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 Artifacts That Need Delays & Timers 
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Joined: Sat Jun 05, 2010 1:54 am
Posts: 1208
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bobdebouwer wrote:

I guess the next best solution would be a cooldown on the following (something in the reqion of 20-30 seconds):

  • Disarming Bomb
  • EMP Sphere
  • Positron Clouder
  • Quantum Flare
  • Containment Cage
  • Krionus Virus Trap
  • Omicron Mine Trap
  • Quantum Firewall Trap
  • Repair Nanodrones
  • Shield Restorer


I just wanted to add to this list of the Unstable Wormhole Emitter. Not so much a delay on the user as much as a delay guarding effect on the target. The ship should be "lost in space" for a moment and have to recalculate its way back to the planet under siege.

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Thu Sep 27, 2012 6:36 pm
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i would suggest a 10-15 second window before reguarding, as well as lowering the energy cost a bit, if 5 people are online and guarding, you can go thru a ton of energy to no effect.

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Thu Sep 27, 2012 10:01 pm
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icarium81 wrote:
i would suggest a 10-15 second window before reguarding, as well as lowering the energy cost a bit, if 5 people are online and guarding, you can go thru a ton of energy to no effect.


Well, if 5 people are guarding and you are the only one attacking, it SHOULD cost you a ton of energy. I will agree though, even I wasn't thinking 20-30 seconds of being warped away from the planet. A good 10-15 seconds would make the fight more interesting; without tipping it too much in the attacker's favor.

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Thu Sep 27, 2012 10:17 pm
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oh its not personal experience, just thinking it through. 10-15 seconds allows you enough time to warp 4 or 5 people away, and get in a few attacks, after you figure in all the lag between arti usage and attacking.
90% of my planets thefts go according to plan and they end up in my control
Planets Captured 127, never touched a football. although i did recapture a planet for some more nice artis that the owner put on it after i told them i stole it for a single spire... dont know how dumb you have to be to steal it and put two more on it.

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Thu Sep 27, 2012 10:24 pm
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Joined: Sun Oct 02, 2011 4:14 am
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While i agree that in its current form the wormwhole emitter is not very useful vs online players, I also dont think it should be.

It gives you a good chance of taking a massivly guarded planet in a suprise attack, but it is not an artifact that allows you to magically take an activly guarded planet

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Thu Sep 27, 2012 11:22 pm
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Joined: Mon Nov 21, 2011 1:08 am
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Golgotha wrote:
While i agree that in its current form the wormwhole emitter is not very useful vs online players, I also dont think it should be.

It gives you a good chance of taking a massivly guarded planet in a suprise attack, but it is not an artifact that allows you to magically take an activly guarded planet

Agreed they don't need a timer, though I will argue with coordination they work just fine against most active defenses if you have the energy.

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Thu Sep 27, 2012 11:28 pm
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I don't think any of these should have timers tbh.

Nanos/restorers already don't work someimes if they are attacking you, having a timer would only make it worse.

flares/clouders what if they have a bunch of scan? Do I have to wait 2 minutes to drop it just to get a hack in and hope they don't come on and cage the effects?

bombs/emps same idea as above.

cages- can't have the other arts not have timers and this one have one just too imbalanced.

Traps-QFTs? honestly who uses these in rapid succession? Omicrons what a joke of a trap I can eat 100 of these and still be coming at you. KVTs okay I can see timer on these, a short one though, like 3-5 seconds. Enough time for some to use a null, that way it is effective against 1 person attacking you but not 4-5.

wormholes don't really need a timer. Coordinate if you are trying to steal a planet from someone who is actively on. Stealing a 15x all around VM terra with 1.3k pop and 50k def while the guy is online and guarding in 30 seconds...one of the best times I had in TU.

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Thu Sep 27, 2012 11:38 pm
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Just recently I set the quantum firewall trap, then almost immediately got hacked AGAIN (didn't lose any pts), so I had to set another one. I don't think there should be a cooldown. I should be able to set another trap right away if I'm online and if the trap gets set off.

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Mon Oct 01, 2012 12:07 pm
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I have mixed feeling about this idea..might as well put timer on the time manipulators i guess..


Mon Oct 01, 2012 12:12 pm
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Common wrote:
I have mixed feeling about this idea..might as well put timer on the time manipulators i guess..


the thing that manipulates time...have a timer? :shock: defeats the whole purpose of it doesn't it?

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Mon Oct 01, 2012 1:07 pm
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Littlefluffy wrote:
Common wrote:
I have mixed feeling about this idea..might as well put timer on the time manipulators i guess..


the thing that manipulates time...have a timer? :shock: defeats the whole purpose of it doesn't it?


Lol I know right? +1 because it would help stop poeple from spam clicking arties. A 15 second timer would be a bit nice. You know if you got emp barraged then you would have somewhat some time to recover with a cage.


Tue Oct 02, 2012 3:58 am
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how poorly are you guys fighting your online pvp... i can take on 3 to 5 ships at once (many higher then myself in rank by about 500) and ive got plenty of time to cage, set krios, restore shields and occasionally have to use nanos.. and still spam CMs at folks. even get the occasional taunt in there as well (usually thats when i need to use a nano)

learn to use either two windows or the arti filter. kr= krio, rest= shield restorer and nanos, cag= cages.. if you cant type, thats a personal problem.

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Tue Oct 02, 2012 8:46 am
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