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 New Base Ability: Dampening Field 
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Joined: Mon Nov 14, 2011 9:28 pm
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Considering the Calming Amp/Halycon debate, I thought this might be a good time to suggest this base ability:

Dampening Field
When activated, attacking ships have a 2% chance of removing most beneficial effects (including Pacified state) each attack. Lasts for 4 hours.
Cost: 7

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Mon Mar 19, 2012 12:34 am
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Joined: Tue Mar 15, 2011 8:00 pm
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change to 8 hours duration, and increase to at least 10% then maybe +1 or Dan can simply fix the whole issue which would be easier

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Mon Mar 19, 2012 12:40 am
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Joined: Mon Aug 29, 2011 12:14 pm
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namalak wrote:
Considering the Calming Amp/Halycon debate, I thought this might be a good time to suggest this base ability:

Dampening Field
When activated, attacking ships have a 2% chance of removing most beneficial effects (including Pacified state) each attack. Lasts for 4 hours.
Cost: 7

since its a trap stuff should be cheaper

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Mon Mar 19, 2012 12:54 am
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Considering it is effectively a 4 hour long trap which effects all ships that attack the base, and a fairly good delay tactic (like a containment missile being fired on a ship, with added pacification elimination), a cost of 7 and a percentage of 2% isn't too shabby. Won't be a terrific option for a level 1-3 base, but level 4 and up should be helped a lot.

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Mon Mar 19, 2012 1:07 am
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namalak wrote:
Considering it is effectively a 4 hour long trap which effects all ships that attack the base, and a fairly good delay tactic (like a containment missile being fired on a ship, with added pacification elimination), a cost of 7 and a percentage of 2% isn't too shabby. Won't be a terrific option for a level 1-3 base, but level 4 and up should be helped a lot.

to be honest, i actually dont see any issues with base battles as they are now...
putting all in one pot... this trap will kick back any legions who are starting to take on lvl5s
basically only legions that will take on any "occupied" bases wil be top 10 legions
honestly, i will quit trying to take on any bases....if there will be any changes to make them harder to take down, just SO not worth of effort

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Mon Mar 19, 2012 1:16 am
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whats the real benefit though.. other then removing the truced state... all those buffs can be thrown back on for a trivial amount of energy...
now if it stopped you from re applying them.. THAT would be an amazing 2%

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Mon Mar 19, 2012 1:34 am
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icarium81 wrote:
whats the real benefit though.. other then removing the truced state... all those buffs can be thrown back on for a trivial amount of energy...
now if it stopped you from re applying them.. THAT would be an amazing 2%

you reapply and next 2% of RNG kicks your but again within 3 shots, lets assume you are a top hitter who unloads 5k+ energy on base fights (which is already a big price for for pretty midrcrappy artis you get out of it) if i will need to rebuff my self 20x during the battle (about 100 artis + rep nanos + shield restos) than... hmm than base fights for me will be just "Exotica" nice to watch-dont see need to participate

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Mon Mar 19, 2012 1:43 am
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icarium81 wrote:
whats the real benefit though.. other then removing the truced state... all those buffs can be thrown back on for a trivial amount of energy...
now if it stopped you from re applying them.. THAT would be an amazing 2%


Shooting for a temporary delay, not a removal from the fight. Time is always important in base battles, even if it is just to reapply buffs.

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Mon Mar 19, 2012 1:44 am
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