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 Omicron Mine Trap 
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Joined: Tue Jun 08, 2010 3:47 pm
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ok heres the deal. The Omicron Mine Trap has become a waist of space and a waist of arti points. Even the Thetacron Mine Trap is not doing enough damage to make it worth the time to set the trap. Not to mention the amount of energy you would have to waist just to get the trap.

So here is what I suggest we do to make them worth while again. I say instead of the Omicron doing 400 damage it does 4% damage of the attacking players health to him. That way it can scale with rank. Or if you want to go way out have it do 4% of the defending players total health. And I suggest that we make the Thetacron do the same just make it say 10%. This way they would both become a more worth while art and you wouldn't have guys lime me running around with 2000 omicrons in their cargo just waiting to be used. lol

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Thu Dec 15, 2011 1:53 pm
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Joined: Tue Feb 22, 2011 12:44 pm
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Great Idea Mojo +1 I have 200+ sitting in my cargo.

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Thu Dec 15, 2011 1:56 pm
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Joined: Tue Nov 01, 2011 9:31 pm
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i like the idea as a higher level player but as a lower level player omnicrons do a lot of damage, as an alternative to this idea, introduce an art that does mojo's purposed 4% damage to health, at level 100. make it a cap that you cant pull it in until you get to 100 / and stop pulling in omnicrons at 100.


Thu Dec 15, 2011 2:08 pm
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Joined: Mon Sep 05, 2011 9:16 am
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Dodrj Fary wrote:
i like the idea as a higher level player but as a lower level player omnicrons do a lot of damage, as an alternative to this idea, introduce an art that does mojo's purposed 4% damage to health, at level 100. make it a cap that you cant pull it in until you get to 100 / and stop pulling in omnicrons at 100.



Agreed, but a simpler solution is just make it an or statement. 4% or 400 damage which ever is greater; same with the thetacons that way they are not nerfed for low ranks.

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Thu Dec 15, 2011 2:17 pm
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Joined: Mon Nov 29, 2010 9:48 am
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or just have a mission become available at 150 that retools both these artifacts. that way omicrons still do the set value until the very last possible rank they may be useful, and then there actually requires work to retool them to usefulness. That way players may still be surprised when they trip an omicron at rank 300 and see it do only 400 damage. also, it will prevent another repeatable missions to produce these 4% mines, and also prevent adding another artifact into the draw for higher levels that lessens chances to get actual good artifacts.

but the whichever is greater idea is equally amazing.

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Thu Dec 15, 2011 2:18 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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Omicron Mine Trap (Uses Left: 219) Give us something useful for these Dan. 400 points of damage is NOTHING.

I really like the 4% (10% thetas) of total health idea. Its not enough to self-disable, but still strong enough to sting pretty good. As for the lower ranks, I think straight 400 damage is a little too strong. They just don't have comparable hull strength. A flat 4% top to bottom is pretty balanced in my opinion. The problem with a set amount is that at high ranks it's nothing, but low ranks it's major. That's not balanced at all, it gives too much advantage to bigger ships.

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Thu Dec 15, 2011 2:29 pm
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Joined: Sat May 15, 2010 3:55 pm
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I've been thinking about this for a long time but never talked about it or posted about.
You're 100% right on this.
I can't think of a better way to make them better honestly.

The idea I was thinking of was just to increase the damage on them both again but increasing the percentage is 100 times better !

+1 ..... nah +100

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Thu Dec 15, 2011 2:44 pm
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