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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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There is one trap that I've been considering for a while.
Energy Capture Trap duration 1 week Chance to trigger when attacked. Remove truce aura effect from your ship, if any. Drain up to 500 energy from the attacking ship, if less than 500 is drained, disable the attacking ship and place a irremovable -99% attack debuff on the attacking ship, lasting 1 hour. You may not activate a calming amplifier within 1 hour of this trap triggering. If this ship is disabled or a halc trap is triggered within 1 hour of this trap's activation, award the drained energy to the player that disabled this ship or triggered the halc trap if it is the same player that triggered the trap. If it is a different player, the drained energy disappears. If you are not disabled and no halc trap is triggered within the hour, the energy is rewarded to you.
Now, obviously as energy bar grow as player progress, the hard 500 energy amount means that it's meant for mid to high rankers and this should not be accessible in the low rank player general area, or it'd be too broken(unless it's extremely hard to get)
It sounds all kind of complicated, but the basic concept is simple--it's an anti-tap trap. If you tap ship, you have a chance to get quite a bit of energy drained. You can get it back if you keep hitting until it's disabled (or a halc stops you from going), but if you are just tapping or otherwise stop for whatever reason, the energy now belongs to the defending ship. Furthermore, it's sort of anti-gang-up trap, as if the multiple players are attacking the same target, there is a good chance that the person who triggered the trap will not get the kill, in which case the energy goes poof. Now, 500 is not a whole lot for high rankers, but I think it's enough to be of some significance.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Sat Jan 18, 2014 10:09 am |
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Rakshasa
Joined: Sun Jan 09, 2011 2:52 am Posts: 200
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Limpit mine: next attack causes the attacker to take 400 points of damage, and for the next 15 minutes, any raids on your ship are less likely to succeed. (something equivalent to doubling the raid defense). Trap cannot be rearmed till effect wears off. (or maybe a cooldown period of somesort.)
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Mon Jan 20, 2014 11:54 pm |
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Talken
Joined: Tue Mar 08, 2011 12:13 am Posts: 240
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I fully agree that we need new common core traps. Currently the only effective trap is the firewall for hackers.. The rest are a complete joke.. Omicrons? doesnt even cause a scratch.. Thetacron? Maybe if your attacker is rank 50 or below.. Krionus Virus? Not effective, on a player with 100k plus attack, they wont even need a null fuse, when attacking a mid rank, with 20k or below def..
We need new common core traps.. Not a complete game changer but something that makes pvp quite interesting and players keep that extra page open to quickly activate a Null Fuse..
We have endless missions for extra or upgradable ship or planet parts or buildings. WHy not traps? Here are two of my suggestions..
Konqul raiders trap, upon a attackers failed raid, the enemy is automatically raided..
Quantum nano droid trap, this trap only activates while the player is being attacked, while offline and can only be used once every 24 or 48hrs.. Once trap is activated enemy ship loses 100% hp..
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Fri Feb 14, 2014 9:59 am |
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