[UI] x-6 darkorbit reloaded ?

Discussion in 'General Archive' started by SauronL, Jan 14, 2016.

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  1. SauronL

    SauronL User

    I think bases are most important parts in PVP in darkorbit . Everyone wants its buff or its defense, but sometimes its just hard to guard. Ive been thinking about serious upgrades for bases and its modules.
    All new modules would be upgradable as well.
    [Booster bonus would depend on level upgrade.]


    Those upgrades should be applied just to x-6 company maps.
    1 Clan could own just 1 base at time.
    Must be full company of EIC/VRU/MMO to be able to build it.


    Possible Module upgrades.

    As first i would like to introduce new modules such as:

    Uridium booster.
    (It would add 1% up to 10% more uridium.)
    Depending on upgrade level.

    Max 1 per base.

    (Could be added to base on level 2)

    Credits booster.
    (It would add 1% up to 25% more credits for kills.)
    Depending on upgrade level.

    (Could be added to base on level 1)

    Max 1 per base.

    Boxing booster.
    (It would add 1% up to 5% boxing power)
    Depending on upgrade level.

    Max 1 per base.

    (Could be added to base on level 2)

    Confuser module.
    (Special turret that would change ships direction as in kuiper gate.)
    (Confuser would load every 30 seconds and its ability would work 3/5 seconds.)
    (Depends on level upgrade it would be able to hit several targets)
    (It wouldnt hit 5x the same target)
    lv1 = 1 target
    lv4 = 2 targets
    lv8 = 3 targets
    lv12 = 4 targets
    lv16 = 5 targets.


    Other way to avoid difficult programming:
    Hits 1 target and depending on its level its loading would be faster.
    Example: 30 secs at lv 1 , 15 sec at lv 16
    Confuse ability would also lasts just 3/5 secs.

    Base could have as many Confuser modules as owners would wish.

    (Could be added to base on level 2)

    Please comment what would be better 3 or 5 seconds ?
    I want to keep it awkward but not that much that could cause player always death.


    Power Mines module.
    (It would add 1 up to 3 Hedgehogs mines before each module)
    (It would have special ability that would target only red dots/red tags - not so sure about that cause programming could be really hard. Another possible thing to avoid difficult programming could be that this module would have its own option and if people would have rights they could activate it and it would start puting mines around modules, however it would hit everyone n also could hit its own defenders so .


    Max 1 per base.


    Please also comment what would be better , first or second solution. But also think about developers. If they would work on it, first solution could be pretty hard for them.

    HP Healing module.
    Heals all nearby players 1000 up to 5000 HP per second.
    (HP and shields are 3x lowers than usual)
    Means instead of 1 mil hp it will have just 333k , etc.


    (Would require base level 1 to use this module.)


    Max 1 per base.

    Shield Healing module.
    Heals all nearby players 1000 up to 5000 Shields per second.
    (HP and shields are 3x lower than usual)
    Means instead of 1 mil hp it will have just 333k , etc.

    (Would require base level 1 to use this module.)

    Max 1 per base.

    Skylab booster module.
    (Would provide players with 1- 2x <-- depends on upgrade level. As fast skylab production.)
    (HP and shields are 3x lower than usual)
    Means instead of 1 mil hp it will have just 333k , etc.
    (Works also if player is logged out.)
    ()


    (Would require base level 3 to use this module.)

    Max 1 per base.

    Draw Module.
    (Special module that would draw damage like citadel does.)
    (5 mil HP, 4 mil Shields)
    Would draw damage if enemy nearby.
    Would draw everyones lock in sight of base.

    Recharges (10 mins.)
    If you are replacing this module it will be replacing 10 mins. All other 4 min.
    (Made to avoid replacing this with another draw module for faster drawing)
    Upgrades increases its HP / Shields.
    Ability lasts 10 seconds.

    (Would require base level 2 to use this module.)

    Max 1 per base.

    Laser Eye.
    (It would be special module that would be "eating" enemys shields)
    (It would have very low range.)
    (Laser would be sticked to player if he would be in range. <-- Just idea of its skin)
    (If enemy player in range it would hit his shields starting at 50 DMG, increasing every second twice - likes negative honor, but that would be every second.)
    DMG would increase every second, although depending on level it would cause DMG to player faster than just 1 second.


    Levels would increase shield and hp every level upgraded.
    Lv1 = Would cause 50 Damage every 1 second, increasing DMG x2 to shields every 1 second.
    Lv8 = Would cause 2*50 Damage every 1 second.
    Lv16 = Would cause 5*50 Damage every 1 second.
    Increasing DMG x2 to shields every 1 second.
    So for example:
    Lv 8 Laser eye would cause following Damage to player if player was 7 seconds in its range already:
    Lv8 laser eye = 2*(Damage increased by seconds) <-- in this example 7.
    So.
    2* (
    1st sec= 50*2 =2nd sec 100,3rd sec 100*2 = 200,4th sec 200*2 = 400,5th sec 400*2 = 800,6th sec 800*2 = 1600,7th sec 1600*2 = 3200.)

