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Legacy Faction points
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Tue Sep 17, 2013 3:16 am    Post subject: Legacy Faction points Reply with quote

Any request to reset faction points is shot down and refused by players who log in every other month just to say "If frizz resets I want my money back".

So here is another approach:

- All current FPs are converted to LFPs (legacy faction points)
- LFPs cannot be used on anything except sharing strux (since removing all shared strux... well you know), and also count in faction ranking (i.e. Faction rankings are FPs + LFPs). So all that hard work or $$$ you dumped in to get them points is not wasted.
- Since all factions are restarting, remove all FPs modifiers from planets
- Also since all factions are restarting, reintroduce the old faction level bonuses. Maybe some minor modifications because the current ones are plain useless

Quote:
Research
Rank 1 - Small bonus to get mod slots
Rank 2 - small dodge bonus
Rank 3 - small move bonus (+1 Max +1 Controlled)
Rank 4 - Unique mod (simple)
Rank 5 - Small to salvage
Rank 6 - Medium bonus to get mod slots / Additional Constuction Slot
Rank 7 - large dodge bonus
Rank 8 - Unique mod (intermediate)
Rank 9 - Large Bonus to Salvage
Rank 10 - all recruited crews start at level 2 (1 level of gunnery or piloting)
Rank 11 - Large bonus to get mod slots / Additional Constuction Slot
Rank 12 - Unique mod (advanced)

Combat
Rank 1 - Small bonus to hit
Rank 2 - Small bonus to damage (+1 damage +2 if energy)
Rank 3 - small increase chance of getting criticals
Rank 4 - Unique unit (simple)
Rank 5 - cheaper to recruit crews (-1)
Rank 6 - range bonus (+1, +2 ballistic)
Rank 7 - large increase chance of getting criticals
Rank 8 - Unique unit (intermediate)
Rank 9 - Large bonus to hit
Rank 10 - Large bonus to damage (+2 damage +4 if energy)
Rank 11 - Command bonus per kill
Rank 12 - Unique unit (advanced)

Construction
Rank 1 - Small improvement to building shields (+25 Max +1 Regen)
Rank 2 - Small build cost discount (5%)
Rank 3 - Discount to deploying personal / faction base (5%)
Rank 4 - Unique building (simple)
Rank 5 - all faction & player buildings receive simple phase shield (harder to hit)
Rank 6 - Personal / faction gunners get bonus to hit
Rank 7 - large build cost discount (10%)
Rank 8 - Unique building (intermediate)
Rank 9 - large improvement to building shields (+75 Max +4 Regen)
Rank 10 - all faction & player buildings receive advanced phase shield (much harder to hit)
Rank 11 - Faction earns free Command everyday (50 per day)
Rank 12 - Unique building (advanced)


- Also an addition to the old pricing system, any faction level you buy adds 250fps on the price of any new level even if from a different tree. i.e. if you buy combat level 1 (200fps?), any other level 1 would cost 200 + 250. And any level after that would cost [insert price here] + 2x250and so on. So price of any level is old_price + total_levels x 250. This is to make it exponentially hard to get all full levels.


Any real reason something like this shouldn't be added? if the old players are tired and bored, the new factions and new players would love to fight for the bonuses and the old vets don't have to worry about loosing their rankings since the LFPs will keep them on top for ... well for ever




New ranks:

Quote:
Research
Rank 1 - Unique simple mod
Rank 2 - all recruited crews start at level 2 (1 level of gunnery or piloting), Rockhound crews have a +5% chance of finding rare mods (relative)
Rank 3 - small move bonus (+1 Controlled speed, +2 if non meka)
Rank 4 - +10% chance to get X vars on construction (bonus is relative, 20% becomes 22% and so on)
Rank 5 - Small bonus to salvage
Rank 6 - Bonus to get mod slots / 2 Additional Construction Slot
Rank 7 - Dodge bonus (1 level)
Rank 8 - Unique mod (intermediate)
Rank 9 - Large Bonus to Salvage
Rank 10 - Unique mod (advanced)
Rank 11 - All recruited crews start at level 3, Rockhound crews have a 10% chance of finding more efficient bandit mods
Rank 12 - Unique mod (Elite)

