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 new traps 
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Joined: Thu Dec 30, 2010 12:09 pm
Posts: 953
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ok, I am editing this entire thing, because I had a better idea, first, change the firewall to 1 hour, add another anti-hacking trap

anti hacker matrix
breaks 2 cloak/scan modules on an enemy vessel when a successful hack is performed

and add an anti raiding trap, because when a ship is being raided crew member will not be the only repelling force

automated sentry turrets
effect - increases raid defense by 15%

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Last edited by Kalos on Wed Jul 27, 2011 10:15 am, edited 1 time in total.



Wed Jul 27, 2011 2:21 am
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Joined: Sat Jun 25, 2011 9:44 am
Posts: 79
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Kalos wrote:
I am only talking about the quantum firewall trap, the KV has a thirty minute time, the halcyon trap has 1 hour, and the quantum firewall has 2 hours.

so why is it the firewall has 2 hours? I am usually low on null fuses and I don't tend to care about PvP except for the fact that these new Dominion Cannons came out and I can't get them because everyone has traps at my rank.

it takes 80 blue badges to reach a quad frame, that's a lot especially when the one trap that prevents you from hacking lasts for 2 hours and completely knocks out all hacking potential.

is there any way we can either reduce the amount of time that it lasts or reduce how powerful it is? and maybe add another trap to stop hackers?

something like

Anti Hackers Matrix
Lasts: 1 hour
Effect: breaks 3 scan/cloak modules on the enemy vessel and makes the cost to repair twice the normal price

now people are kind of in love with their money, especially the higher you go in ranks because everything costs you more, so if all of their toys would get broken, I think people would have a little bit more of a hesitation to hack than what their is.

the quantum firewall is nothing more than an irritation, if you hit one all you have to do is wait out the 2 hours and you're good. there isn't really a punishment with it.

the halcyon trap prevents you from getting a red badge and the krionus virus means you are a sitting duck for someone who notices you have one on.

if you have any ideas to add to anti hacking traps please comment.

One question about Quantum Firewall traps: Why is it that it activates whether you succeed or not? Shouldn't it just stop a hacker from hacking instead of hacking first, then trapped?

Force Firewall Trap
Lasts: 1 hour
Effect: Disables all actions on hacking.

Advanced Force Firewall Trap
Lasts: 1 hour
Effect: Disables all actions on hacking + reduces cloak by 90%.

Those are my ideas. Is there anything wrong with these traps?


Wed Jul 27, 2011 3:21 am
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Joined: Wed Nov 10, 2010 2:44 am
Posts: 3751
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Jay15451 wrote:
One question about Quantum Firewall traps: Why is it that it activates whether you succeed or not? Shouldn't it just stop a hacker from hacking instead of hacking first, then trapped?
same reason a Halc doesn't stop the damage that triggers it

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Wed Jul 27, 2011 3:24 am
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