    So seventh second next to this module would cause 2*3200 DMG that means 6400 DMG.
    Seems small cause you say: "Im never on base for so long."
    Altough like 15-20 secs would pretty sure kill your shields cause that DMG there is in millions already.
    However could be one of the most powerful modules if you are going for Hull.
    If citadel use draw fire ability , lv 16 laser eye would probably eat his shield in bout time when this draw fire would end.


    (Would reset always when it would lose players Lock - EMP, citadel or staying away for longer time.)
    (Would cause no damage if player has no shields)

    (Would require base level 3 to use this module.)

    Max 2 per base.

    Hull and deflector module upgrades.

    Hull and deflector modules would have some special abilities - i will explain bellow.


    Deflector & Hull Upgrades:
    The whole base would have 3 levels.

    Level 1 Base.
    As we know now :
    Hull lv 1 / 16 = around 3,8 mil up to 5,1 mil.
    Max 48 Hours of shields.


    Level 2 Upgrade to Fortified Base.
    Twice as level 1 that means lv 1 hull would have 7,6 mil hp , twice much as shields as well.
    Lv 16 would have 10,2 mil.
    Max 96 Hours of shields.
    Able to use Modules that requires level 2.


    (Would require atleast 47 hours and 30 mins on shields while base is level 1 to upgrade it on level 2)
    (Upgrading would eat all shields and would put base down for 1 hour (While upgrading it still would be level 1))



    Level 3 Upgrade to fortress.

    = Twice as level 2 - that means lv 1 hull could have up to 15,2 mil HP
    Lv 16 would have 20,4 mil.
    Max 192 hours of shields.
    Able to use Modules that requires level 3.


    (Would require atleast 95 hours and 30 mins on shields while base is level 2 to upgrade it on level 3)
    (Upgrading would eat all shields and would put base down for 2 hours (While upgrading it still would be level 2))


    1)Note:
    Levels would just fortify all modules and hull, although DMG or booster bonuses would remain same.
    2)Note:
    Upgrading bases would add more slots for modules
    Level 1: 8 Modules max.
    Level 2: 12 Modules max.
    Level 3: 16 Modules max.

    3)Note:
    If base is leveled and player will kill base/its modules he will get uridium , XP, honor and some credits.
    Level 1 : Credits
    Level 2 : Normal amount of Credits, XP, Honor, Uridium.
    Level 3 : Huge amount of Credits, XP, Honor, Uridium.

    4)Note:
    Rewards would be shared like base is now between damage dealers.
    5)Note:
    Deflector power decreases:

    Level 1. Gathering 2/3 seconds of shields every 1 second.
    Level 2. Gathering 1/2 seconds of shields every 1 second.
    Level 3. Gathering 1 second of shields every 1 second.


    Hull upgrades:

    (Level 1 = 0 upgrades)
    (Level 2 = 3 upgrades)
    (Level 3 = 5 ugprades)

    1) Spike hull upgrade module:

    Add special spikes to your base !
    Base would become spiked causing damage to nearby players.
    Would cause back damage to player.
    Causing 0,2% up to 1%(depends on upgrade level)DMG straight on players HP.

    Positive: Can attack cloaked players, EMP doesnt affect it. Just ISH would work against it and citadels abilities.
    (Although it would be logically better if citadel wouldnt affect it)
    Negative: If player is cloaked and hes not taking any other than spike damage he can repair while taking damage avoiding dieing on it.

    2) Titanium hull upgrade module:
    (Something like 5% of crab to explain it better)
    This upgrade would increase shield absorption by 1 up to 10%.
    Depending on its upgrade level.

    3) Protection module upgrade:
    Every 5 Mins it would give little shields to all modules around base
    Attacking player would do 5 up to 15% less damage to modules depending on upgrade level.
    Recharges 10 mins and lasts 30 seconds.

    4) Deflector module upgrade:
    When shields down there would be a 0,5% up to 1% chance that every second you have shields down you will get 10x more than you had to get.
    For example - base is level 2: and you getting 2 second of shields for 1 second cause it has shields down. you will get 20 seconds instead.
    If base is level 3 and you would have this upgrade and you would hit "critical second" you would just get 10 seconds cause it would load just 1 second.