Combat
Rank 1 - Unique unit (simple)
Rank 2 - Small bonus to damage (+1 damage +2 if energy) low rank, i believe this is acceptable
Rank 3 - All units receive +5 shields/armor (for the sake of the LEs..)
Rank 4 - Small bonus to hit (<1 to hit)
Rank 5 - Extra chance of scoring critical hits
Rank 6 - +5% shield recharge (+10% if non meka)
Rank 7 - Units are more resistant to critical hits
Rank 8 - Unique unit (intermediate)
Rank 9 - All actis receive an extra charge, -1 CD (CD is capped at 2 minimum) Applies after acti master merit, no 1 CD immunity thug...
Rank 10 - Unique unit (advanced)
Rank 11 - Command bonus per kill
Rank 12 - Unique unit (Elite)

Construction
Rank 1 - Unique building (simple)
Rank 2 - Build cost discount (10%)
Rank 3 - Discount to deploying personal / faction base (5%)
Rank 4 - Building receive a bonus to hit (1 level)
Rank 5 - Faction and player buildings do more damage (+5 energy, +3 ballistic, +1 missile)
Rank 6 - All non-combat buildings receive a range 7 5 damage ballistic attack
Rank 7 - Refinery buildings are more efficient (+10% ore)
Rank 8 - Unique building (intermediate)
Rank 9 - Non-combat buildings' ballistic damage increased to 10, range increased to 10
Rank 10 - Unique building (advanced)
Rank 11 - Faction earns free Command everyday (100 per day)
Rank 12 - Unique building (Elite)


Last edited by khaibar on Fri Oct 04, 2013 4:31 am; edited 2 times in total
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corclaork
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Joined: 26 Aug 2008
Posts: 519
Location: The Mohawk Wasteland

PostPosted: Tue Sep 17, 2013 8:18 am    Post subject: Reply with quote

awsome idea! my only concern is with the current set of bonus's. iirc stuff was changed around to create these new bonus's so removing the extra construction slots for example would reduce everyone to 6 build slots. although none of them are particularly game breaking if lost but it might be worth some time to figure out a way to integrate the current bonus's into this new approach.

cor
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Dark Leth
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Joined: 05 Jul 2005
Posts: 1498

PostPosted: Thu Sep 19, 2013 9:56 pm    Post subject: Reply with quote

Totally reasonable.
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RoseThorn
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Posts: 864
Location: Somewhere over the Rainbow

PostPosted: Thu Sep 26, 2013 5:05 pm    Post subject: Reply with quote

I would support this

~Rose
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yinuss
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Joined: 13 Jul 2008
Posts: 423
Location: Australia/China

PostPosted: Fri Sep 27, 2013 9:56 pm    Post subject: Reply with quote

The basic idea is very good. I feel it needs to go a step further. It needs to reset after a certain period of time (ie. once a year or so). Basically, the faction point system needs to cycle.

Furthermore, winners and rankings at the end of those cycles ought to be recorded in a kind of 'DS history' listing, in addition to the 'legacy faction points' listing.

It could go another step further, and each cycle could be given some sort of theme:

Drop Shock - Dominion of the Sha'Kahr (ending 30/11/2014) (a Shak theme)
Drop Shcok - Open Rebellion (01/12/2014 - 01/11/2015) (an RC theme)

Certain tweaks to certain planets could apply during each of these themed cycles.
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khaibar
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Posts: 1141

PostPosted: Sat Sep 28, 2013 11:41 am    Post subject: Reply with quote

i agree with themes, as for resetting fps every year nah, to keep fp demand up we can have upkeep for bonuses or temp-bonuses that r recharged with fps
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storm120
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Joined: 14 Nov 2012
Posts: 93
Location: Not where you are, so get out.

