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 New traps. 
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Joined: Sun Aug 01, 2010 3:20 am
Posts: 616
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Here's an idea for some new traps types. Since hardcore pvpers cant use halcs anymore and c-missles make all the other ship buffs pretty much useless. How about some traps that have these effects that are applied to your ship.

+20-25% defense
+10-15% hull/shield.

These would allow your ship to become tougher when attacked, but not completely inabled to be destroyed, and they would be immune to c-missles since they're trap effects.


Sat Sep 24, 2011 12:58 pm
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Joined: Sun Jul 24, 2011 6:15 pm
Posts: 385
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-1 coz i could get someone to attack me and get another buff which is quite considerable, a good idea if it is a passive bonus, so it doesnt apply if i am attacking, only if o am being attacked.

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Rank 866 Attack: 52247 Defense: 37775 Hull: 87712 Shield: 41525 Energy:14000


Sat Sep 24, 2011 3:09 pm
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Joined: Wed Nov 03, 2010 2:27 pm
Posts: 373
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I really like this idea. If I was going to choose between then effects I think the more playable effect would be the defense bonus. Both of these traps could be an artifact you get from disabling Xecti, which I would prefer to be added as a new NPC force not a new playable race. Since their ability is linked to adapting to attacks and all. These would be an adaptive type trap allowing for higher defense rate. So I agree very cool idea. Can even make different levels of adaptive traps linked to the rarity of the Xecti NPC you disable. Like an common gives 10% and an uncommon gives a 20% trap. I also agree with Sahil that this should only be applied to the defense action not if the player is taking an offensive action.

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Sat Sep 24, 2011 3:19 pm
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Joined: Sat Sep 25, 2010 5:03 am
Posts: 532
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+1, good idea SK

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Sat Sep 24, 2011 3:21 pm
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Joined: Sun Aug 01, 2010 3:20 am
Posts: 616
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No i dissagree with the defense action only. It's geared specifically for pvp but it's not making your ship immune to being dissabled. Dan would have to programm it though so it doesn't stack if more than one trap is tripped. aka, you couldn't have multiple defense buffs. Any more tripped afterwards would just reset the clock on it's duration. As for how they're obtained, he could introduce them through an NPC, or he could just add them to the arti pulls as is. As long as he makes them tradeable just like the other traps shouldn't be a huge deal, since I see a lot of ships doing trap trading now because heavy pvpers don't have much use for calming amps and halcs, and the turtles are gonna be going through a lot more halcs, the two groups can trade the traps between each other.


Sat Sep 24, 2011 4:03 pm
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