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  • Shadowing
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Jun 13 2014 1:16 am

Here is a rough draft of what you might see. Post any ideas or changes you may come up with.



Architect

20% planet efficiency
Buildings build 50% faster
20% protection from buildings being destroyed
50% slave protection

Conquer

25% weapons
Can bombard planets every 30 mins
+1% spydrone recovery
50% spydrone max


Infiltrator

1% endurance per cycle
50% endurance max
Destroy infrastructure and sabotage materials 50% more damage
Pillage supplies returns 30% more naqahdah


Merchant

40% Naqahdah production bonus
50% protection from naqahdah being stolen and destroyed
Cargo ships are 50% faster
+25% turret defense
50% cheaper buildings


Navigator

30% faster ships on regular flight and vs space mines
Enemies are 2 hours slower when attacking planets and stations you own.
+30% stealth


Tactician

15% salvage and obviation
Access to the infiltration mission pirate ships
50% military max
+30% fleet detection
Can use 50% of a planets turrets while sieging


What ever you can do or dream you can always begin it because boldness has genius, power and magic in it
  • Kelac
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Jun 13 2014 1:21 am

"Immune to observation tech"

... Nope, OP.

Sounding the NOPE alarm on dis.


  • Cakes
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Jun 13 2014 1:21 am

I like it but navigator seems a bit underpowered. Maybe you could give navigator the ability to bury and unbury gates?


  • Endersshadow
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Jun 13 2014 1:22 am

ok nav is OP with the obbserv not working on him and only tac being able to pirite ships come on that's BS


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  • Zimmer882
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Jun 13 2014 1:54 am

Merchant

Naqahdah mines can't be destroyed

Navigator
Immune to observation tech
(Can always detect approaching ships on planets and stations you own)

Scientist
Laboratories cant be destroyed
Stealth technology (Ships are hidden to enemies on the map)

Tactician
Access to the infiltration mission pirate ships

Consider putting infiltration mission pirate ships on Infiltrator Personality too.

if naq mines and laboratories can't be destroyed than how can any of us reset an enemy?

It seems like Scientist Stealth technology (Ships are hidden to enemies on the map) and Navigator (Can always detect approaching ships on planets and stations you own) will conflict.

Making Personalities immune to things might be too much. Maybe just give them a higher resistance.


  • Endersshadow
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Jun 13 2014 2:27 am

and another thing shadowing. with the reduced networth to cost value agents are it makes it hard for those that focus on them to do anything with the current protection system in place. I suggest either making agents worth more networth to allow more targets or reduce the protection given when applaied to agent missions. allow more targets for say just agents and if you can an inactivity detector that when someones been inactive for more then 7 days they lose their protection and such up to a higher range and over 14-20 days any can hit them.


Worship the TACO or face it
  • Lordzues81
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Jun 13 2014 3:10 am

i like it


  • Doctorzoidberg
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Jun 13 2014 4:05 am

It all looks great to me

But one thing, I think Scientist needs something more, All of the other personality's have like 4+ items, scientist is lacking one i think.

Possibly like a Cloaking ability or something for our Planets, the ability to like Falsify whats on that planet, and others need to spydrone a bunch more to be able to see what actually there.

Or the ability to do like a Block-aid, or a Information blackout, a EMP bomb, They would have the ability to Freeze any and all use of a plant for X amount of time, no troop movements to or from it for you or them, no trading, nothin.

or something simple, like 10% more defense or attack, or 25% efficiency, something like that.


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Jun 15 2014 9:42 pm

how about this- modified each with a penalty and modified a few to make it more balanced

Architect

Bonuses
15% planet efficiency
50% cheaper buildings
Buildings build 50% faster
20% protection from buildings being destroyed
50% slave protection

Penalty
+5% ship production cost
-10% infiltraton

Conquerer

Bonus
20% weapons
Bombing runs are twice as fast
Bombing runs are 25% more effective
Spydrone increase 1% more per cycle
50% spydrone max

Penalty
-10% defence

Infiltrator

Bonus
1% endurance per cycle
25% endurance max
Destroy infrastructure and sabotage materials does more damage
Pillage supplies returns 50% more naqahdah
Access to the infiltration mission pirate ships (ships captured are reduced to 1% health and need to be repaired)

Penalty
-5% health repair
-5% speed

Merchant

Bonus
30% Naqahdah production bonus
50% protection from naqahdah being stolen and destroyed
Cargo ships are 50% faster
Immune from naqahdah penalties (ex: the plague)
ability to convert naquadah into Galaxy Credits

Penalty
+10% Building Costs
-25% military fleet speed

Navigator

Bonus
25% faster ships on regular flight and vs space mines
Enemies are 2 hours slower when attacking planets, outposts and stations you own.
Immune to observation tech
(Can always detect approaching ships on planets and stations you own)

Penalty
-15% infiltration

Scientist

Bonus

200 technology points
10% defence
Stealth technology (Ships are hidden to enemies on the map)
10% increase in defence against bombing runs

Penalty
-5% weapons
-15% fleet speed

Tactician

Bonus
10% salvage and obviation
Access to the infiltration mission fleet recon (informs the size of enemy fleet)
50% military max
Space stations are 25% stronger
Ships heal 30% faster

Penalty
-5% planet efficiency


  • Lordzues81
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Jul 08 2014 5:39 am

shadow i think your draft is good really good i dont really see changing any of it. just woundering when is it going to be put in?