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Post by Kuriza on Nov 4, 2020 8:53:51 GMT -5
Also I think there should e a top 25 under 25. Since the beginners aura caps at 25k it would be good for newer members to find people around their PL. Also so it doesn't seem as discouraging when you see players over a 1,000,000 PL Hercule has listed every character's PL in his Top 25 (really Top 78). forum.alexsdbzrpg.com/post/37714/threadIt's even split nicely into 25-character brackets for you. i saw and i really like it and appreciate him taking the time to do so. As a newer member/returning its good to see my progression compared to my peers. Its great and that's what i was suggesting at. I mean if i can volunteer id do it weekly. Its great for new members to see. better access to seeing that information before and after you join can be really beneficial. I not saying you guys arn't doing well with it. (Been open for 20 years)
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Post by Lilim on Nov 4, 2020 17:20:55 GMT -5
Yeah, the system we have could use a few tweaks, but for the most part, I think we have a good handle on it.
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Post by Lilim on Nov 7, 2020 8:59:06 GMT -5
Trait Specializations
Each character may only specialize in one Trait. In order to specialize in that trait, they must first attain 10,000 in that particular trait. Specializations cannot change--once it is selected, it is permanent. Each specialization requires 4 weeks of either heavy training (similar to regulating a transformation) or of Meditation and must be uninterrupted (no battles), and the specialization costs 100 SP to learn. The benefits of specializing in a particular trait are listed below:
Determination: You gain the benefits of both the 500-level perk and both of the 1000-level perk, and additionally, they can be used at any time (once per battle each), not just when you are near death.
Charisma: The cap on stats gained from your Charisma trait is removed, and in addition, the cap on donating Zeni to your alliance based on your Charisma is also removed.
Intelligence: You gain an additional build slot, Advanced slot and accessory slot. All fundamentals and Advanced you know can be mastered.
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Bishop
Fabled Member
Posts: 721
Race: Android
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Post by Bishop on Nov 8, 2020 4:05:02 GMT -5
Trait SpecializationsEach character may only specialize in one Trait. In order to specialize in that trait, they must first attain 10,000 in that particular trait. Specializations cannot change--once it is selected, it is permanent. Each specialization requires 4 weeks of either heavy training (similar to regulating a transformation) or of Meditation and must be uninterrupted (no battles), and the specialization costs 100 SP to learn. The benefits of specializing in a particular trait are listed below: Determination: You gain the benefits of both the 500-level perk and both of the 1000-level perk, and additionally, they can be used at any time (once per battle each), not just when you are near death. Charisma: The cap on stats gained from your Charisma trait is removed, and in addition, the cap on donating Zeni to your alliance based on your Charisma is also removed. Intelligence: You gain an additional build slot, Advanced slot and accessory slot. All fundamentals and Advanced you know can be mastered. Intelligence is literally busted as fuck.
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Post by Lilim on Nov 8, 2020 8:08:21 GMT -5
Trait SpecializationsEach character may only specialize in one Trait. In order to specialize in that trait, they must first attain 10,000 in that particular trait. Specializations cannot change--once it is selected, it is permanent. Each specialization requires 4 weeks of either heavy training (similar to regulating a transformation) or of Meditation and must be uninterrupted (no battles), and the specialization costs 100 SP to learn. The benefits of specializing in a particular trait are listed below: Determination: You gain the benefits of both the 500-level perk and both of the 1000-level perk, and additionally, they can be used at any time (once per battle each), not just when you are near death. Charisma: The cap on stats gained from your Charisma trait is removed, and in addition, the cap on donating Zeni to your alliance based on your Charisma is also removed. Intelligence: You gain an additional build slot, Advanced slot and accessory slot. All fundamentals and Advanced you know can be mastered. Intelligence is literally busted as fuck. We could probably remove the Advanced portion of the Intelligence specialization, then, I think. Like, the specializations are kind of supposed to be 'busted', but we don't want to overdo it.