    5) Turrets module upgrade:

    Adds 3 Turrets on Hull so Hull would defend itself alone.
    Upgrades would increase turrets damage.
    1 Turret 15 000 starting damage. (There would be 3 turrets each doing 15k)
    up to 25 000 depends on upgrades.

    Very Low Range.

    6) Lava turrets upgrade module upgrade:
    Would require installed Turrets module upgrade.
    Ignites enemy
    Shoots lava laser every 5 seconds and ignites player dealing 10 000 Damage to shields.
    If player has no shields it will cause 70 000 DMG with first hit and causing 25 000 damage per second.

    7) Sab turrets upgrade module upgrade:
    Would require installed Turrets module upgrade.
    Using SABs instead of RED lasers onto enemy player.
    Causes same damage.
    Leeches players shields and gives his shields to base.
    If lava turrets installed as well it wont use SAB every 5th second and will shoot Lava laser that causes 15 000 up to 25 000 + will ignite player.

    8) Trade ore module upgrade:
    All company players could sell ores here if upgraded with this module.
    Ores would give players + 50 - 5% more credits than usual.
    Clan owning the battle station would receive 5% Tax from every sold ores.
    Example:
    Clanless MMO just sold ores for 10 000 000 on this battle station.(150%)
    5% is tax.
    So Clan tax would be raised by 333 333 Credits (5%) and player selling the ore would receive rest. : 10 000 000 - 333 333 = 9 666 666 Credits. (Still worth it.)

    I think bonus should be decreased to 30-5% instead of 50-5%. Cause some things could become useless then.

    9) Market
    Clan owning the battle stations would be able to create their own auction.
    Auction would contain 5 randoms items from auction. If they would build it.
    It would be 3 day auction.
    Would contain items from hourly/daily/weekly auction - totally randomly.
    If base would be destroyed before the auction would end, people would get their credits back.
    If items would be sold, credits would be credited to Clans tax.
    Could suck if people would repeatedly get xenomit and some cpus that are for 10k creds. But also could be earning for clan if they would luckily get 5 weekly designs at the auction.

    10) Tax for warp locator.
    People same company - warping (Not that are in clan) in ALL company maps (Just switching hangars).
    People in the clan would receive Uridium divided by amount of members.
    So for example if my friend in different clan would warp on 1-3 2x, (he has jump creds.)
    Clan ownin base has 50 members. and Jump cred im not sure how much it costs but lets say 500 Uri .

    500/50 = 10 , every member would receive 10 uridium for every warp made in same company maps.
    Warps made in 4-4 , 4-5 , pirate maps , or enemy company maps wouldnt count.

    11) PET Fuel station
    Updating Base with PET Fuel station would be catching every resources and debris in the space.

    This would work only for players in the map with this update.
    Every player from clan owning the station would receive + 50 Fuel for his pet for free every 1 minute.

    NOTE : If enemy destroys the base while having this pet station it will immediately do explosion taking out 30% straight hull of nearby players.

    12) Minion module.
    When base under attack it releases protegites that would guard the base. Protegites would have mmo sign.
    Up to 15 would be out on the map.
    Yellow dots on minimap.
    Can be destroyed by enemy player. - enemy companies or war tag.
    If you kill protegit it needs 3 min to revive for each 1.

    x-6 Map extensions
    x-6 maps would be very huge since this update.
    x-6 maps would be 2x as big as they are now.
    Map would have 8 cubikons instead of 4.
    NPCs such as bsks / sks / bks would be doubled in this map as well.

    Clans owning the base wouldnt be able to war any clan thats just 1 - company.
    After building base in x-6 all wars with enemy clans would end.
    However clan owning the base could be warred by other people.


    Well i was so bored so i created something like this :p , i know this is never gonna to happen, but developers that are sometimes checking Idea section in forum could use some parts of this useful and could extend bases or make them more funny.

    Please read something if you are going to comment. Comments such as "hell no this wont happen." i wont welcome. As i said this is never gonna to happen and its just one crazy idea.

    Also i know this would be very very powerful base. So thats why i suggested it just for x-6s and just to company owners. Cause it would probably be very very huge (up to 16 mods :eek:)
    I also suggested to create new x-6 , having them twice big as normal. Its usually full so thats also why i suggested increasing amounts of NPCs.
     
    Last edited: Jan 29, 2016
  2. SauronL

    SauronL User

    Soon ill update it:
    Skylab module.
    PET Fuel station.
    Minion module.
     
    Last edited: Jan 29, 2016
  3. ASTRAEA

    ASTRAEA User

    Thank you for the time and efforts on this idea.

    I will keep an eye on this thread to see the communities response.

    Have a nice day
    Astraea
     
    SauronL likes this.
  4. Note: The thread will be re-opened only if the OP requests for it.

    Enjoy the game.

    Closing due to inactivity.
     
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