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 CT lab stryll trap probe 
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Joined: Fri Nov 26, 2010 10:38 pm
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i'd like to suggest a new CT lab artifact that takes numerous stryll trap probes and on use tells you what traps that person has online.

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Mon Nov 28, 2011 5:56 am
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Joined: Mon Dec 13, 2010 1:13 pm
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Location: Somewhere off the coast of Dominican Republic
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+1 interesting idea, do you have an idea of how many though?

needs 50 energy to create

25 Stryll trap Probes
20 Continuum Beacons
25 Tachyon Cylinders

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Mon Nov 28, 2011 10:24 am
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Joined: Mon Sep 05, 2011 9:16 am
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xXxEccoxXx wrote:
+1 interesting idea, do you have an idea of how many though?

needs 50 energy to create

25 Stryll trap Probes
20 Continuum Beacons
25 Tachyon Cylinders



I would prefer Haylcon traps and planet vorrtex deflectors instead of the beacons and tachyon cylinders.

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Mon Nov 28, 2011 10:28 am
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Joined: Wed Sep 22, 2010 10:35 am
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Although I have 1.5k trap probes I'd hate to see such an useless item in the CT Lab. Think of the people that still haven't found the good items getting that as their next find. Just hit the ship and you'll see which traps are on.

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Mon Nov 28, 2011 10:40 am
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Littlefluffy wrote:
xXxEccoxXx wrote:
+1 interesting idea, do you have an idea of how many though?

needs 50 energy to create

25 Stryll trap Probes
20 Continuum Beacons
25 Tachyon Cylinders



I would prefer Haylcon traps and planet vortex deflectors instead of the beacons and tachyon cylinders.



I chose the beacons and tachyons mainly because they provide a scan boost and you are actually scanning a ship for traps. I thought it was a logical choice to choose these over anything else

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Mon Nov 28, 2011 2:07 pm
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Trap nullification Bot
needs 50 energy to create

25 Stryll trap Probes
20 Halcyon Traps
5 Ship-bot

25% chance to remove a random trap from enemy ship

I feel these requirements may be a bit on the light side... but feel free to adjust them to fit

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Mon Nov 28, 2011 7:09 pm
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DMDMDM wrote:
Although I have 1.5k trap probes I'd hate to see such an useless item in the CT Lab. Think of the people that still haven't found the good items getting that as their next find. Just hit the ship and you'll see which traps are on.


This.



If you are scared of a trap effect then you need to park your ship in the garage and give Dad the keys. Go do missions if you're that much of a pansy.

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Mon Nov 28, 2011 8:24 pm
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I swear this was a suggestions & ideas forum.....

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Tue Nov 29, 2011 1:50 am
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Darth Flagitious wrote:
DMDMDM wrote:
Although I have 1.5k trap probes I'd hate to see such an useless item in the CT Lab. Think of the people that still haven't found the good items getting that as their next find. Just hit the ship and you'll see which traps are on.


This.



If you are scared of a trap effect then you need to park your ship in the garage and give Dad the keys. Go do missions if you're that much of a pansy.

except some of us hate digging into our pile of null fuses to get rid of KVT when we find out we wasted a null because we trip their halc trap.

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Tue Nov 29, 2011 4:11 am
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destroyer43 wrote:
Darth Flagitious wrote:
DMDMDM wrote:
Although I have 1.5k trap probes I'd hate to see such an useless item in the CT Lab. Think of the people that still haven't found the good items getting that as their next find. Just hit the ship and you'll see which traps are on.


This.



If you are scared of a trap effect then you need to park your ship in the garage and give Dad the keys. Go do missions if you're that much of a pansy.

except some of us hate digging into our pile of null fuses to get rid of KVT when we find out we wasted a null because we trip their halc trap.

3/5/5...


Sorry, but I can not see spending MILLIONS of research points in the CT Lab trying to get let's say the Velox Thruster design only to get this.

