aperture key, opens a portal to the Prejor Home world ( another exotica type planet ) allows you to attack prejor sectors or planets ( after the event ends ). Basically the idea is have a targetable planet similar to exotica that exists on your scans and you can only attack the planet while you have gateway conduit ability active.

Salvaged Disruption Turret - Costs 2000 prejor tech parts to build on ship. size 50 attack 80, activated ability : disrupts the targets systems. lowering attack, defense, and shields by 20% can be used on any NPC, player, base, or planet. Cost 5000 energy, 100,000 exotic matter. cool down 20 hours.

----------------------------

Daily Mission :
10/10 to complete, per time is 3 prejor tech parts and 50 energy. reward Prejor Defense Protocols : +100 passive attack, defense and cloak up to max of 2000.

----------------------------

Legion Mission Phase 1 :
Prejor Incursion
if success - 12 relic badges, phase 2 will begin

task 1 :
objective : disrupt the advance of the Prejor
requires 3 uses of Prejor Communications Protocols ( from Communications Relay rank 50 - 400 ) to complete
success : 3 relic badges

task 2 : failure threat : must have at least 10 Communications Protocols used for this to be successful
objective : Analyze the Communications Protocols
requires 1,000,000 total research, 500,000 exotic matter, and 50,000 energy to complete.
success : Upgraded Prejor Barrier Blueprints > no longer inhibits production, also proves + 400 cloak, and +5% production boost.

Phase 2
if success - 12 relic badges, phase 3 will begin
Failure threat - you must have particiated in phase 1 or attempting to do a task in phase 2 will automatically fail.

task 1:
objective : Disrupt Prejor Communications
requres 3 uses of Prejor Continuation Protocols to complete
success : 3 relic badges

task 2 : failure threat : must have at least 20 Continuation Protocols used for this to be successful
objective : Analyze the Communications Protocols
requires 1,000,000 total research, 500,000 exotic matter, and 50,000 energy to complete.
success : Upgraded Prejoran Power-Diffuser - size 20 defense 150, 2% chance to increase defense by 10% when attacked. ( similar to how Gemini cannons function )

task 3 - optional
objective - Acquire ally's - repeatable while this legion mission remains active.
requires 500 Political favor, 5,000 energy to complete
success : 1 free race change

Phase 3
if success - 12 relic badges, phase 4 will begin.
Failure threat - you must have particiated in phase 2 or attempting to do a task in phase 3 will automatically fail.

task 1 :
objective : Convert Prejor Signals
requires 3 uses of Prejor Signaling Components to complete
success : 3 relic badges

task 2 : failure threat : must have at least 30 Prejor Signaling Components used for this to be successful
objective : Analyze Prejor Signaling Components
requires 1,000,000 total research 500,000 exotic matter and 50,000 energy to complete
success : Prejor Base Location - 1 use artifact, if the player scans for a base in the next 5 minutes the next base they find will be a Prejor Base.

Phase 4
if success - Prejor Omni Node
Failure threat - you must have particiated in phase 3 or attempting to do a task in phase 4 will automatically fail.

task 1 :
objective : Rewrite Prejor Control Algorithms
requires 1,200,000 research and 3 Prejor Control Algorithms to complete
success : 3 relic badges

task 2 :
objective : hunt the prejor
requires disable at least 30 prejor ships
success 4 relic badges

Prejor Omni Node - size 20, energy/attack/scan/cloak/shield/defense + 300, 2 activated abilites
1) ship is immune to all detrimental effects for 8 hours
2) increase - at random - a random planet resource, up to 5x mega rich

-----------------------------

GP market items
Prejor Luring Drone - 10 GP, once destroyed a Prejor Rare ( or elite / extremely rare ) will appear on your battle tab
Prejor Luring Beacon - 20 GP, size 1 - increases chance of planet being targeted by prejor advance by 50%

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Mon Mar 23, 2015 6:38 pm
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I like the idea, I hate the crew loss effects, thats just way too many crew to risk triggering peroid for so small a reward ( I would NOT hit such npcs) people complained about 1 crew loss from crit raids/XTS9 mission.... people WILL not do somethign that may lose them 1000+ crew.


Mon Mar 23, 2015 7:43 pm
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So this would be like a "legion blockade" and only affect one legion at a time?

Nice idea -- most people would flip at losing so many crew-members, so that's a big -1, and I'd reduce the timer for the omni-node (though I like the concept)... but I really like what you're cooking!


