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 ALERT: TRE06: Crimson Retaliation 
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Joined: Wed Jan 04, 2012 5:51 pm
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senatorhung wrote:
so many people had been requesting new npc's.

now people only want new npc's on the condition that they are not annoying ??

the adage, 'be careful what you wish for' comes to mind ...



Well yes that should go without saying... we don't want new NPCs that are boring and serve no purpose other than annoy the hell out of you ;) Not sure if you are serious or just trolling...

I guess we are stuck with this one until the mission is over, but for future reference it should be noted that this was a bad idea and be avoided on future missions... please.

PS: Tej-Sheel Research Chip (Uses Left: 487)


Sun Mar 30, 2014 5:10 pm
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Sharnhorst wrote:
senatorhung wrote:
so many people had been requesting new npc's.

now people only want new npc's on the condition that they are not annoying ??

the adage, 'be careful what you wish for' comes to mind ...



Well yes that should go without saying... we don't want new NPCs that are boring and serve no purpose other than annoy the hell out of you ;) Not sure if you are serious or just trolling...

I guess we are stuck with this one until the mission is over, but for future reference it should be noted that this was a bad idea and be avoided on future missions... please.

PS: Tej-Sheel Research Chip (Uses Left: 487)


I agree. This mission was half-baked. Takes about an hour to jam the BT with these things, and I am not going to waste my time and nrg killing them for the lousy scrap.

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Sun Mar 30, 2014 5:39 pm
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Yeah, they're kinda annoying, I agree.

But maybe Dan wants to remind us that the game doesn't only consists of NPCing, but also of PvPing and other stuff

Dont get me wrong, I dont agree with Dan's methods of doing it

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Mon Mar 31, 2014 1:10 am
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At the risk of further annoying those who are already annoyed by their frequency, I think it's worth pointing out that this mission is not solely for Rank 1000+ auto-rankers, but is open to Ranks 100 and up.
For the lower ranks, their only chance of completion may well be to have them spawn commonly and consistently as long as the mission is active.

Given the number of other missions in this chain that have favoured (or absolutely required) high rank ships with big energy bars, I don't think this one is all that unfair.

They're really not that much more painful than flamehawks and I'll be finished the mission and they will disappear long before the Easter event starts I suspect.


Mon Mar 31, 2014 1:29 am
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Got my WHOLE count of Crimson Cutlass VIII ships the FIRST DAY, 111 of them, wasting energy on them now, Need a cut off on the spawning, only need 110 of the /// things.


Thu Apr 03, 2014 11:45 pm
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Joined: Wed Sep 19, 2012 9:44 pm
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Well, if someone went for 20 hours on the dot it'd almost be done. Hopefully we can find out what the ability does soon :)

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Fri Apr 04, 2014 12:23 pm
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Peticks wrote:
Well, if someone went for 20 hours on the dot it'd almost be done. Hopefully we can find out what the ability does soon :)


i assume its got to do somthing with raix transformation mabye

o.o, idk we will find it out soon


Fri Apr 04, 2014 3:10 pm
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Ability added to initial post:

Amplifies your attack against enemy base by 3% for 2 hours. Costs 3000 Exotic Matter to use. (Cooldown: 20 hours)


Fri Apr 04, 2014 8:12 pm
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;) now I feel great that I chose to go for the mod before the mission was archived. Saved 439,000 energy ;)

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Fri Apr 04, 2014 8:37 pm
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Peticks wrote:
;) now I feel great that I chose to go for the mod before the mission was archived. Saved 439,000 energy ;)

If you have the space, most of these upgradeable mods are worth adding and getting that ability bonus is like icing on the cake.


Fri Apr 04, 2014 8:47 pm
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ODragon wrote:
Peticks wrote:
;) now I feel great that I chose to go for the mod before the mission was archived. Saved 439,000 energy ;)

If you have the space, most of these upgradeable mods are worth adding and getting that ability bonus is like icing on the cake.

I only bother with certian things. Eg anything that Has an ability is worth looking into, things that provide cloak or scan also. If it can be added by ap and doesn't provide a % or a ability then I dont belive its worth getting

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Fri Apr 04, 2014 9:37 pm
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anything with scan is a must-have... (but please don't add more scanning modules Dan :)).

but this one with the extra atk vs bases it's just one of the best ;P (~7.5k atk bonus... yay!)


Fri Apr 04, 2014 11:50 pm
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MrSpock wrote:
Ability added to initial post:

Amplifies your attack against enemy base by 3% for 2 hours. Costs 3000 Exotic Matter to use. (Cooldown: 20 hours)


Meh


Sat Apr 05, 2014 4:06 am
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19 more hours and we'll know what the ability is

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Sat Apr 05, 2014 3:42 pm
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5 more hours by my mission timer, but ill be asleep when it lapses so somone will likely post before me

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Sat Apr 05, 2014 4:24 pm
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ElricKinslayer wrote:
19 more hours and we'll know what the ability is
elerian wrote:
5 more hours by my mission timer, but ill be asleep when it lapses so somone will likely post before me

Reading comprehension problems?

Posted Yesterday:
MrSpock wrote:
Ability added to initial post:

Amplifies your attack against enemy base by 3% for 2 hours. Costs 3000 Exotic Matter to use. (Cooldown: 20 hours)


Sat Apr 05, 2014 4:40 pm
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nope lazy TLDR problems but now i know and knowing is half the battle
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Sat Apr 05, 2014 5:09 pm
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elerian wrote:
nope lazy TLDR problems but now i know and knowing is half the battle

TLDR one sentence; could you sound anymore ignorant?


Sat Apr 05, 2014 7:36 pm
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ODragon wrote:
elerian wrote:
nope lazy TLDR problems but now i know and knowing is half the battle

TLDR one sentence; could you sound anymore ignorant?


Please don't challenge people to be stupid. You know what will happen.

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Sun Apr 06, 2014 12:49 am
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Darth Flagitious wrote:
Please don't challenge people to be stupid. You know what will happen.

You are right; I do know.


Sun Apr 06, 2014 12:51 am
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