Last updated: March 27, 2011
Ratings:
-2: 1
-1: 0
0: 0
+1: 2
+2: 0
--------
0 total
I know that we have research contracts that allow research to be converted into credits but what if we had a similar contract for badges? A lot of people have many, MANY badges because they already got everything maxed (except for planetary buildings or artifacts) and those badges are waiting to be spent on something other than the current items, so this is what I thought: (This could also expand the battle market)
Badge Contract: (Missions are one-time completions to finish)
Unlocks when completing a mission chain:
4 Chains:

>

>

>

(you can suggest the mission chain as well as the order) (Has to be Ranks 125+ for balance) < you can suggest required rank
In the battle market, the Badge Contract will be available when the required missions are finished. (Could be to the right of the purchase option)
One

= Permanent +5 attack/defense for your ship (choose one or the other)
One

= Permanent +5 scan/cloak for your ship (choose one or the other)
One

= +5 random crew members
One

= +100 attack/defense/cloak for a planet you control (Choose one of the three) (Limit: 1 type on each planet)
Double Badge Contract: (Missions will require 2 completions to finish)
Unlocks when completing a mission chain:
(some combinations looks reversed but are different) (ranks 175+ for balance)


>


>


>


>


>


>


>


>


>


>


>


>




3

3

= Permanent +50 hull/shields (choose one or the other)
3

5

= Artifact: Sniper Rifle: +5% chance of killing crew members of the enemy when raiding.
5

3

= Artifact: Interplanetary Missiles: Decreases both attack and defense of a planet by 30%.
5

5

= Artifact: Energy Disruptor: Decreases hull of the enemy by 25% and decreases shields of the enemy by 50%. (Limit: One use per 2 hours) < (goes to all other players)
7

5

= Size: 10 | Module: Radar Jammer: +100 cloak and scan (Limit:3 Radar Jammers)
8

4

= Artifact: Hacking Grid: Temporarily (2 hours) increases one's RP production by how much is being produced on the enemy planet. One time use artifact. Limit: 1 use/6 hours
8

6

= Artifact: Stealth Generator: (Usable on your own ship) When used, you have a 10% chance to dodge incoming attacks (nullifies damage) (Lasts 4 hours)
10

10

= Artifact: Supercomputer: Increases your chances of success of both hacks and raids by 50% and critical success by 10%.
12

5

= Artifact: Raiders Beam: Temporarily (2 hours) increases one's Mineral Production/Artifact Production by how much the enemy planet is producing. (Picks at random) One time use artifact. Limit: 1 use/6 hours
6

10

= Size: 1 | Planet Artifact: Invasion Extractor: When placed on one of your own planets, 25% of both attack and defense are added as the planet's passive attack/defense. (Limit: 1 per planet)
6

15

= Size: 1 | Planet Artifact: Gap Generator: +150 cloak (Limit: 2 per planet)
7

15

= Size: 1 | Planet Artifact: Cloning Towers: 2x population of a planet (Limit: 1 per planet)
This is the last mission for the Double Badge Contract. This mission will require 4 completions to finish.
10

10

10

10

= Ability: Counter: When attacked, you deal 2x more damage. When attacking, they deal .75x less. When hacked, you lose 2x less RP. When hacking, you gain 2x more RP. When raided, you lose 2x less MP or AP. When raiding, you gain 2x more MP or AP. When planet is attacked, planet deals 2x damage (none if attack is 0). When attacking planets, you deal 2x more to the enemy planet. (Online: 5 days) (One time use)
Multiple Badge Contract:
Coming soon!
More badges = stronger items (coming soon)
------------------------------------------
What do you think? Good (+1), bad (-1), Neutral (0), Very good (+2), Unbalanced (-2)