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Solution to the Null problem
http://galaxylegion.com/forum/viewtopic.php?f=6&t=11454
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Author:  spyder [ Sat Aug 13, 2011 4:29 pm ]
Post subject:  Solution to the Null problem

Recently, I've seen a lot of people complaining about null fuses, with them not dropping in proportion to traps, making PvP very difficult. My proposal is to have some NPC drops or pull artifacts, that target SPECIFIC traps, and either remove or prevent them. Of course, to balance this, I have some new traps too.

Aura of Rage
Removes all pacification effects on your ship and prevents you from being pacified for 15 minutes.
-Counters halycon traps and calming amps that people accidentally trigger.

Kronius Firewall
A counter trap. Lasts 12 hours. When you hit a Kronius virus trap, you only lose 30% attack, not 90%
Still makes KV traps useful, but slightly reduces their impact.

Quantum Bypass
Effect lasts 4 hours. When you hit a Quantum firewall trap, the effect is transferred onto your scan rating instead (Reducing RP gain from subsequent hacks, and making you more likely to be hacked)

Stryll Trap Nullifier
Halves the remaining cooldown time of all trap effects on your ship, but also halves the remaining lifetime of your own traps.
Dropped by Stryll uncommons

Null Field
Counter-trap. Negates the effect of a trap on your ship as the trap is triggered. Lasts 3 days, and is lost once you trigger 1 trap.

Distress beacon trap
When attacked, the attacker is automatically short-alerted to your legion for 30 minutes.

Raid loot trap
When your ship is successfully raided, a trap is planted on the raider's ship, without them knowing. When the raider next attacks someone, their damage cap damage is directly applied to their hull.

Invasion Inhibitor trap
Planet trap. If your planet is invaded, but the invasion fails, then the invader must wait an extra 8 hours before they can attempt another invasion. This effect cannot be removed, and is independent of paradox generators (so if you used a paradox after tripping this trap, the 32 hour wait would drop to 8)
---------------------------------------------------------------------------------------------
Added later on:

Probe scrambler trap
Returns false results when someone uses a spy probe on you (weapons, resources or defence). This will either make you have far more or less than you actually do. Effect lasts 24 hours or 1 spy probe against you.

Planetary distress beacon
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.

Sentry Delay
Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.

Does anyone have any thoughts on this, especially the first five counter-traps

Author:  thunderbolta [ Sat Aug 13, 2011 4:41 pm ]
Post subject:  Re: Solution to the Null problem

I like the counter trap idea. :D

I don't like the recoil of the Stryll Trap Nullifier. Perhaps add to the stryll trapper drop?

I would just scrap/sell the Distress Beacon trap.

The raid trap seems annoying. Can't we just have a trap which kills crew?

Invasion Inhibitor is overpowered.

Author:  spyder [ Sat Aug 13, 2011 4:51 pm ]
Post subject:  Re: Solution to the Null problem

thunderbolta wrote:
I like the counter trap idea. :D
Thanks
I don't like the recoil of the Stryll Trap Nullifier. Perhaps add to the stryll trapper drop?
it would have to be a drop
I would just scrap/sell the Distress Beacon trap.
Your legion can disable them before they get you - that's what I'm thinking
The raid trap seems annoying. Can't we just have a trap which kills crew?
If it was a rare drop, it'd be ok I think - if it just killed crew, people would stop raiding altogether.
Invasion Inhibitor is overpowered.
Again, as a rare drop (flux standard drop), it could work. or it could double the attacker's invasion cooldown?

Author:  Willeitner [ Sat Aug 13, 2011 5:01 pm ]
Post subject:  Re: Solution to the Null problem

Well sounds like the simplest way to fix this would be to remove null fuses.

Author:  blakespon [ Sat Aug 13, 2011 5:18 pm ]
Post subject:  Re: Solution to the Null problem

i like all the counter traps

Author:  thunderbolta [ Sat Aug 13, 2011 5:22 pm ]
Post subject:  Re: Solution to the Null problem

spyder wrote:
thunderbolta wrote:
The raid trap seems annoying. Can't we just have a trap which kills crew?
If it was a rare drop, it'd be ok I think - if it just killed crew, people would stop raiding altogether.
True that. Maybe something else. :|
Invasion Inhibitor is overpowered.
Again, as a rare drop (flux standard drop), it could work. or it could double the attacker's invasion cooldown?
As long as it only afflicts the person who triggers the trap, then it's fine.

Author:  ExSeaD [ Sat Aug 13, 2011 6:24 pm ]
Post subject:  Re: Solution to the Null problem

This i like.
But i think the problem remains to the high ranked player who will be able to npc farm more than us and thus gets more of theese artifact than us.
Perhapes the chances of getting theese artifact lowers the higher ranked you are? but only slightly so you still get more traps the higher level you are.
I also think counter traps should be rarer than the normal traps even for a high level.

Author:  spyder [ Sat Aug 13, 2011 7:01 pm ]
Post subject:  Re: Solution to the Null problem

The idea of my counter traps was to have "specialised" null fuses - they'd cost about the same, and have the same chance of being dropped.

And higher levels NPC farming won't be a problem. One word. Flamehawks.

And thunder, I'll edit the top post about the planet trap.

Author:  spyder [ Sun Aug 14, 2011 6:57 am ]
Post subject:  Re: Solution to the Null problem

Here's another trap and counter-trap -

Planetary distress beacon
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.

Sentry Delay
Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.

Author:  Lone.Lycan [ Sun Aug 14, 2011 8:01 am ]
Post subject:  Re: Solution to the Null problem

spyder wrote:
Here's another trap and counter-trap -

Planetary distress beacon
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.

