Post by Deleted on Aug 31, 2013 15:15:16 GMT -5
With all the unlocks being ship upgrades lately, I thought it would be nice to have some unlocks that aren't ship upgrades for a change. Here are some ideas
New unlockable officers
Commander: The commander is an expert at targeting moving objects with ship guns and ship torpedoes as well as commanding crew gun decks and crew intimidation. The commander is the new military officer for the modern day era.
- Increases Tactics (for gun attack, torpedo attack)
- Slight bonus to surveillance and blockade operations
- Bonus for preventing accidents and crew deaths in red sectors
Stealth Expert: The Stealth Expert is a genius in moving the captain and ship quietly and undetected. She is extremely well versed in deep-space travel and safe travel routes as well as ongoing deep-space rumors and avoiding xenos.
-Increases Stealth (for deep-space travel, avoiding monsters and aliens for exploring, changing range)
- 95% chance of avoiding planetary patrols when traveling over planets (less encounters with military, pirates)
- Decreases chance of deep-space encounters being xeno (less aliens, narvadians)
- Prevents penalties for 'bad' deep-space rumors (alien swarm, open fighting, military crackdown, pirates etc)
- Bonus with Records in hold
Assistant: The assistant specializes in aiding other officers and adapting to a variety of skills. Her sole job is to provide assistance to boost officer effectiveness and mimic the other officers' abilities to further increase the bonuses of the other officers.
- Increases the bonuses and effectiveness of the other officers on-board
- Increases cargo bonuses for officers
Pirate: The Pirate Officer has vast knowledge and experience in pirating tactics. He knows how to strike the best deals for salvaging ships and has experience in looting cargo. The Pirate is also a master in patrolling for ships.
- Patrol op bonus
- Significantly increases merchants and smugglers for patrol
- Increases salvage pay
- Decreases penalties for attacking, looting, enslaving and destroying ships
New unlockable officer bonuses
Mechanic - special upgrade boost ability - increases upgrade bonuses for all upgrades; special combat repair ability - repairs ship damage from enemy attacks during combat (less damage from attacks)
bodyguard - special HP defense ability - 50% less chance of HP loss for explore, surrender, mutiny.
Political/tradesman - mutiny (bribe) ability - halves credits required for mutiny bribe and mutiny bribe bonus.
exo-scout - cache advice bonus - warns when there is a treasure hunter rumour in a wilderness zone where the captain's cache is.
Spy - special rumour information ability - ability to hear about and inform captain of ongoing quadrant rumours during deep-space travel that are nearby and increases rumour range of planets.
Veteran - major torpedo attack bonus - increases torpedo attack vs non xenos and torpedo attack bonus vs aliens becomes 2x as big as the current bonus.
Templar - unlocks special Templar officers (captain, hydra)
New unlockable professions
Alien Hunter:
- Starts with Warrior and Strength
- Boarding bonus vs aliens
- Patrol bonus over dead planets
- Special alien bounty contracts with high rank
- Special Artifact Control Ability vs aliens
- Discount buying artifacts
The Alien Hunter makes its profit from salvaging alien ships and taking on alien bounty contracts.
Raider:
- Starts with Tactics, Warrior and Intimidate
- Increase pay for ship salvage
- Morale loss protection bonus for enslaving crew
- Double rep bonus for attacking ships during Solar Wars
- Increased cost for military promotions
The Raider makes its profit from salvaging ships and looting cargo and is a popular guns for hire during solar wars.
Independent:
- Starts with a variety of skills like Star Trader
- Major Stardock, Exchange and Hall bonuses at Indy planets
- Special rep loss protection ability
- No morale loss for fighting Independents
- Penalty for gaining rep
- Independent in trade, NOT in home faction
The Independent makes its profit by offering his/her services to the highest bidder and doing whatever he/she can to survive and prosper.
Pilot:
- Starts with Pilot, Stealth and Quickness
- Discount buying water-fuel
- Water-fuel consumption bonus
- Delivery contract bonus
- Special deep-space records ability
The Pilot makes its profit from delivering passengers and packages across the deadly quadrent and long distance shortage/surplus trading as well as creating and selling records from deep-space travel.
New unlockable profession bonuses
smuggler - special contraband protection ability vs search; special black market ability; special signature masking ability for contraband and contracts; long range combat bonus vs military and bounties (retreat, evade, gun)
bounty - half spy bonus during spy battles; board bonus vs bounty contracts
MO - half zealot bonus during solar wars; board bonus vs solar war enemies
pirates - patrol operation bonus; short range combat bonus vs merchants and smugglers (advance, gun, ram)
explorer - records discount; special wild records ability
merchant - harvest operation bonus; long range combat bonus vs pirates (evade, retreat, torp)
captain - Special HP Protection Ability for mutiny and surrender; urban zone bonuses at faction planets
star trader - 50% discount for all repairs and rearmaments
Other unlockable ideas
- Increased starting credits
- Starting Officer ability - unlockable ability to choose which officer to start with. Choice of officers dependent on profession (eg merchant gets ability to start with political, tradesman or pilot; bounty hunter gets ability to start with templar or spy etc)
- Make current impossible difficulty an unlockable
- New unlockable difficulty that's harder than impossible
- New unlockable starting ships
- New unlockable bonuses for existing upgrades (rather than making brand new upgrades)
- Make a set of high end stardock ships unlockable (ie omega, slayernz, carnifex, megalift, new ships)
- Unlockable ranks with benefits for those ranks (ie rank 22 gives say in political matters, unlocks new contracts)
New unlockable officers
Commander: The commander is an expert at targeting moving objects with ship guns and ship torpedoes as well as commanding crew gun decks and crew intimidation. The commander is the new military officer for the modern day era.
