Post by Lilim on Aug 24, 2020 6:42:52 GMT -5
At this point, the criticism of some of my custom item ideas is rather valid--basically, I come up with too-big ideas. Therefore, since the ideas are more suited to patch content, I'm just gonna write down said content as suggestions for a future patch (not to mention we can work out the problems here rather than clog up the customs board).
The spoiler contains the latest item I applied for that was denied. There was a lot folks found fault in, so I'll be cutting it down to this:
Organized Military - 8000z - Placed on a Player-owned planet. Must have Level 2 Civilization on same planet. Increases the minimum Power Level requirement to Destroy/Conquer/ToM that planet by 5,000. Increases the stat gains of fighting warriors at the barracks by +5 all stats. Allows characters of Non-Evil alignment to purchase Underlings and Officers at double the normal cost. Limit to 1 per planet.
Recruiting Officer - 6000z - Placed on a player-owned planet. Requires Organized Military on same planet. Allows the planet's owner to purchase Officers and Underlings on the planet this person is stationed on. Underlings and Officers purchased on this planet are at their normal cost but have half the normal stats.
Limit to 1 per planet.
Drill Instructor - 6000z - Placed on a player-owned planet. Requires Recruiting Officer on same planet. Removes the half-stat starting point of Recruiting Officer for Underlings and Officers on the same planet. Limit to 1.
Specialty Instructor - 6000z - Placed on a player-owned planet. Requires Drill Instructor on same planet. Can train one Underling or Officer at a time, taking four weeks and 5,000 zeni, which grants that Underling or Officer a build slot (Underlings and Officers may only have one build slot).
Shipyards - 4000z - An upgrade to the Warehouse item. Allows the Warehouse to construct ships at -1 week. Limit to 1.
Fleet Base - 6000z - Placed on a Player-Owned planet. Requires Hangar, Organized Military and Capital City on same planet. Removes the limit on the number of ships the planet's owner can own, but they can only own as many ships as they have Hangar space on all the owner's planets. Limit to own of 1.
Fleet Commander - 5000z - Placed on a Player-Owned planet. Requires Organized Military, Fleet Base, and Shipyards on same planet. Allows you to designate one of your ships as a 'Flagship', which costs 5,000z. The Fleet Officer also adds +5 exp when fighting warriors at the Barracks. Flagships bolster morale, adding +5 all stats to training while at the same planet as the Flagship (yours, your Underlings, your Officers, and everyone else). Limit to own of 1.
Ship Captain - 3500z - Placed on any ship. Allows the ship to operate independently of your character, Officers, or Underlings. Additionally, any ship with a Ship Captain can support a planet's defense or invasion. When defending a planet, it adds +1 day to the time required to Conquer/Destroy/ToM a planet. When attacking a planet, it reduces the time required to Conquer/Destroy/ToM a planet by 1 day.
Mass Communication Infrastructure - 12,000z - Placed on a player-owned planet. Enables communication between this world and others that have this item. This increases the benefits of Sports Teams and Industrial Complex Zones by 10% on the planet this item is placed. Additionally, the planet gains one book-reading slot, broadcasting the benefits of the book to everyone on the planet and any other planet this item can communicate with. If someone would gain the benefit of more than one book in this way during that week, they can only choose one each week. Limit to 1 per planet.
Centralized Government - 12,000z - Placed on a player-owned planet (requires Capital City). Allows you to utilize the benefits of all your planets on the planet this item is placed. Additionally, the Capital City on the same planet can be designated as the Governmental Capital, costing 10,000z, which doubles the base benefits of all planet upgrades on that planet (except for Sports Teams and Industrial Complex Zones). Limit to 1.
Modern Economic System - 12,000z - Placed on a player-owned planet. Institutes a regulated economy, currency minting, and banking. Items purchased on your planet are at a 5% discount. Additionally, the world gains a vault that can store any items, currency, or other commodities and in any quantity. If you lose a battle on this planet, however, the victors can steal an item from this vault. If the zeni stored in this vault exceeds 5,000z, anyone can attack the vault and steal that zeni. If any other sneakable item is stored in the vault, it can be raided for that item. Limit to 1 per planet.
