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Post Re: Question: What would you pay massive amounts of credits for?
seanla4350 wrote:
Another thing I would pay massive amounts of credits for is the ability to un-neuro bound items that were made neuro bound through missions. Like Olympus neuro bound gear. Yeah, my sniper has a Voluminous Jupiter Olympios Shield.


No

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Wed Feb 29, 2012 12:16 pm
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Post Re: Question: What would you pay massive amounts of credits for?
What about paying credits to buy experience modules to help you level? The lower the experience module, the less experience it gives you, and it scales to your current level.

So for example, if I buy experience module 1 at level 100, I gain 1 level. If I buy the same experience module at level 1000, I get 1 xp. Similar to how mission or kill experience works.

Another possiblility would be introducing content like a special DG or uber you have to build a key for, and the key costs credits. So you can do the uber as much as you have time for, but you have to have the money to make a key every time you kill the uber. Obviously this could be a replacement for the existing lockout system where instead of being bound by time, you're bound by the ammount of credits it costs to build the key, with new, specifically tuned and balanced encounters to support this system.


Wed Feb 29, 2012 12:57 pm
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Post Re: Question: What would you pay massive amounts of credits for?
skyfyre wrote:
What about paying credits to buy experience modules to help you level? The lower the experience module, the less experience it gives you, and it scales to your current level.

So for example, if I buy experience module 1 at level 100, I gain 1 level. If I buy the same experience module at level 1000, I get 1 xp. Similar to how mission or kill experience works.

Another possiblility would be introducing content like a special DG or uber you have to build a key for, and the key costs credits. So you can do the uber as much as you have time for, but you have to have the money to make a key every time you kill the uber. Obviously this could be a replacement for the existing lockout system where instead of being bound by time, you're bound by the ammount of credits it costs to build the key, with new, specifically tuned and balanced encounters to support this system.


Why would anyone do the uber unless the expected value of doing him was at least as great as the cost of the key? We aren't that starved for content yet!

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Wed Feb 29, 2012 1:20 pm
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Post Re: Question: What would you pay massive amounts of credits for?
The ability to make custom juxta's or warp gates could indeed add a lot of interesting strategy. It would be fairly difficult to program, I think. The other issue with it is that I really want to make some kind of warping device that is capital ship-only that can bring along squad mates, but I'm not sure exactly how it would work, what the limitations on it would be, and if that would conflict with the idea of custom gates.

Hmm, but maybe if one end was always anchored to the team HQ, then we could make a custom base kit with an onboard item, that, on use, destroys the base and replaces it with a wormhole that links to a new wormhole next to the team HQ. That would be the easiest implementation of something like this that I can think of.

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Wed Feb 29, 2012 3:22 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Supercarrier type capital ships able to open a warphole to connect the current galaxy to a nearby(~15 jumps) galaxy in a one way trip, while still being able to support and aid its fleet instead of being a Sing Sphere with a special type of SBrake.


Wed Feb 29, 2012 3:32 pm
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Post Re: Question: What would you pay massive amounts of credits for?
That sounds awesome lol i was wished Capship could do that like a FC

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Wed Feb 29, 2012 3:34 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Seer capship

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Wed Feb 29, 2012 4:01 pm
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Post Re: Question: What would you pay massive amounts of credits for?
VatFF wrote:
Seer capship


This would definitely be interesting.

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Wed Feb 29, 2012 4:06 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Yeah seer makes more sence now that i think of it

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Wed Feb 29, 2012 5:03 pm
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Post Re: Question: What would you pay massive amounts of credits for?
JeffL wrote:
The ability to make custom juxta's or warp gates could indeed add a lot of interesting strategy. It would be fairly difficult to program, I think. The other issue with it is that I really want to make some kind of warping device that is capital ship-only that can bring along squad mates, but I'm not sure exactly how it would work, what the limitations on it would be, and if that would conflict with the idea of custom gates.

Hmm, but maybe if one end was always anchored to the team HQ, then we could make a custom base kit with an onboard item, that, on use, destroys the base and replaces it with a wormhole that links to a new wormhole next to the team HQ. That would be the easiest implementation of something like this that I can think of.



Admins can move players with the admin panel right? Couldn't it be implemented as an automated version of that?

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Wed Feb 29, 2012 6:07 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Warp Gate Construction.

Deployable warp gate that can be laid in your HQ gal that can lead to a specified galaxy in Wild Space. The down side is that it works both ways and teams and they cannot lead to a galaxy owned by another team.

It would be fun.

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Wed Feb 29, 2012 6:15 pm
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Post Re: Question: What would you pay massive amounts of credits for?
I was thinking ship-ship warping :(

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Wed Feb 29, 2012 6:55 pm
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Post Re: Question: What would you pay massive amounts of credits for?
I'd pay 25-50b for a "RingWorld" colony/base combo, could even be the t21 model for bases.

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4x times the weapons, 4 times the augs? Defensive and a colony all in one... Whats not to like.

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Wed Feb 29, 2012 9:15 pm
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Post Re: Question: What would you pay massive amounts of credits for?
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Wed Feb 29, 2012 9:36 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Was thinking something like an item that's cap ship only that would warp that ship and all squadmates within a radius to that cap ships team base if the team base has some kind of item onboard.

This would at least make return trips from things like Oly or Iq'Bana faster. Not sure exactly how to make the trip out to there faster. The main sticking point is how to easily select the destination. Maybe I could have the client send the server the ID of the currently selected galaxy on the starmap.

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Wed Feb 29, 2012 9:58 pm
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