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artifact that can remove a random trap from enemy ship
http://galaxylegion.com/forum/viewtopic.php?f=6&t=11780
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Author:  chris.lockyer3 [ Sat Aug 20, 2011 3:16 pm ]
Post subject:  artifact that can remove a random trap from enemy ship

how about having a artifact you can get from artifact shipments that when used removes 1 randome trap from a enemy ship, cost 5 energy to use, you cant use it twice on the same ship within 24 hours, i welcome your opinions and feel free to expand on my idea

Author:  strm avenger [ Sat Aug 20, 2011 3:17 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

Null fuses. Get some. Use them. Love them. Hate their rarity.

Author:  chris.lockyer3 [ Sat Aug 20, 2011 3:20 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

my idea is that when you come across an enemy player and they have 3 traps online, with this artifact you can remove one of them and it tells you what the trap is, but wont tell you the others, yer null fuses can remove the effects of traps but cant removes traps from other players ships

Author:  wolfprince01 [ Sat Aug 20, 2011 8:16 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

It would most likely cost a lot of AP and would be wasted every time you remove a mine.

Author:  Protec [ Sat Aug 20, 2011 9:02 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

theres really only four main traps. if u scan there ship to see how many traps they got and it says 4 and you remove a krionus virus trap and u know there the rest will be quantum firewall, omnicon, and halcyon trap. 3 traps on a ship its krionus, halcyon and omnicon. if a ship has 2 traps its usually a krionus and a halcyon. itd be to overpowered if ur taking out the thetacon trap with the new art cuz that takes alot of effort to make. otherwise null fuse does basically the same thing and if they add another art that takes of traps then ull be producing pretty much twice as many null fuses rendering them pointless. nulls are for strategic uses.

Author:  thunderbolta [ Sat Aug 20, 2011 9:18 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

I thought thetacron mines only took 5 omicron mines. Omicron mines are useless (Oh sh-- Is that an omicron mine? MY PAINTWORK IS GOING TO BE RUINED!) Thetacron mines are the only good thing about omicron mines.

Author:  wolfprince01 [ Sat Aug 20, 2011 9:41 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

I have seen ships with both mines and there are still some Holiday traps ( -50% deference) the most a ship can have is 6.

Author:  Preliator Xzien [ Sun Aug 21, 2011 7:10 am ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

The null fuse is pretty much exactly what you are describing except that it removes a triggered trap (except for thetacron & omicron).
There is also the Stryll Trap Probe which tells you how many traps a player has, it comes from the Stryll Trapper NPC

Author:  Protec [ Mon Aug 22, 2011 4:47 pm ]
Post subject:  Re: artifact that can remove a random trap from enemy ship

yes theta takes only five and 675 energy but its more effort then clickin the artifact button and going hey a crappy omnicon. and yes theres more traps then 4 but mainly only those 4 ive never run across a holiday trap less at war.

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