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 idea for a new proffession infiltrator (name changeable) 
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ok i came up with an idea for a new profession which was awesome but i couldn't think of a name so i was hoping you guys would post name suggestions. anyway a profession that has the ability called null containment: removes all harmful effects including traps from your ship 20 minute cooldown 20 energy for every debuff and 40 for every trap effect. what do you think?

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Last edited by blakespon on Mon Aug 29, 2011 10:45 pm, edited 4 times in total.



Mon Aug 29, 2011 9:38 pm
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Far too powerful. The cooldown timer would have to be greatly increased. Name?.... Infiltrator?

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Mon Aug 29, 2011 9:41 pm
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DarthRavadge wrote:
Far too powerful. The cooldown timer would have to be greatly increased. Name?.... Infiltrator?
ok i like that name im changing it to that also then what would you suggest as the cooldown timer? 2 hours?

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Mon Aug 29, 2011 9:42 pm
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I'd say 8-12 hours

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Mon Aug 29, 2011 9:47 pm
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ill change it to 8 hours until i get more opinions

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Mon Aug 29, 2011 9:48 pm
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why not simply balance it by making it cost energy per effect?

10 energy per standard debuff
20 energy per trap (for example)

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Mon Aug 29, 2011 9:55 pm
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thunderbolta wrote:
why not simply balance it by making it cost energy per effect?

10 energy per standard debuff
20 energy per trap (for example)


what would be the cool down timer then?

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Mon Aug 29, 2011 9:57 pm
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wouldn't need to be long, as long as the energy cost was reasonably high and perhaps scaled. 15 minutes maybe?

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Mon Aug 29, 2011 10:01 pm
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If the cooldown is 8 hours its too lng. Atk atk cooldown wait 8 hours. Almost the same as waiting for something to wear off.

Energy cost is good but that will give enegy buils an unfair advantage. I know players with 16k energy.

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Mon Aug 29, 2011 10:17 pm
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then perhaps scaled costs would be better? 1% for normal, 2% for traps? actual % i would still need to think up

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Mon Aug 29, 2011 10:25 pm
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how about 20 minute cooldown 20 energy for normal 35 for traps

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Mon Aug 29, 2011 10:34 pm
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Might be a bit more difficult to code but what if instead of a cool down timer or anything you just had a % chance to set the trap off without being caught in it


Tue Aug 30, 2011 2:45 am
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How about an active ability that say for 1 hour makes you immune too traps with a 24 hour cool down?

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Tue Aug 30, 2011 2:56 am
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Alz wrote:
How about an active ability that say for 1 hour makes you immune too traps with a 24 hour cool down?
well the whole point of this is that you can only disable so many and there are fees to do so

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Tue Aug 30, 2011 3:02 am
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It's be best if you limited the uses over a 24 hour period. Say 10-20 uses a day (that's 20 hacks, or 10 disables)

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Tue Aug 30, 2011 6:34 am
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