Mining Operation - 10,000z - Requires level 1 Civilization on same planet. Placed on a player-owned planet. Allows you to hire mining crews at 500z each. Each time, it takes the mining crew two weeks to mine your planet for precious metals and gems. After two weeks, you receive a gem that can be sold on any planet for 1000z. Must be on the same planet to utilize this upgrade. Limit to 1 per planet.
Arms Production Facility - 7,500z - Placed on a player-owned planet. Requires, Level 2 Civilization, Factory and Warehouse on same planet. Increases the efficiency and production of weapons production. Weapons built on this planet are at -1 week build time (minimum 1 week), and Arm Blasters built on this world have double the normal amount of shots in their battery. Limit to own of 1.
Modular Machine Factory - 9,000z - Placed on a player-owned planet. Requires Level 2 Civilization, Factory, and Warehouse on same planet. This facility has a modular tooling layout, allowing you to automate many building processes. You can designate an item with a build time of 1 week (costing 2000z, can be changed by paying the cost again), and this factory will produce that type of item (and only that type of item) each week. Similar to Warehouse, it must be picked up by you or someone you designate before it can continue to produce more.
Commercial Office - 6,000z - A central hub of administrative duties for workers and factories. Placed on a player-owned planet. Requires Level 1 Civilization on same planet. Provides workers and personnel with support and guidance, increasing the efficiency of your world; as such, the planet produces +1 SP.
Commercial Corporatization - 12,000z - Placed on a Player-owned planet. Requires Level 2 Civilization, Capital City, and Commercial Office on same planet. Consolidates control over many facets of commerce for efficient operations--at the cost of greater bureaucracy. Instead of training, you can spend all week at meetings, briefings, focus groups, and doing paperwork, gaining +500z for the week. There would be more benefits to this item, but it's so bogged down in corporate politics and paperwork that it's just really hard to see the benefits, but someone in HR insists that the benefits are 'limitless'. Limit to own of 1.
Advanced Chemical Plant - 7,500z - Placed on a player-owned planet. Requires Level 2 Civilization, Warehouse, Factory and Capital City on same planet. Allows the building of Energizers, Potions, Stun Grenades, Caffeine Shots, Energy Drinks, and Adrenaline Shots (3 weeks each) on the planet this item is placed on. Limit to 1 per planet.
Trade Route - 10,000z - Placed on a player-owned planet that you do not own (only if you have permission). Can be placed on a canon planet that a player does not own for double the price. Must own at least one Capital City, Level 2 Civilization, Hangar, and Industrial Complex Zone. This item establishes a trade route from one of your planets to another, facilitating the trade of resources, goods, materials and the like. Through this trade and exchange, you (and the owner of the planet) gain 150z per week. A planet can have any number of Trade Routes, but a player can only own one Trade Route per Capital City that they own.
Resort - 8,000z - Placed on a player-owned planet. Requires Capital City, Level 2 Civilization, and Hangar on the same planet. This resort provides leisure, entertainment and tourism for the planet, allowing anyone on the planet to spend 300z and use one build slot (taking 1 week) in order to utilize the resort's services, granting them +2 traits for the week. Limit to 2 per planet.
- Removes all limits on purchasing and owning Underlings, Officers, and Ships.
- Underlings can partner train with anyone, but they all start with a Power Level of 10,000 (instead of the normal %). These Underlings count as demons, but they do not gain race benefits. Additionally, these Underlings represent groups of military forces, so they fill all transport slots on a ship that transports them, and they cannot be transported by a Ship with a capacity less than 6.
- In order to equip any equipment or prepare any battle item, these Underlings must be given Ten (10) of the same item (for the purposes of training and battles, owning ten of the same item only counts as one, both as equipment and prepared items), as the Underling represents a group of Infantry rather than a single individual. Accordingly, all Underlings must be purchased at ten times their normal cost.