PostPosted: Mon Sep 30, 2013 5:09 am    Post subject: Reply with quote

yinuss wrote:
The basic idea is very good. I feel it needs to go a step further. It needs to reset after a certain period of time (ie. once a year or so). Basically, the faction point system needs to cycle.

Furthermore, winners and rankings at the end of those cycles ought to be recorded in a kind of 'DS history' listing, in addition to the 'legacy faction points' listing.

It could go another step further, and each cycle could be given some sort of theme:

Drop Shock - Dominion of the Sha'Kahr (ending 30/11/2014) (a Shak theme)
Drop Shcok - Open Rebellion (01/12/2014 - 01/11/2015) (an RC theme)

Certain tweaks to certain planets could apply during each of these themed cycles.


love your idea yinuss. I think cycling and theme based is great but we have a limit on themes...
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Dark Leth
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Joined: 05 Jul 2005
Posts: 1498

PostPosted: Tue Oct 01, 2013 6:36 pm    Post subject: Reply with quote

yinuss wrote:
The basic idea is very good. I feel it needs to go a step further. It needs to reset after a certain period of time (ie. once a year or so). Basically, the faction point system needs to cycle.

Furthermore, winners and rankings at the end of those cycles ought to be recorded in a kind of 'DS history' listing, in addition to the 'legacy faction points' listing.

It could go another step further, and each cycle could be given some sort of theme:

Drop Shock - Dominion of the Sha'Kahr (ending 30/11/2014) (a Shak theme)
Drop Shcok - Open Rebellion (01/12/2014 - 01/11/2015) (an RC theme)

Certain tweaks to certain planets could apply during each of these themed cycles.


Fine with that too.
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khaibar
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Posts: 1141

PostPosted: Wed Oct 02, 2013 4:11 am    Post subject: Reply with quote

this has received a lot of support

I think we should start discussing the tweaks on the previous ranks. The most opposition was against the +1 range.

I think if we limit it to +1 to ballistic it would be acceptable?

We can also modify levels to give something useful but wouldn't introduce a strong/weak faction dilemma (though strong/weak should exist).

Example: Combat level 2 (throwing random levels here): +10 shields/armor on all units after all other bonuses are added (meaning they're static).

Useless on most army units, but great to have on them small scout units that keep dieing.

Other bonus could be +10% shield recharge, again useful and 'useless' at the same time.

We can have bonuses that affect unit stats and combat without making small factions run away from big ones because they have extra levels
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corclaork
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Posts: 519
Location: The Mohawk Wasteland

PostPosted: Wed Oct 02, 2013 6:54 am    Post subject: Reply with quote

personally i think listics have too much range right now and missiles are extremely hurt due to this. ofc giving range to missiles produces other problems with the few missile units that already get 10 range but imo you shouldn't be limiting an entire section of units to the players that have a specific merit. so yeah comes back to the sticky subject of balance that everyone enjoys skirting around.

cor
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khaibar
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Posts: 1141

PostPosted: Thu Oct 03, 2013 9:56 am    Post subject: Reply with quote

ok... so no + range to anything

how about the +10 shield/armor thing? or the +10% recharge thing?

I can see some unit stats boosting ranks that are worth getting but not OPed.

The +1 max/controlled speed rank can be replaced by +2 controlled speed, useful and gives you an edge over your opponent but not OPed
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Fri Oct 04, 2013 4:29 am    Post subject: Reply with quote

New ranks

Quote:
Research
Rank 1 - Unique simple mod
Rank 2 - all recruited crews start at level 2 (1 level of gunnery or piloting), Rockhound crews have a +5% chance of finding rare mods (relative)
Rank 3 - small move bonus (+1 Controlled speed, +2 if non meka)
Rank 4 - +10% chance to get X vars on construction (bonus is relative, 20% becomes 22% and so on)
Rank 5 - Small bonus to salvage
Rank 6 - Bonus to get mod slots / 2 Additional Construction Slot
Rank 7 - Dodge bonus (1 level)
Rank 8 - Unique mod (intermediate)
Rank 9 - Large Bonus to Salvage
Rank 10 - Unique mod (advanced)
Rank 11 - All recruited crews start at level 3, Rockhound crews have a 10% chance of finding more efficient bandit mods
Rank 12 - Unique mod (Elite)

