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immune planets
http://galaxylegion.com/forum/viewtopic.php?f=5&t=838
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Author:  hunter [ Fri Jun 25, 2010 3:35 am ]
Post subject:  immune planets

i found an exploit that has to be fixed or reduced. a guy invaded a planet, but when the original owner tries to invade he cant take the planet because BOTH the ship defending, AND the planet has immunity. the ship had a calming device on, and the planet had a deflector on it preventing us from warping him away. players with a calming on should NOT be allowed to defend and should be tossed off the planet once applied. omicron nets should prevent guarding as well, but should NOT toss the player if they are already defending(so it wont be exploited).

Author:  zophah [ Fri Jun 25, 2010 3:39 am ]
Post subject:  Re: immune planets

Concur

Author:  Barracuda [ Fri Jun 25, 2010 4:08 am ]
Post subject:  Re: immune planets

Can calming amps be removed by containment missile? (or is omicron net is removable by containment cages?)

Author:  hunter [ Fri Jun 25, 2010 6:09 am ]
Post subject:  Re: immune planets

Barracuda wrote:
Can calming amps be removed by containment missile? (or is omicron net is removable by containment cages?)


yes, but who has a missile these days? there is a ridiculous ban on the sharing of them, so they are really rare. the point is that a person with a truce or calming effect should not be able to guard planets.

edit: should be similar to what happens when you are disabled... you cant defend when you are disabled.

Author:  Barracuda [ Fri Jun 25, 2010 6:20 am ]
Post subject:  Re: immune planets

Not sharable is fine, but not send-able? That's odd, didn't know that. Well, they are available for GPs... :shock:

Author:  Zhorgul [ Tue Jun 29, 2010 3:57 pm ]
Post subject:  Re: immune planets

Since missiles can remove the calming amp. I don't see any problems here. The guard played well that's it.

perhaps you should keep your missiles for these kind of stuff happening :)

Author:  webguydan [ Tue Jun 29, 2010 4:33 pm ]
Post subject:  Re: immune planets

There is still an issue with Halcyon and/or Omicron net, should the player find themselves in this state while they are guarding.

Author:  Zhorgul [ Tue Jun 29, 2010 4:52 pm ]
Post subject:  Re: immune planets

webguydan wrote:
There is still an issue with Halcyon and/or Omicron net, should the player find themselves in this state while they are guarding.


Yes, I remember it was a technique used for Exotica. However, it's 4H, no big deal. If everything could be done instant in this game, it would kill some strategies :)

Author:  hunter [ Fri Jul 02, 2010 1:48 am ]
Post subject:  Re: immune planets

but a halcyon is on your ship by attacking someone. its a choice. so when you are pacified you should get bounced off the planet you are guarding. omicron nets are the tricky ones because they are hostile artifacts used my other players. to avoid them acting like wormhole generators, these should not bump the player away, but prevent them from re-guarding if they left or were disabled. calming is a choice as well. it lasts 12 hours. it CAN be removed, but calming devices are far more common than the missiles requires to remove them. this is why i want them to be bumped from the planet and prevented from re-guarding as well.

Author:  Barracuda [ Fri Jul 02, 2010 3:10 am ]
Post subject:  Re: immune planets

hunter wrote:
but a halcyon is on your ship by attacking someone


Imagine. You are defending Planet X with alarm sentry.
Someone hit your planet. You retaliate, getting halcyon and you could no longer defend the planet. ALSO, if it was invaded, you need to wait an entire 4 hours before you can do anything... so halcyoned ships cannot defend planet -> planet becomes a sitting duck.

Author:  Zhorgul [ Fri Jul 02, 2010 10:01 am ]
Post subject:  Re: immune planets

hunter wrote:
but a halcyon is on your ship by attacking someone. its a choice. so when you are pacified you should get bounced off the planet you are guarding. omicron nets are the tricky ones because they are hostile artifacts used my other players. to avoid them acting like wormhole generators, these should not bump the player away, but prevent them from re-guarding if they left or were disabled. calming is a choice as well. it lasts 12 hours. it CAN be removed, but calming devices are far more common than the missiles requires to remove them. this is why i want them to be bumped from the planet and prevented from re-guarding as well.



I have more missiles in my cargo than calming amplifiers. I just presume you use your missiles much more often than calming devices :))

If there was no strategic/sneaky options to defend a planet, the game would loose interest. Planet owners have to get a chance defending it.

Author:  Barracuda [ Mon Jul 05, 2010 11:24 am ]
Post subject:  Re: immune planets

webguydan wrote:
There is still an issue with Halcyon and/or Omicron net, should the player find themselves in this state while they are guarding.

Make omicron netted ships unable to attack but able to be attacked... if they hate this effect, they can just use containment cage right?
Halcyon.... same effect like omicron nets perhaps?

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