[UI] Phalanx Defense System

Discussion in 'General Archive' started by VESPID, May 3, 2017.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
  1. VESPID

    VESPID User

    The Item I'd like to propose is a defense system chip that when installed reduces shield penetration by 2% per shield generator and also negates negative drone formation side effects.

    This item is incompatible with The Goliath and any Heavy Battle Cruiser class ships as well as the drone formations Ring and Moth.

    The proposed cost for this item is 80k Uri.
     
    Last edited: Jul 5, 2017
  2. where did you think this should be quipped?
     
  3. VESPID

    VESPID User

    In one of the ship extras slots.
     
  4. I can't really see what extra i should switch it out with, but sure som ppl could properbly use it in there tactic.

    it's a fine idea, but i don't really see a use for it.
     
  5. VESPID

    VESPID User

    Outside the battle cruiser this idea would be a game changer.
     
  6. The name is great and I think you have a good base for your idea however what exactly do you mean by "negating negative drone formation side effects". Do you mean eliminate the effect of enemy moth formation shield penetration or something like that?
    If so, it indeed would be a game changer but it would render certain drone formations useless and certainly make them less desirable.
    If you were to step your idea back a bit and make the chip time limited...say 5 seconds it may be more acceptable for the general player base.
    A decision on this one would take a lot of thought but I do think you are on to something. :)
     
  7. batata

    batata User

    No he his talking about the draw backs of using formations, in the case of moth it would be the shield reduction per second.
     
  8. VESPID

    VESPID User

    Thank you batata, Your response was spot on.
     
  9. OrbitGuru

    OrbitGuru User

    with it taking up an extras slot, it wouldnt be bad, but i feel like it should consume something like the pet uses gas... i guess xeno like other chips use? 100/minute sounds fair
     
  10. VESPID

    VESPID User

    Well, in order for it to be fair I'd say 100 xeno an hour. Otherwise again only the wallet warriors or UFE would be getting the most of this item.
     
  11. sumsar7

    sumsar7 User

    Xeno isn't payable and targeting cpu uses fairly a lot, so creating item that consumes more xeno isn't giving advence for UFE or enyone else, but that fastly eats way to use such items as ISH cpu and Smart Bomb cpu. That could start war for getting "Boss aliens" and them cargos. In the long run balance will have outruns because winner are farmer who maybe with illegal program farmed "Boss aliens". Also that put starter ones even more depressed situation that what other can use against them. Also must keep eye on game balance 2*15 is 30% with skill tree and service by bo2 is +92% it is 122%. moth has only 20% so hp is still invincible.
     
    Last edited: Jul 1, 2017
  12. VESPID

    VESPID User

    Yea but 100 xeno an hour should still make it possible for any one to take full advantage of the benefits. The illegal programs are a D.O. problem that they have said many times they will take care of, besides truth be told that really is for D.O. to address and no one else.

    Any suggestions regarding xeno consumption would be welcomed.
     
  13. sumsar7

    sumsar7 User

    It is OK that drains sth atleast, but you can't make Moth formation useless. There will be balance loss, because all players with thous generators will use shield ship (spectrum/bastion/kick/solace/sentinel) and Ring formation. That will be too powerful you know. Generator may have 0.5Penet per one. Maybe then it is possible to create it. Also effect works only generators what have been installed into ship generator slots.
     
  14. VESPID

    VESPID User

    Ok, so would it help if this tech negates or deactivates with the use of moth and ring formations?

    Or perhaps the activation cost is xeno, but the continued cost is 100 credits per hour?
     
  15. sumsar7

    sumsar7 User

    Credits is low resource, and if it will be deactivated if ring- or moth formation shows up then there won't be a use of that. Idea of start cost is amazing but continue cost could be sth more rare (uridium) or Ep/honor because you use item that makes space but it isn't really a skill use. But i remain on that if it should come then +is lower per one or start divide will be 60% Shield/Hp or chance on shield gain. not 10k but 6-8 k per generator.
     
  16. VESPID

    VESPID User

    The activation cost is reasonable as is the continued cost being credits.
    This item is not made for Fe or Ufe only to be the ones to benefit.

    I believe items should offer full benefits with lite upkeep costs to the point that even less experienced pilots will appreciate them.