- Each Underling purchased gains a single build slot, but they cannot benefit from anything that reduces build times.
- Underlings can partner train with anyone, but they all start with a Power Level of 10,000 (instead of the normal %). These Underlings count as demons, but they do not gain race benefits. Additionally, these Underlings represent groups of military forces, so they fill all transport slots on a ship that transports them, and they cannot be transported by a Ship with a capacity less than 6.
- In order to equip any equipment or prepare any battle item, these Underlings must be given Ten (10) of the same item (for the purposes of training and battles, owning ten of the same item only counts as one, both as equipment and prepared items), as the Underling represents a group of Infantry rather than a single individual. Accordingly, all Underlings must be purchased at ten times their normal cost.
- Each Underling purchased gains a single build slot, but they cannot benefit from anything that reduces build times.
The spoiler contains the latest item I applied for that was denied. There was a lot folks found fault in, so I'll be cutting it down to this:
Organized Military - 8000z - Placed on a Player-owned planet. Must have Level 2 Civilization on same planet. Increases the minimum Power Level requirement to Destroy/Conquer/ToM that planet by 5,000. Increases the stat gains of fighting warriors at the barracks by +5 all stats. Allows characters of Non-Evil alignment to purchase Underlings and Officers at double the normal cost. Limit to 1 per planet.
Recruiting Officer - 6000z - Placed on a player-owned planet. Requires Organized Military on same planet. Allows the planet's owner to purchase Officers and Underlings on the planet this person is stationed on. Underlings and Officers purchased on this planet are at their normal cost but have half the normal stats.
Limit to 1 per planet.
Drill Instructor - 6000z - Placed on a player-owned planet. Requires Recruiting Officer on same planet. Removes the half-stat starting point of Recruiting Officer for Underlings and Officers on the same planet. Limit to 1.
Specialty Instructor - 6000z - Placed on a player-owned planet. Requires Drill Instructor on same planet. Can train one Underling or Officer at a time, taking four weeks and 5,000 zeni, which grants that Underling or Officer a build slot (Underlings and Officers may only have one build slot).
Shipyards - 4000z - An upgrade to the Warehouse item. Allows the Warehouse to construct ships at -1 week. Limit to 1.
Fleet Base - 6000z - Placed on a Player-Owned planet. Requires Hangar, Organized Military and Capital City on same planet. Removes the limit on the number of ships the planet's owner can own, but they can only own as many ships as they have Hangar space on all the owner's planets. Limit to own of 1.
Fleet Commander - 5000z - Placed on a Player-Owned planet. Requires Organized Military, Fleet Base, and Shipyards on same planet. Allows you to designate one of your ships as a 'Flagship', which costs 5,000z. The Fleet Officer also adds +5 exp when fighting warriors at the Barracks. Flagships bolster morale, adding +5 all stats to training while at the same planet as the Flagship (yours, your Underlings, your Officers, and everyone else). Limit to own of 1.
Ship Captain - 3500z - Placed on any ship. Allows the ship to operate independently of your character, Officers, or Underlings. Additionally, any ship with a Ship Captain can support a planet's defense or invasion. When defending a planet, it adds +1 day to the time required to Conquer/Destroy/ToM a planet. When attacking a planet, it reduces the time required to Conquer/Destroy/ToM a planet by 1 day.
Mass Communication Infrastructure - 12,000z - Placed on a player-owned planet. Enables communication between this world and others that have this item. This increases the benefits of Sports Teams and Industrial Complex Zones by 10% on the planet this item is placed. Additionally, the planet gains one book-reading slot, broadcasting the benefits of the book to everyone on the planet and any other planet this item can communicate with. If someone would gain the benefit of more than one book in this way during that week, they can only choose one each week. Limit to 1 per planet.
