Some notes to consider
TacticalCommander wrote:Cost
-Each Upgrade requires 1k GnR points to purchase
-Unique Tech
--Every unique tech level upgrade, requires 1k GR points to unlock it before purchasing
--Each level requires and additional 1k GR
---First Upgrade, 1k GR, 2nd upgrade 2k GR, 3rd upgrade 3k GR and so forth.
--The max amount of upgrades one can acquire is the same as the max number of ascensions.
There should also be some UP/UU requirements also. If they are going to get similar bonuses to ascended, then they should cost similar, and not just 1k G&R
TacticalCommander wrote:-Possible time limit between upgrade (at least unique tech) purchases
--At least 1 day, to prevent one from switching and fully upgrading between techs quickly
--Perhaps even make this 1 week, or even 2 weeks to match current ascension waiting.
I think that, it should be set in stone. And the only way to change, is to change race. The bonus to the tech is still the same %, but you have to change races, with the costs that incurs
TacticalCommander wrote:Unique Tech Variants
Enslaved Income Processing Facility
-Improves Income
-Bonus to Bank
-Takes a portion of enemy defense units killed and converts to UU.
--or converts directly to miners and/or lifers since they are technically enslaved.
-First Upgrade, 5% boost to income, 5% boost to bank, 5% chance to take effect, 5% of killed defensive units converted to miners
-Upgrades so forth in the same manner to as ascended blessing
Nano Regeneration Routine
-Improves Covert
-Cheaper Covert Levels
-Takes a portion of damaged weapons/non merc units to replaces them freely.
-First Upgrade, 5% boost to covert, 5% chance to take effect, 5% of the units replaced, 5% of the damage done to weapons repaired.
---damage done to weapons is that damage done during that attack
----If 100pts of damage is done to each weapon, at base tech level, then 5 pts is repaired.
----even there is a total of 200pts damage already done to weapons.
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
Notes:
-Defense protects covert agents.
-Difficult to be massed = better protection of covert agents
--but at the same time does not protect against farming/raiding.
-Tech not available when attacking
Rapid Evasion Technology
-Improves Attack
-Allows attack units to evade a portion of the defense with fewer casualties/weapon damage
--The attack power must still be bigger than the defense power for resources to be stolen.
-First Upgrade, 5% boost to attack, 5% chance to take effect. 5% less casualties/weapon damage, defense damage reduced by 5%
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
Realm Defense Shield
-Improves Defense
-Negates Damages, Reduces damage to weapons, loss of units, loss of naq
-Bonus Nox/Crit.
--Nox only counts successful attacks for phasing
--If an attack would have been successful, but shield engages, Nox still counts it as a successful attack.
-First Upgrade, 5% boost to defense, 5% chance to take effect, 5% less casualties/weapon damage, 5% of damage is absorbed/negated by shield.
--If an attack did 100bil damage, the shield activated, it would only 95bil damage.
-Second Upgrade, same as above but with 10%
-Upgrades so forth in the same manner to as ascended blessing
This part seems ok. Though I'm unsure if they can be exploited. (though it wouldn't be any more then hitting 3-4 times to get the ascended blessing, and the other to not)