Mon Mar 23, 2015 8:35 pm
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elerian wrote:
background : The prejor are invading the galaxy and attempting to enslave the sentient races once again.
event mechanics :
1 ) Calming Amplifiers also prevent Prejor Influence, Prejor Control, Prejor Revolution, Prejor Liberation
2 ) exotic matter production is reduced by 10%
3 ) New Planetary Effect : Prejor Uprising
4 ) You do not need to be loyal to a legion to participate in the Prejor Incursion Legion Mission


you only lose the crew if your not careful

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Mon Mar 23, 2015 9:41 pm
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elerian wrote:
elerian wrote:
background : The prejor are invading the galaxy and attempting to enslave the sentient races once again.
event mechanics :
1 ) Calming Amplifiers also prevent Prejor Influence, Prejor Control, Prejor Revolution, Prejor Liberation
2 ) exotic matter production is reduced by 10%
3 ) New Planetary Effect : Prejor Uprising
4 ) You do not need to be loyal to a legion to participate in the Prejor Incursion Legion Mission


you only lose the crew if your not careful


or if you're not completely anal about how you play the game

i don't know anyone that checks every time they attack an npc that their calming amp is still active, heck i don't even keep track of my buffs wearing off sometimes

i know i'd be super pissed to lose 5000 crew just because my calming amp wears off during my attacking a ship


no more scan % items, especially not 20% scan boosts - your 40% scan boost that breaks all scan modules is just ridiculous, not because of the 40% boost, but because it's essentially a 40% scan boost of what would be 1000 scan at most? cuz you just broke all your scan mods. so that's a redundant boost as no one can install all that scan gear before they lose the boost.


overall there's some good in there, but just way too much at the same time. Consolidate it down to fewer things and you've got a great premise for bringing back this race, but there's enough npc's suggested to account for 30%+ of the entire npc pool at most ranks.


Mon Mar 23, 2015 10:56 pm
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yea i was trying to make it a challenge that requires everyone to work together, high rnks depending on low ranks etc. unfortuantely its really hard to plan stuff around what people rank 2k + have in order to facilitate a challenge.

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Mon Mar 23, 2015 11:13 pm
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elerian wrote:
yea i was trying to make it a challenge that requires everyone to work together, high rnks depending on low ranks etc. unfortuantely its really hard to plan stuff around what people rank 2k + have in order to facilitate a challenge.


it's not even a rank 2k+ thing


Things can be a challenge without having to introduce 5 things dependant on 3 other things occurring whilst wearing a calming amp, but at the same time, getting drops from 1 npc to use on another, but then they only work temporarily.

We all enjoy challenges, but that last boss just seems like a really convoluted idea that needs simplifying imo.

You do need to lose the idea of crew loss. That alone kills your idea dead. No one is going to take that risk, because everyone is flaky when it comes to attention spans and using artifacts.

The cloak amounts on the ships is insane, people shouldn't need to buff their scan to locate NPC's.


Mon Mar 23, 2015 11:55 pm
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Very well thought!

Galaxy wide event always been suggested many times before :)

Dan, we want this not to be a seasonal, but rather an event that can overlaps with seasonal event...

A random suggestion :
let the event ends after a certain number of legions completed the legion mission, not after a certain X ships destroyed.

However, it might be interesting instead that there are a set of X ships to destroy. Will try to explain in different thread :)

Overall, I support your idea +1 !!!


Tue Mar 24, 2015 8:47 am
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Prejor Dominion - small chance for crew rebellion when attacked ( 10000 - 100000 crew loss )

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Tue Mar 24, 2015 10:13 am
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-10.000

just going to point a few things out that are wrong, wrong wrong...


elerian wrote:
Prejor Power Distribution Unit : ship size 100, energy +300, scan +300, cloak +300, upgradeable to max of 200%, when fully upgraded provides +2% to max energy, scan and cloak and activated ability : power surge.
>> power surge : increases scan by 20% for 3 minutes, damages all scanning modules, 10% chance that it will increase scanning by 40% for 1 minute and break all scanning modules. Costs 10,000 energy, 300,000 exotic matter, and 100 prejor tech to use.


no one in theire right mind will bother with this ability - 10.000 energy + 300.000 EM...phhh
and after that you need to pay around 100 bil cr. or so to repair your modules, for a boost that last 1 min :)

elerian wrote:
Salvaged Disruption Turret - Costs 2000 prejor tech parts to build on ship. size 50 attack 80, activated ability : disrupts the targets systems. lowering attack, defense, and shields by 20% can be used on any NPC, player, base, or planet. Cost 5000 energy, 100,000 exotic matter. cool down 20 hours.