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Tue Nov 29, 2011 4:31 am
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maybe a CT item that can get rid of a specific trap, when you create it you specify what kind of trap disabler it is. if you use it and the ship doesn't have that trap you waste your item.

Antikronius Trigger Bomb. Disrupts Krionus traps in effect on a ship.
Aggrametric Disruption Missile. Disrupts the use of Halcyon traps upon a ship.
Omicron Discharge Bomb. Destroys an active Omicron mine trap.
Thetecron Discharge Bomb. Destroys an active Omicron mine trap.
Chronametric Static Charge. Nullifies the effects of a Quantum Firewall Trap.

maybe using 1,5, or 10 of the relevant trap (depending on the trap) that the trap disabler is meant to nullify might be fair when making such an item.
examples: A Thetacron mine is something which is expensive to make, so to make a Thetacron Discharge Bomb would need one thetacron mine to make it.
An Omicron mine is reasonably easy to obtain so it might take 5 Omicron mines to make one, same amounts for Quantum firewall and Krionus traps.
and a Halcyon trap would be very useful to use on someone so it would need 10 Halcyon traps to make one.


Tue Nov 29, 2011 4:49 am
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kimbotoo wrote:
maybe a CT item that can get rid of a specific trap, when you create it you specify what kind of trap disabler it is. if you use it and the ship doesn't have that trap you waste your item.

Antikronius Trigger Bomb. Disrupts Krionus traps in effect on a ship.
Aggrametric Disruption Missile. Disrupts the use of Halcyon traps upon a ship.
Omicron Discharge Bomb. Destroys an active Omicron mine trap.
Thetecron Discharge Bomb. Destroys an active Omicron mine trap.
Chronametric Static Charge. Nullifies the effects of a Quantum Firewall Trap.

maybe using 1,5, or 10 of the relevant trap (depending on the trap) that the trap disabler is meant to nullify might be fair when making such an item.
examples: A Thetacron mine is something which is expensive to make, so to make a Thetacron Discharge Bomb would need one thetacron mine to make it.
An Omicron mine is reasonably easy to obtain so it might take 5 Omicron mines to make one, same amounts for Quantum firewall and Krionus traps.
and a Halcyon trap would be very useful to use on someone so it would need 10 Halcyon traps to make one.


Someone that doesn't realize how many traps can be obtained with a halfways decent APH...

(1) Nobody in there right mind would expend energy to get something to wipe an omicron or thetacron trap.
(2) Defeats the purpose of the semi-recent Halcyon change. It was updated to actually protect the user, which this would take away.
(3) Null Fuses are a PvPer's best friend.
(4) High rank players who have an obscene ApH could make these by the dozen, but why would they want to?
(5) The ability to disable someone's traps would basically make the attacker omnipotent.

The bottom line is this... When you go into PvP you have 3 options... (1) Stay home, (2) Go Viking Berserker and just start shooting anything and everything, damn the consequences, or (3) CHOOSE YOUR TARGETS CAREFULLY, have some Null Fuses handy, check for 3/5/5, run trap probes.

The whole concept of this thread makes me think of one thing... Somebody tried to do some PvP without really understanding what exactly they were doing, got their butt handed to them and now want some built in way of countering their own PvP deficiencies.

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
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Tue Nov 29, 2011 5:26 am
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Darth Flagitious wrote:
The bottom line is this... When you go into PvP you have 3 options... (1) Stay home, (2) Go Viking Berserker and just start shooting anything and everything, damn the consequences, or (3) CHOOSE YOUR TARGETS CAREFULLY, have some Null Fuses handy, check for 3/5/5, run trap probes.

The whole concept of this thread makes me think of one thing... Somebody tried to do some PvP without really understanding what exactly they were doing, got their butt handed to them and now want some built in way of countering their own PvP deficiencies.

agreed... someone's trying to overcompensate for their.... short-comings...

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Tue Nov 29, 2011 5:34 am
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