Centralized Government - 12,000z - Placed on a player-owned planet (requires Capital City). Allows you to utilize the benefits of all your planets on the planet this item is placed. Additionally, the Capital City on the same planet can be designated as the Governmental Capital, costing 10,000z, which doubles the base benefits of all planet upgrades on that planet (except for Sports Teams and Industrial Complex Zones). Limit to 1.
Modern Economic System - 12,000z - Placed on a player-owned planet. Institutes a regulated economy, currency minting, and banking. Items purchased on your planet are at a 5% discount. Additionally, the world gains a vault that can store any items, currency, or other commodities and in any quantity. If you lose a battle on this planet, however, the victors can steal an item from this vault. If the zeni stored in this vault exceeds 5,000z, anyone can attack the vault and steal that zeni. If any other sneakable item is stored in the vault, it can be raided for that item. Limit to 1 per planet.
Mining Operation - 10,000z - Requires level 1 Civilization on same planet. Placed on a player-owned planet. Allows you to hire mining crews at 500z each. Each time, it takes the mining crew two weeks to mine your planet for precious metals and gems. After two weeks, you receive a gem that can be sold on any planet for 1000z. Must be on the same planet to utilize this upgrade. Limit to 1 per planet.
Arms Production Facility - 7,500z - Placed on a player-owned planet. Requires, Level 2 Civilization, Factory and Warehouse on same planet. Increases the efficiency and production of weapons production. Weapons built on this planet are at -1 week build time (minimum 1 week), and Arm Blasters built on this world have double the normal amount of shots in their battery. Limit to own of 1.
Modular Machine Factory - 9,000z - Placed on a player-owned planet. Requires Level 2 Civilization, Factory, and Warehouse on same planet. This facility has a modular tooling layout, allowing you to automate many building processes. You can designate an item with a build time of 1 week (costing 2000z, can be changed by paying the cost again), and this factory will produce that type of item (and only that type of item) each week. Similar to Warehouse, it must be picked up by you or someone you designate before it can continue to produce more.
Commercial Office - 6,000z - A central hub of administrative duties for workers and factories. Placed on a player-owned planet. Requires Level 1 Civilization on same planet. Provides workers and personnel with support and guidance, increasing the efficiency of your world; as such, the planet produces +1 SP.
Commercial Corporatization - 12,000z - Placed on a Player-owned planet. Requires Level 2 Civilization, Capital City, and Commercial Office on same planet. Consolidates control over many facets of commerce for efficient operations--at the cost of greater bureaucracy. Instead of training, you can spend all week at meetings, briefings, focus groups, and doing paperwork, gaining +500z for the week. There would be more benefits to this item, but it's so bogged down in corporate politics and paperwork that it's just really hard to see the benefits, but someone in HR insists that the benefits are 'limitless'. Limit to own of 1.
Advanced Chemical Plant - 7,500z - Placed on a player-owned planet. Requires Level 2 Civilization, Warehouse, Factory and Capital City on same planet. Allows the building of Energizers, Potions, Stun Grenades, Caffeine Shots, Energy Drinks, and Adrenaline Shots (3 weeks each) on the planet this item is placed on. Limit to 1 per planet.
Trade Route - 10,000z - Placed on a player-owned planet that you do not own (only if you have permission). Can be placed on a canon planet that a player does not own for double the price. Must own at least one Capital City, Level 2 Civilization, Hangar, and Industrial Complex Zone. This item establishes a trade route from one of your planets to another, facilitating the trade of resources, goods, materials and the like. Through this trade and exchange, you (and the owner of the planet) gain 150z per week. A planet can have any number of Trade Routes, but a player can only own one Trade Route per Capital City that they own.
Resort - 8,000z - Placed on a player-owned planet. Requires Capital City, Level 2 Civilization, and Hangar on the same planet. This resort provides leisure, entertainment and tourism for the planet, allowing anyone on the planet to spend 300z and use one build slot (taking 1 week) in order to utilize the resort's services, granting them +2 traits for the week. Limit to 2 per planet.