View unanswered posts | View active topics It is currently Wed Jul 23, 2025 6:54 pm



Reply to topic  [ 13 posts ] 
 Saboteur Base Ability 
Author Message
User avatar

Joined: Wed Jan 05, 2011 2:52 am
Posts: 704
Reply with quote
The current Saboteur base ability is 50% of total hull + 50% total shields of the next player to attack will be lost from said player. While that is a great, I don't think it adequetely reflects the Saboteurs ability. Rather, I think a better base ability would be for, same setup, a trap system, and that the next player who attacks loses either one standard attack or one standard defense module (Antiproton cannons, Quasi-Chaos Cannons, Thetacron Cannons, Phase Shift Engines, Microwarp Nacelle's, etc, etc. Basically any of the cannons that you can research and build yourself, not NPC or Mission gained weapons).

I think that this would better reflect the saboteur's abilities.

_________________
Lords of Infinity
Recruiting Minions of level 700+
Owner of Zee Infinite Mug
Zee Captein


And since that fateful day, I have been at war with all traffic lights.


Thu Jul 21, 2011 8:44 am
Profile

Joined: Tue Feb 08, 2011 10:22 pm
Posts: 632
Reply with quote
it should be that the module is uninstalled, they cost too much to destroy

_________________
Image
Captain0Reid
Starfleet Federation Cmnd, Co-Leader and Founder
It's not that we're afraid, far from it, it's just that we've got this thing about death... It's not us!


Thu Jul 21, 2011 1:04 pm
Profile
User avatar

Joined: Wed Jan 05, 2011 2:52 am
Posts: 704
Reply with quote
jtr415 wrote:
it should be that the module is uninstalled, they cost too much to destroy

But the Saboteur's ability is in the sabotage of structures, not the uninstalling. When we sabotage planets, the structures are destroyed. Same should go for the ship modules, because that is what the Saboteur does.

_________________
Lords of Infinity
Recruiting Minions of level 700+
Owner of Zee Infinite Mug
Zee Captein


And since that fateful day, I have been at war with all traffic lights.


Thu Jul 21, 2011 1:09 pm
Profile
User avatar

Joined: Sat May 28, 2011 3:18 am
Posts: 408
Reply with quote
how about in uninstalls and brings down the quality by 2-3 lvls that seems more fair then to destroy the gun itself seeing how they are expensive later on

_________________
Image
ImageImage


Thu Jul 21, 2011 2:44 pm
Profile

Joined: Tue Feb 08, 2011 10:22 pm
Posts: 632
Reply with quote
godslayer61192 wrote:
how about in uninstalls and brings down the quality by 2-3 lvls that seems more fair then to destroy the gun itself seeing how they are expensive later on


yeah, for me a null ray costs something like 3 billion, not that much but when i have to buy more every week it gets expensive. Planet structures do NOT cost 3B each, so its not a big deal.

_________________
Image
Captain0Reid
Starfleet Federation Cmnd, Co-Leader and Founder
It's not that we're afraid, far from it, it's just that we've got this thing about death... It's not us!


Thu Jul 21, 2011 4:54 pm
Profile
User avatar

Joined: Wed Jan 05, 2011 2:52 am
Posts: 704
Reply with quote
But again, the destruction of the module is what adequetely reflects the Saboteurs ability. And, if anything, it forces legions to rethink their base battling strategy and work more as a complete team.

_________________
Lords of Infinity
Recruiting Minions of level 700+
Owner of Zee Infinite Mug
Zee Captein


And since that fateful day, I have been at war with all traffic lights.


Fri Jul 22, 2011 12:53 am
Profile

Joined: Tue Feb 08, 2011 10:22 pm
Posts: 632
Reply with quote
not really, it doesn't give strategy it just pisses people off. If I lost all my credits just from hitting a base, I wouldn't play that much anymore. It would just take away from the game.

_________________
Image
Captain0Reid
Starfleet Federation Cmnd, Co-Leader and Founder
It's not that we're afraid, far from it, it's just that we've got this thing about death... It's not us!


Fri Jul 22, 2011 1:01 am
Profile
User avatar

Joined: Sun Feb 14, 2010 4:49 am
Posts: 2606
Location: Cowland
Reply with quote
Sorry Han but balance of game trumps historically correctness. The upper legion base modules cost around 5 billion each, having the destroyed would be a giant PITA.

_________________
Your right to an opinion does not mean your opinion is right.


Fri Jul 22, 2011 1:37 am
Profile

Joined: Tue Feb 08, 2011 10:22 pm
Posts: 632
Reply with quote
he means you SHIP modules. even MORE money

_________________
Image
Captain0Reid
Starfleet Federation Cmnd, Co-Leader and Founder
It's not that we're afraid, far from it, it's just that we've got this thing about death... It's not us!


Fri Jul 22, 2011 2:09 am
Profile

Joined: Mon Mar 21, 2011 12:38 am
Posts: 53
Reply with quote
-1 it costs 3 bill for a null ray imagine a person that has alll 8 of the highest weapons if those were destroyed everytime you hit a base no one at high levels would play, and what about the other weapons like your mind controlers and other boss related weapons


Fri Jul 22, 2011 2:15 am
Profile
User avatar

Joined: Wed Jan 05, 2011 2:52 am
Posts: 704
Reply with quote
That's why you use lower levels and small ship builds and such!!!

Diversity is the spice of life!

_________________
Lords of Infinity
Recruiting Minions of level 700+
Owner of Zee Infinite Mug
Zee Captein


And since that fateful day, I have been at war with all traffic lights.


Fri Jul 22, 2011 3:49 am
Profile

Joined: Tue Feb 08, 2011 10:22 pm
Posts: 632
Reply with quote
face it this idea is terrible. Imagine having 50 level 20s attack a level 4-5 base. Terrible. They would do combined like 30 damage. Now imagine against the dysonians level 7 base. They would do like -1 billion damage, and thats not even possible. But it would happen. I don't know how long you've been playing, but obviously you have a lot to learn

_________________
Image
Captain0Reid
Starfleet Federation Cmnd, Co-Leader and Founder
It's not that we're afraid, far from it, it's just that we've got this thing about death... It's not us!


Fri Jul 22, 2011 6:09 pm
Profile

Joined: Tue Nov 02, 2010 12:32 am
Posts: 4524
Reply with quote
That doesn't seem as useful as the normal Zolazin ability; their ability helps because you'll have one less structure to deal with assuming the player's offline, but with this trap the player will definitely be online, they'll just need to rebuild their weapon, so it doesn't help you, it just costs them more money.


Fri Jul 22, 2011 6:56 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 13 posts ] 

Who is online

Users browsing this forum: No registered users and 37 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.