View unanswered posts | View active topics It is currently Sun Jul 06, 2025 1:22 am



Reply to topic  [ 2 posts ] 
 Guard Warp Trap 
Author Message
User avatar

Joined: Tue Jan 04, 2011 10:58 pm
Posts: 204
Reply with quote
I don't know if this has been suggested before, or if it is any good, but I'm willing to try.

Some people usually have planets that they put more resources on than defenses, so they guard the planet.

Scenario:
You enrich a planet to the max stats of one resource. You need the resource more so you put many resource buildings and a few defensive buildings. You use a Flux Probe and 1 other person has it in their database. You alert your planet, guard it, your legionmates guard it, and the total defense is too high for mid rank players. You go offline for some shut eye and come back online 8 hours later, just to find that you and your legionmates were warped away and the planet was taken and fluxed. The person that took the planet was about the same rank as you. Some of your legionmates were many ranks above the person that took your planet. You tell your legion to zero him out, and he was zeroed. Again, the next day, you zero him out again, but he was smart enough to NOT put traps or do any retaliation. After 2 days, he is off everyone's log, preventing you from attacking him and taking your planet back (Because it's been fluxed). Your priority resource falls, and you can't find another planet that is good enough to replace what you lost.

I suggest a rare trap that is gained by a Rare or Extremely Rare NPC -OR- a CT-Lab Blueprint that makes you/guards unwarpable for an amount of time.

Wormhole Deflector Trap
Type: Planet Trap
Requirements to Set: Need at least 1 guard on a planet
Expires: 3 Days
Limit: 1 trap per 3 days
*Best used on planets with more than 1 guard.

Activation: When someone tries to warp you away using an Unstable Wormhole Emitter.
When Activated: Cannot warp away current guards on the planet.
Trap Time: 3 Hours
Balance: Players that guard the target planet after the trap is activated, they can be warped away.
*When disabled while guarding the planet with the trap on, you may re-guard it, but you can be warped away.
**When disabled by PvP actions (Nothing with planet attacks), you may guard the planet and you cannot be warped IF the planet trap is active.

I usually have the same problem as the scenario and it is yet to happen. Thoughts?

_________________
IGN: AlphaAura
Rank: 1500

-----
Status: Returning Player
Current Goal:
Reach rank 1800
Current Milestones:
10th Year Anniversary of playing GL (Started November 2010)
5 Million+ Population on a planet (Biologist 30% included)


Mon Oct 03, 2011 10:42 am
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
So basically, you want the advantages of a Planetary Vortex Deflector(1 day) or Warp Inhibitor(permanent) ie-no warping, without the BALANCING negative effect, ie can't clone?

Umm... No...

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Mon Oct 03, 2011 1:33 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 2 posts ] 

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 33 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.