again Cost 5000 energy, 100,000 exotic matter. for something you can easily do with other artifacts against NPC's and Players without paying for it with EM and energy
and you realy dont want to make killing bases or invading planets any more easy then it already is

elerian wrote:
>> Prejor Evasion- when attacked, small chance (15% ish ) that the NPC will become immune to attacks and disappear from battle tab ( as if it had been disabled )


so if it takes 10+ hits to kill any NPC's with this ability they are gone use the ability before you have a chance to kill them
making this a genetar players only event.... :(

elerian wrote:
Prejor Targeting Sensor - ship size 20 scan +150 / attack +150 limit 3


what you are doing here is basickly increasing max scan 3 * 150 = 450 extra scan before you factor in boost
viewtopic.php?f=4&t=37784
this one isnt up to date.... but still give you some general numbers for max scan

I currently calculate it as 29629.
Max for a Litheor Explorer using only repeatable items is 24691
Max for a Litheor non-Explorer using only repeatable items is 19089.

with the latest modules that have been added and your Prejor Targeting Sensor we are proberly looking at a new max scan around 33.000, I'm sure a lot of players trying to hide theire planets wont be happy about that

and speaking about scan/cloak

elerian wrote:
Command Conduit
Rank 5000
alert : 1 - 9999
rewards All : 1000 prejor tech parts, Prejor Serum Sample + Prejor Gateway Conduit / Salvaged Disruption Turret
cloak : 20,000


cloak : 20,000 = you wouldnt be able to find this one unless you go Litheor / Explorer or boost your ship with limited boosts
and even so, you would have to have hunted down more or less every scan system in the game before you would be able to find them

also, NO, NO, NO you dont share a rank 5000+ NPC to rank 1 players, if it rank 5000 the minimum rank where you can see them would be rank 4000+ or so

elerian wrote:
Interdictor
rank : 1000 + matched
rewards : 10 prejor tech, 1 red badge, chance for Prejor Recursion Beacon


no, you dont get Red badges for killing NPC's - that is what you get from disabling enemy ships
so if you want NPC's to give badges, those are Dark Badges, not red

elerian wrote:
Prejor Dominion - small chance for crew rebellion when attacked ( 10.000 - 100.000 crew loss )


do you have any idear how long time it takes to add 100.000 Crew to a ship ?
or how many artifact points you would basickly lose if you are unlucky and tricker this effect

if you have the rank points, you would need to press the button 50.000 times, if you can push it 2 times pr sek, you are looking at, 25.000 sek = 416 min = 7 hours of doing nothing but pushing a button to replace what 1 hit from this ability would take from your ship...

but you also need 16.666 prisenors = 16.667 clicks = 8.333 sek = 138 min = 2 hours 18 min of clicking on prisenors just to get the rank points...

and to actualy get 16.666 prisenors, you are looking at something like 60.000 * 16.666 prisenors = 999.960.000 artifact points

lets say the player is making 300.000 AP's pr hour,
999.960.000 artifact points / 300.000 AP's pr hour = 3333 hours = 138 days = 4.5 months worth of artifact production
and most players doesnt have a 300.000 AP's pr hour production....

(i didnt take androids into account in this, as they only add helmsmen and Scientists, but it still crew that would reduce the recovery time a bit)

you dont make a NPC that can with 1 simple mistake frack up 3+ months of work for a player....

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Tue Mar 24, 2015 3:45 pm
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working on refining the diea, what i layed out is admittidly a very rough sketch of the thought.
the premise was working around the idea of supremely advanced race invading this galaxy, with the intent to subjugate the poplace.
and trying to tie in the original threatening mechanics of the chain itself
the loss of crew from the barrier mission, and the use of exotic matter to pierce the shield are prime examples that i tried to maintain.

also to clarify > the borkd scan mods happens after the effect has ended, not before hand so the 40% would be tacked onto whatever your current max scan is, then after that minute passes then all the scan modes get broken.

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Tue Mar 24, 2015 4:03 pm
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if you REALLY need the crew loss make it random chance of loseing 1 crew of each type. not 50, not 1000 and god forbid 10,000,


Wed Mar 25, 2015 6:15 pm
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