- Increases Tactics (for gun attack, torpedo attack)
- Slight bonus to surveillance and blockade operations
- Bonus for preventing accidents and crew deaths in red sectors
Stealth Expert: The Stealth Expert is a genius in moving the captain and ship quietly and undetected. She is extremely well versed in deep-space travel and safe travel routes as well as ongoing deep-space rumors and avoiding xenos.
-Increases Stealth (for deep-space travel, avoiding monsters and aliens for exploring, changing range)
- 95% chance of avoiding planetary patrols when traveling over planets (less encounters with military, pirates)
- Decreases chance of deep-space encounters being xeno (less aliens, narvadians)
- Prevents penalties for 'bad' deep-space rumors (alien swarm, open fighting, military crackdown, pirates etc)
- Bonus with Records in hold
Assistant: The assistant specializes in aiding other officers and adapting to a variety of skills. Her sole job is to provide assistance to boost officer effectiveness and mimic the other officers' abilities to further increase the bonuses of the other officers.
- Increases the bonuses and effectiveness of the other officers on-board
- Increases cargo bonuses for officers
Pirate: The Pirate Officer has vast knowledge and experience in pirating tactics. He knows how to strike the best deals for salvaging ships and has experience in looting cargo. The Pirate is also a master in patrolling for ships.
- Patrol op bonus
- Significantly increases merchants and smugglers for patrol
- Increases salvage pay
- Decreases penalties for attacking, looting, enslaving and destroying ships
New unlockable officer bonuses
Mechanic - special upgrade boost ability - increases upgrade bonuses for all upgrades; special combat repair ability - repairs ship damage from enemy attacks during combat (less damage from attacks)
bodyguard - special HP defense ability - 50% less chance of HP loss for explore, surrender, mutiny.
Political/tradesman - mutiny (bribe) ability - halves credits required for mutiny bribe and mutiny bribe bonus.
exo-scout - cache advice bonus - warns when there is a treasure hunter rumour in a wilderness zone where the captain's cache is.
Spy - special rumour information ability - ability to hear about and inform captain of ongoing quadrant rumours during deep-space travel that are nearby and increases rumour range of planets.
Veteran - major torpedo attack bonus - increases torpedo attack vs non xenos and torpedo attack bonus vs aliens becomes 2x as big as the current bonus.
Templar - unlocks special Templar officers (captain, hydra)
New unlockable professions
Alien Hunter:
- Starts with Warrior and Strength
- Boarding bonus vs aliens
- Patrol bonus over dead planets
- Special alien bounty contracts with high rank
- Special Artifact Control Ability vs aliens
- Discount buying artifacts
The Alien Hunter makes its profit from salvaging alien ships and taking on alien bounty contracts.
Raider:
- Starts with Tactics, Warrior and Intimidate
- Increase pay for ship salvage
- Morale loss protection bonus for enslaving crew
- Double rep bonus for attacking ships during Solar Wars
- Increased cost for military promotions
The Raider makes its profit from salvaging ships and looting cargo and is a popular guns for hire during solar wars.
Independent:
- Starts with a variety of skills like Star Trader
- Major Stardock, Exchange and Hall bonuses at Indy planets
- Special rep loss protection ability
- No morale loss for fighting Independents
- Penalty for gaining rep
- Independent in trade, NOT in home faction
The Independent makes its profit by offering his/her services to the highest bidder and doing whatever he/she can to survive and prosper.
Pilot:
- Starts with Pilot, Stealth and Quickness
- Discount buying water-fuel
- Water-fuel consumption bonus
- Delivery contract bonus
- Special deep-space records ability
The Pilot makes its profit from delivering passengers and packages across the deadly quadrent and long distance shortage/surplus trading as well as creating and selling records from deep-space travel.
New unlockable profession bonuses
smuggler - special contraband protection ability vs search; special black market ability; special signature masking ability for contraband and contracts; long range combat bonus vs military and bounties (retreat, evade, gun)
bounty - half spy bonus during spy battles; board bonus vs bounty contracts
MO - half zealot bonus during solar wars; board bonus vs solar war enemies
pirates - patrol operation bonus; short range combat bonus vs merchants and smugglers (advance, gun, ram)
explorer - records discount; special wild records ability
merchant - harvest operation bonus; long range combat bonus vs pirates (evade, retreat, torp)
captain - Special HP Protection Ability for mutiny and surrender; urban zone bonuses at faction planets
star trader - 50% discount for all repairs and rearmaments
Other unlockable ideas
- Increased starting credits
- Starting Officer ability - unlockable ability to choose which officer to start with. Choice of officers dependent on profession (eg merchant gets ability to start with political, tradesman or pilot; bounty hunter gets ability to start with templar or spy etc)
- Make current impossible difficulty an unlockable
- New unlockable difficulty that's harder than impossible
- New unlockable starting ships
- New unlockable bonuses for existing upgrades (rather than making brand new upgrades)
- Make a set of high end stardock ships unlockable (ie omega, slayernz, carnifex, megalift, new ships)
- Unlockable ranks with benefits for those ranks (ie rank 22 gives say in political matters, unlocks new contracts)