Sentry Delay
Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.

on that planetary distress beacon, it might be more useful if the planet is auto-shared with the legion so they can guard it for you

Author:  spyder [ Sun Aug 14, 2011 8:19 am ]
Post subject:  Re: Solution to the Null problem

Lone.Lycan wrote:
spyder wrote:
Here's another trap and counter-trap -

Planetary distress beacon
Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses)
Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.

Sentry Delay
Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.

on that planetary distress beacon, it might be more useful if the planet is auto-shared with the legion so they can guard it for you


That's what I meant (sorry for not being clear. The alert you would get is (links in blue):
Spyders's planet Planetname is under attack from Attackersname

Author:  spyder [ Sun Aug 14, 2011 3:17 pm ]
Post subject:  Re: Solution to the Null problem

Another "trap" that I've thought of:
Probe scrambler trap:
Returns false results when someone uses a spy probe on you (weapons, resources or defence). This will either make you have far more or less than you actually do. Effect lasts 24 hours or 1 spy probe against you.

Author:  Valocis [ Sun Aug 14, 2011 6:02 pm ]
Post subject:  Re: Solution to the Null problem

I love the Planetary Distress Beacon thing. Finally, A way to protect my planet while I am offline.

Author:  Darth Flagitious [ Sun Aug 14, 2011 6:20 pm ]
Post subject:  Re: Solution to the Null problem

How is adding artifacts to the pull going to be an improvement? All that's going to accomplish is a REDUCED chance of getting Null fuses, shipbots, prisoners, etc.

There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps

Before anybody cries "increased fuses will just let high ranks slaughter tons of people all the time," remember that it take 2 fuses to get a disable on most mid- to high-rank players. So if the fuse rate is equal to the trap rate on the draw, you're still only going to get a fuse 1 time for 4 traps. So will your targets. This would give higher ranks a chance of getting a few more of the precious red badges needed for base scans, but at the same time still allowing a measure of defense through traps for the defenders.

Author:  spyder [ Sun Aug 14, 2011 6:23 pm ]
Post subject:  Re: Solution to the Null problem

Darth Flagitious wrote:
How is adding artifacts to the pull going to be an improvement? All that's going to accomplish is a REDUCED chance of getting Null fuses, shipbots, prisoners, etc.

There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps

Before anybody cries "increased fuses will just let high ranks slaughter tons of people all the time," remember that it take 2 fuses to get a disable on most mid- to high-rank players. So if the fuse rate is equal to the trap rate on the draw, you're still only going to get a fuse 1 time for 4 traps. So will your targets. This would give higher ranks a chance of getting a few more of the precious red badges needed for base scans, but at the same time still allowing a measure of defense through traps for the defenders.


All of the things I've suggested could be Uncommon NPC drops, or CT lab items using the relevant traps, or even repeatable mission rewards. I'm just suggesting that some artifacts that have similar effects to null fuses could help to level the playing field.

Author:  thunderbolta [ Sun Aug 14, 2011 6:40 pm ]
Post subject:  Re: Solution to the Null problem

Darth Flagitious wrote:
There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps


Personally, I prefer the former.

Author:  RavenDark13 [ Sun Aug 14, 2011 7:26 pm ]
Post subject:  Re: Solution to the Null problem

spyder wrote:
Recently, I've seen a lot of people complaining about null fuses, with them not dropping in proportion to traps, making PvP very difficult. My proposal is to have some NPC drops or pull artifacts, that target SPECIFIC traps, and either remove or prevent them. Of course, to balance this, I have some new traps too.

Aura of Rage
Removes all pacification effects on your ship and prevents you from being pacified for 15 minutes.
-Counters halycon traps and calming amps that people accidentally trigger.

Kronius Firewall
A counter trap. Lasts 12 hours. When you hit a Kronius virus trap, you only lose 30% attack, not 90%
Still makes KV traps useful, but slightly reduces their impact.

Quantum Bypass
Effect lasts 4 hours. When you hit a Quantum firewall trap, the effect is transferred onto your scan rating instead (Reducing RP gain from subsequent hacks, and making you more likely to be hacked)

Stryll Trap Nullifier
Halves the remaining cooldown time of all trap effects on your ship, but also halves the remaining lifetime of your own traps.
Dropped by Stryll uncommons

Null Field
Counter-trap. Negates the effect of a trap on your ship as the trap is triggered. Lasts 3 days, and is lost once you trigger 1 trap.

Distress beacon trap
When attacked, the attacker is automatically short-alerted to your legion for 30 minutes.

Raid loot trap
When your ship is successfully raided, a trap is planted on the raider's ship, without them knowing. When the raider next attacks someone, their damage cap damage is directly applied to their hull.

Invasion Inhibitor trap
Planet trap. If your planet is invaded, but the invasion fails, then the invader must wait an extra 8 hours before they can attempt another invasion. This effect cannot be removed, and is independent of paradox generators (so if you used a paradox after tripping this trap, the 32 hour wait would drop to 8)

Does anyone have any thoughts on this, especially the first five counter-traps


You had me right up until that last one.

Author:  spyder [ Sun Aug 14, 2011 7:36 pm ]
Post subject:  Re: Solution to the Null problem

These are all just ideas - what don't you like about the last one.

Also, edited top thread to put all ideas in it.

Author:  Darth Flagitious [ Sun Aug 14, 2011 7:45 pm ]
Post subject:  Re: Solution to the Null problem

thunderbolta wrote:
Darth Flagitious wrote:
There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps


Personally, I prefer the former.

I'm not proposing that as a solution. Can you imagine the chaos that would ensue if the top 10 legions no longer had to worry about traps?

Author:  thunderbolta [ Sun Aug 14, 2011 7:47 pm ]
Post subject:  Re: Solution to the Null problem

Wouldn't it be the same if they had an abundant supply of null fuses and null fuse equivalents though?

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