Combat
Rank 1 - Unique unit (simple)
Rank 2 - Small bonus to damage (+1 damage +2 if energy) low rank, i believe this is acceptable
Rank 3 - All units receive +5 shields/armor (for the sake of the LEs..)
Rank 4 - Small bonus to hit (<1 to hit)
Rank 5 - Extra chance of scoring critical hits
Rank 6 - +5% shield recharge (+10% if non meka)
Rank 7 - Units are more resistant to critical hits
Rank 8 - Unique unit (intermediate)
Rank 9 - All actis receive an extra charge, -1 CD (CD is capped at 2 minimum) Applies after acti master merit, no 1 CD immunity thug...
Rank 10 - Unique unit (advanced)
Rank 11 - Command bonus per kill
Rank 12 - Unique unit (Elite)

Construction
Rank 1 - Unique building (simple)
Rank 2 - Build cost discount (10%)
Rank 3 - Discount to deploying personal / faction base (5%)
Rank 4 - Building receive a bonus to hit (1 level)
Rank 5 - Faction and player buildings do more damage (+5 energy, +3 ballistic, +1 missile)
Rank 6 - All non-combat buildings receive a range 7 5 damage ballistic attack
Rank 7 - Refinery buildings are more efficient (+10% ore)
Rank 8 - Unique building (intermediate)
Rank 9 - Non-combat buildings' ballistic damage increased to 10, range increased to 10
Rank 10 - Unique building (advanced)
Rank 11 - Faction earns free Command everyday (100 per day)
Rank 12 - Unique building (Elite)


comments?
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wannabe121
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Joined: 29 Jun 2006
Posts: 1502
Location: Estados Unidos, Indiana

PostPosted: Fri Oct 04, 2013 11:14 am    Post subject: Reply with quote

Looks good. Only question is what number are we looking at for "Small bonus to hit (<1 to hit)" at Combat 4, .66 of a level?
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
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khaibar
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Posts: 1141

PostPosted: Fri Oct 04, 2013 11:16 am    Post subject: Reply with quote

I dunno lol.. I never check what <1 or <2 mean

I am trying to think of 'special effects' or somethin
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wannabe121
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Location: Estados Unidos, Indiana

PostPosted: Fri Oct 04, 2013 11:18 am    Post subject: Reply with quote

I only mention it since a few mods like Eagle Eye Targeting Computer got bonafide numbers instead of <n statements when you look at the Library.

Let me pull what I can for ya...

EagleEye Library wrote:
Effect:Bonus to-hit: <1 Gunnery Level
CE Factor: 1.25(Simple)
Eagle-eye Targeting Computer Abilities:
-Provides a bonus to-hit (.6 Gunnery Level)


Holofield Library wrote:
Effect: If unit did not move last turn, it is much harder to hit
CE Factor: 1.15 (Intermediate)

Holofield Abilities:
- Provides a Dodge bonus to stationary units (3 Gunnery Levels)


Holoprojector wrote:
Effect: If unit did not move last turn, it is slightly harder to hit
CE Factor: 1.25 (Simple)

Holoprojector Abilities:
- Provides a Dodge bonus to stationary units (2 Gunnery Levels)


Oddly enough, Eagle is the only one with a incomplete gunnery level bonus. Holos were included because they clarified ambiguous wording. It should be noted that Earlybird and Sixth Sense use similar ambiguity, but are even more confusing: they have a flat "Activated mode" but give the same value as an otherwise undefined passive ability. It could be read as having no effect unless activated or becoming twice as effective once activated.
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Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.


Last edited by wannabe121 on Fri Oct 04, 2013 11:36 am; edited 1 time in total
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