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 mechanic (new trap defusing proffesion and mission to unlock 
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Joined: Wed Dec 08, 2010 10:30 pm
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traps are so common especially high ranks there impossible to avoid. there are not enough nulls.so i suggest a new professin.

Mechanic:
Passive: Cooldown for all traps is halved (eg QF traps only last 1 hour, KV last 15 minutes)
Ability: Disarm: Removes a random trap effect from your ship. Cooldown: 1 hour.

disarming lessons. (with the amount of traps circulating the galaxy now we must find a way to disarm them more effectively.

3 stage mission chain would be good:
1) requires null fuses
2) requires CTP
3) requires traps

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Last edited by blakespon on Sat Feb 18, 2012 9:42 pm, edited 1 time in total.



Sat Feb 18, 2012 7:52 am
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Nice idea especially as I'm struggling to get my d-cannons and proteans cause I stopped to do missions after about rank 50 :(


Sat Feb 18, 2012 10:17 am
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Joined: Fri Aug 19, 2011 10:36 pm
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I like the idea of a "mechanic" profession so give the idea itself a +1 but have a couple questions on how it would work.

As we all know not all professions are available to all races.Would it be like the saboteur profession available to only 1 race or will it be available to multiple races, and which ones?

what will happen to the trap when the mechanic disarms it?
I'm not sure I like the idea of the trap being completely removed.Instead, have it so it is just disabled for a short period of time(maybe 1 hour, same cool down as the mechanic profession)
Also I think it should only disable 1 trap (at random) at a time.
this could cut down on people throwing up trap after trap after trap. I know that a lot of people use this tactic to defend themselves, I do it too when I can but I wouldn't mind seeing a counter for this.


Sat Feb 18, 2012 7:26 pm
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Joined: Mon Apr 25, 2011 2:37 am
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SpaceCaseAce wrote:
I like the idea of a "mechanic" profession so give the idea itself a +1 but have a couple questions on how it would work.

As we all know not all professions are available to all races.Would it be like the saboteur profession available to only 1 race or will it be available to multiple races, and which ones?

what will happen to the trap when the mechanic disarms it?
I'm not sure I like the idea of the trap being completely removed.Instead, have it so it is just disabled for a short period of time(maybe 1 hour, same cool down as the mechanic profession)
Also I think it should only disable 1 trap (at random) at a time.
this could cut down on people throwing up trap after trap after trap. I know that a lot of people use this tactic to defend themselves, I do it too when I can but I wouldn't mind seeing a counter for this.

perhaps a higher ability for the mechanic would be :

trap stasis : once per day the mechanic may target an enemy player with the trap stasis ability . the enemy player may only use the traps he/she has equipped and cannot equip anymore for 15 minutes


you guys work out how that is aquired

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Sat Feb 18, 2012 8:22 pm
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SpaceCaseAce wrote:
I like the idea of a "mechanic" profession so give the idea itself a +1 but have a couple questions on how it would work.

As we all know not all professions are available to all races.Would it be like the saboteur profession available to only 1 race or will it be available to multiple races, and which ones?

what will happen to the trap when the mechanic disarms it?
I'm not sure I like the idea of the trap being completely removed.Instead, have it so it is just disabled for a short period of time(maybe 1 hour, same cool down as the mechanic profession)
Also I think it should only disable 1 trap (at random) at a time.
this could cut down on people throwing up trap after trap after trap. I know that a lot of people use this tactic to defend themselves, I do it too when I can but I wouldn't mind seeing a counter for this.

its for all races thusly why i made a mission to unlock it

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Sat Feb 18, 2012 8:45 pm
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Mechanic:
Passive: Cooldown for all traps is halved (eg QF traps only last 1 hour, KV last 15 minutes)
Ability: Disarm: Removes a random trap effect from your ship. Cooldown: 1 hour.

3 stage mission chain would be good:
1) requires null fuses
2) requires CTP
3) requires traps

Have them a big energy sink too - 10-20K energy or so per mission.

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Sat Feb 18, 2012 8:51 pm
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spyder wrote:
Mechanic:
Passive: Cooldown for all traps is halved (eg QF traps only last 1 hour, KV last 15 minutes)
Ability: Disarm: Removes a random trap effect from your ship. Cooldown: 1 hour.

3 stage mission chain would be good:
1) requires null fuses
2) requires CTP
3) requires traps

Have them a big energy sink too - 10-20K energy or so per mission.

probably better then my suggestion

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Sat Feb 18, 2012 9:35 pm
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Joined: Thu Aug 11, 2011 9:48 pm
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blakespon wrote:
traps are so common especially high ranks there impossible to avoid. there are not enough nulls.so i suggest a new professin.

Mechanic:
Passive: Cooldown for all traps is halved (eg QF traps only last 1 hour, KV last 15 minutes)
Ability: Disarm: Removes a random trap effect from your ship. Cooldown: 1 hour. disarming lessons. (with the amount of traps circulating the galaxy now we must find a way to disarm them more effectively.

3 stage mission chain would be good:
1) requires null fuses
2) requires CTP
3) requires traps


Would be awfully easy to strip and farm someone who can't defend themselves without traps, and this would help people get at those who hide behind traps. +1

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Sat Feb 18, 2012 10:33 pm
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