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Post by Broly on Nov 8, 2020 12:35:59 GMT -5
I'm gonna be openly against this, normally I remain quiet and let everyone else decide. I know this is only a suggestion, but this is easily a no brain option. You would pick Intelligence if you battle at all. There are no draw backs, everything would have Ki reduction, DR increase, depending on what type of move it is. It would promote ki spam because it would also stack with shit like ki manip. This is just a totally bad idea, if anything I would say give it one more advance move, nothing more.
To have all your moves mastered, get 4 acc slots, and to have 3-4 build slots. Dude, come on that is just busted and dumb as fuck.
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Post by Lilim on Nov 8, 2020 15:02:38 GMT -5
I'm gonna be openly against this, normally I remain quiet and let everyone else decide. I know this is only a suggestion, but this is easily a no brain option. You would pick Intelligence if you battle at all. There are no draw backs, everything would have Ki reduction, DR increase, depending on what type of move it is. It would promote ki spam because it would also stack with shit like ki manip. This is just a totally bad idea, if anything I would say give it one more advance move, nothing more. To have all your moves mastered, get 4 acc slots, and to have 3-4 build slots. Dude, come on that is just busted and dumb as fuck. That's fair--no worries. If replaced all the those perks for Intelligence with just +2 Advanced Slots, you think that would be kosher?
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Post by Broly on Nov 8, 2020 20:30:09 GMT -5
+1 advanced or +1 Mastered Advanced and Fundi. IMO I didn't even get to look at the other one's but this one just stuck out so bad
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Post by Kale on Nov 8, 2020 20:56:40 GMT -5
+1 advanced or +1 Mastered Advanced and Fundi. IMO I didn't even get to look at the other one's but this one just stuck out so bad I find Cado's suggestion reasonable, those are all solid perks I'd throw in an additional build slot as an option among those. The suggestions for determination and Charisma seem balanced well enough imo.
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Post by Lilim on Nov 18, 2020 15:50:08 GMT -5
Okay--
So I spoke to a lot of people about these various suggestions, and its looking like a lot of things I've suggested would probably be incredibly unworkable. Instead, we're going to have to re-evaluate a lot of these. A lot of them will just have to be discarded/revamped, since being able to achieve an 'unlimited' amount of anything can be really hazardous to the game's health.
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.
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Post by Ticho on Jan 14, 2021 16:34:03 GMT -5
So it occurred to me recently that there is no Earth based major organization (or any organization for that matter.) Given how much of a hub of activity it is, I figured this might be a bit of a hit. Let me know what ya'll think:
Organization: Earth Special Forces
A dedicated body of individuals who defend the Earth from threats as well as seek out and neutralize potential threats on other planets. Benefits include:
-Exclusive quests (obviously) both on Earth and peppered around a few other worlds -A discount on all Capsule Corp items as well as access to exclusive Capsule Corp items sold only on Earth.
Obviously this is just the outline, but let me know what ya'll think.
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Post by Bersimmon on Jan 15, 2021 16:38:39 GMT -5
Red Ribbon Army?
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Post by Ticho on Jan 15, 2021 21:30:28 GMT -5
Ooooh, rival organization. Can we make both of these a thing plz?
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Android #16
Veteran Member
Posts: 402
Race: Android
Status: Contact Me
Soul: Main
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Post by Android #16 on Jan 16, 2021 7:03:23 GMT -5
Earth is currently owned by the Saiyans, so the SE are the Major Organisation based there.
Also we have more than enough organisations already - and putting it on Earth would actually be a bad idea. Earth is busy because noobs start there, and if they see an organisation on the planet they start on then they would be likely join without perhaps realising that they can only join one.
You'd either end up with an Organisation full of people who are salty that they joined without being able to explore other options properly, or lots of bounties for people who were brave enough to leave.
Red Ribbon Army and Capsule Corp are already things IC, so just go and RP as if you're part of them.
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Post by Bersimmon on Jan 16, 2021 16:36:51 GMT -5
Then in that case I think it should be possible to join the SE on that planet, but that probably won't happen (I'm not working on the new patch tho, so I may be wrong.) but i think that should be allowed for any org. thats got a hold on other planets.
Imo if we did work RRA into the game, it would be evil only, is my idea so they'd have until they lower alignment to think about it and adjust to the site while learning more about it.
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