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Badges Badges Badges Badges Mushroom Mushroom!

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May 24, 2009 davejohn link
heh , / ignore works fine . Most of us are being serious inc .

Azumi and Mick make good points , ctc and racing badges would be good.

Oh. and /ignore "guild"......
May 24, 2009 blacknet link
I would say event points regardless of what event it is. That way any pilot who takes part in a registered event would get brownie points for it. You can then have some events to say required 10 event points or the like.

If you can mine it then you should have a badge for it. track *ALL* minerals regardless of content.

I would like to see more stuff along the lines of the bus hunter badge but say hog, prom, valk, marauder, etc..

Same with weapons, current classifications are laser, rocket, etc..

TGFT has proven time and time again that any noob can get the basic trader IV badge in under 1 hour of game time. lets up that and fix it, base one on units moved and one on profit made. profit schedules would be under 500c/cu, 501-1000 c/cu, 1001-2000c/cu, 2001-3000c/cu and 3000+c/cu.

Require items and goods to be only available to certain badges and levels. Force people to start using lower end weapons, ships and trade goods, etc.. until they get badges which unlocks their usage.
May 24, 2009 Pointsman link
no grind, please.
May 25, 2009 Shadoen link
Gunner badges.
For kills you get while being in the turret of a multiplayer ship or capital ship.

edit for:
Conqueror badge
For conquering an x amount of sectors for your nation (Or the nation you work for if you're UIT) in Deneb.
May 25, 2009 Aticephyr link
Rail Specialist I: 1,000,000 damage to other players using rails.
Rail Specialist II: 5,000,000 damage to other players using rails.
Rail Specialist III: 10,000,000 damage to other players using rails.

Unguided Specialist I: 1,000,000 damage to other players using flares and/or rockets.
Unguided Specialist II: 5,000,000 damage to other players using flares and/or rockets.
Unguided Specialist III: 10,000,000 damage to other players using flares and/or rockets.

Energy Specialist I: 1,000,000 damage to other players using energy weapons.
Energy Specialist II: 5,000,000 damage to other players using energy weapons.
Energy Specialist III: 10,000,000 damage to other players using energy weapons.

Defense Specialist I: 1,000,000 damage to other players using mines.
Defense Specialist II: 5,000,000 damage to other players using mines.
Defense Specialist III: 10,000,000 damage to other players using mines.

Gunning Specialist I: 1,000,000 damage to other players as a gunner (not driver).
Gunning Specialist II: 5,000,000 damage to other players as a gunner (not driver).
Gunning Specialist III: 10,000,000 damage to other players as a gunner (not driver).

Basic Corsair: 250 transport ship (Moth, Maud variants) kills.
Intermediate Corsair: 1,000 transport ship (Moth, Maud variants) kills.
Advanced Corsair: 5,000 transport ship (Moth, Maud variants) kills.
Expert Corsair: 10,000 transport ship (Moth, Maud variants) kills.

Basic Light Fighter: 250 combat ship (Cent, Vult, Valk, etc. variants) kills while in a Cent, Vult, Valk, etc. variant.
Intermediate Light Fighter: 1,000 combat ship (Cent, Vult, Valk, etc. variants) kills while in a Cent, Vult, Valk, etc. variant.
Advanced Light Fighter: 5,000 combat ship (Cent, Vult, Valk, etc. variants) kills while in a Cent, Vult, Valk, etc. variant.
Expert Light Fighter: 10,000 combat ship (Cent, Vult, Valk, etc. variants) kills while in a Cent, Vult, Valk, etc. variant.

Basic Heavy Fighter: 250 combat ship (Taur, Atlas, Hog, etc. variants) kills while in a Taur, Atlas, Hog, etc. variant.
Intermediate Heavy Fighter: 1,000 combat ship (Taur, Atlas, Hog, etc. variants) kills while in a Taur, Atlas, Hog, etc. variant.
Advanced Heavy Fighter: 5,000 combat ship (Taur, Atlas, Hog, etc. variants) kills while in a Taur, Atlas, Hog, etc. variant.
Expert Heavy Fighter: 10,000 combat ship (Taur, Atlas, Hog, etc. variants) kills while in a Taur, Atlas, Hog, etc. variant.

I'm not sure if these stats are tracked, but they might be fun.

Oh, and last but not least:
Basic Speed Addict I: 6 hours traveling at 225+m/s
Basic Speed Addict II: 12 hours traveling at 225+m/s
Basic Speed Addict III: 18 hours traveling at 225+m/s
Basic Speed Addict IV: 24 hours traveling at 225+m/s
[edit]: changed Runner/Chaser to "Speed Addict"
May 25, 2009 slime73 link
I'm not sure if this belongs in this thread, but I'd like to see a system where you can select a badge (or more than one?) and track its progress in realtime on your HUD, like in Team Fortress 2. Perhaps it could be located where the license level indicator is now (top right).
May 25, 2009 Pointsman link
concatapult badges.
May 25, 2009 toshiro link
Those runner/chaser badges could be gained by not running or chasing at all. Why not call them "Speed Addict" badges or somesuch?

Also, slime's idea sounds good.
May 25, 2009 genka link
Blacknet brings up an interesting point. There are a lot of people playing this game that are misguided enough to think that tying above-average equipment to badges is a good idea. Is there any actual danger of this happening?

Also, I like the damage-dealt based badges and think that could be extended to faction standing gained/lost badges. (brownnose/nuisance?)
May 25, 2009 vskye link
blacknet - "TGFT has proven time and time again that any noob can get the basic trader IV badge in under 1 hour of game time"

I was just curious how one can make 10mil in day? (which is the requirement for this badge, in profit) Me thinks you are mistaken on this one.

Besides of some of the obvious stupid suggestions for badges, the rest are good. ;)

Also, if all these new badges actually available... when you target a player and bring up their stats it will scroll off the frickin screen. (fixable, but just a thought)
May 25, 2009 zamzx zik link
10 mill is a cakewalk.
May 25, 2009 Dr. Lecter link
10 million in trading profit is not as easy as it once was; that said, that's only the end of the basic trader series. There needs to be another series with significantly higher profit goals. blacknet, as always, is a sloppy fool who writes out whatever gibberish bubbles into his head at that moment--we must try not to take him literally.
May 25, 2009 davejohn link
Oh , 5 million / hour is still possible . Observe , take notes , learn about space...
May 25, 2009 Dr. Lecter link
Ecka, you were bitching about the lack of trade profits available last time I saw you in game. Can one, with unlimited capital, knowledge, and access (granted by long experience and high standing) scratch out 5,000,000 in profit in 60 minutes of game time? Surely.

Is it something that TGFT can help any noob off the street to do right off the bat? Probably not.

As a vet with a mid ten figures bank account and a knack for making credits by mining, trade, piracy and extortion . . . I'm cool with increasing profit limits for trade badges. Zero skin off my ass. But it seems like 10 million profit is a good set point for the BASIC trader end-point.
May 26, 2009 Aticephyr link
Let's get back on topic guys. I think we are (for the most part) against having high grind badges be necessary for more-than-just-basic items.
I'm sure there could be some interesting higher-level items (or capship like stuff) that may be tied to some basic badges. As Inc starts to create an end-game... there will be things that require grinding; that's a fact, no way around it.

But again, my post is starting to drift off topic as well... let's keep this thread about badges. If you want them to unlock things, make a different thread and link it.
May 26, 2009 davejohn link
Fair point Dr L , though what has been suggested is badges or ribbons which in effect do not unlock game unbalancing items. For instance, I have basic miner 4; it gives nothing that BM 2 does not give.

5/mil HR now really requires an xc. So , even with help from a trader a player would need T9/M4 and TPG standing. Again , money is not that significant past the first few hundred million or so, so its generation is only of academic interest to those of us who enjoy trading.

I have consistantly argued that really useful stuff should not require a huge amount of grind or a massive bank balance. Increasingly access to rare in game items is via a mission tree, ands that is a trend I welcome.

I would have no objection to the very high end badges giving access to very unusual items , so long as those items have some RP value and do not in any way imbalance the game . For instance , BM 4 could unlock a moth miner with built in headlights for mining at night.....
May 26, 2009 Surbius link
Totally agree, Ecka, ribbons/badges should only give the satisfaction of achievement and the odd item designed for specific situations or slight bonus to a particular activity.

For example, radar extenders designed to track Hive bots farther than 5,000m or specific ship variants that excel in one type of environment but lacks in everything else.

Honestly though, just newer and larger achievements would be fantastic, even if their moot in the long run.
May 27, 2009 A-Dawg link
A badge for pilots in the either the Serco/Itani military (different designs for each faction) would be nice. Furthermore badges identifying the ranks and/or accomplishment of that pilot would be a great addition, but probably not practical until more content is added to the dynamic warfare in Deneb.
May 27, 2009 peytros link
A-dawg i think inc mentioned that something like that is coming where players in the military will eventually be given a rank allowing them to have a more RTS type role in the deneb conquest.

also we need more PK badges like one for 1000 2000 5000 and 10000 that might unlock some cool looking skins for ships
May 27, 2009 PaKettle link
wow Pey had a decent idea.....

Unlocking ship skins would be great if we actually had them....