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 New and unusual artifact effects. 
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Joined: Sun Oct 02, 2011 4:14 am
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So, someone hit me with two chaostatic inhibitors today, and we got to talking about it.
He joked that doing so applies negative shield regen... and I thought, why not?

Emp's and disarming bombs are currently spammable, and thats fine. Lets think of ways to kill someone that doesnt involve just dropping their defence.

Combat at higher levels is taking longer, and will continue to take longer, as our hulls get ever greater. So we need stuff that can DoT, or add tactical choices.

So my first idea: Make multiple chaostatic inhibitors reverse shield regen entirely. Instead of shields regenning, the amount they WOULD have regenerated, instead applies damage straight to the hull. Yeah, its not much. But what it is is cool - throw 5 on, and their hull will start taking some serious damage after a few minutes.

Lets think of a few artifacts that could change how 1v1 pvp works, add some zest.
Nanodisruption bot: It reduces nanorepair bots effectivness by 15%. Stackable but cageable.
Adaptive Frequency probe: Causes attacks to deal a stacking 2% bonus damage per attack, bonus lost if you use ANY arti other than a null.
Statis Programing: Prevents the next applied buff from being CM'd away, but halves duration. Does not stack.

Any ideas? Lets try to avoid just flat stat increases/decreases (I know I failed at that somewhat, but I wanted a Reason to force people to push hard against another ship without stopping for repairing or more agressive artifacts) Options! Thats what we need!

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Sun May 27, 2012 8:24 am
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Joined: Sun Oct 30, 2011 7:41 am
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+1 Golgotha. Would definitely provide a nice twist in the system, and some new challenge in pvp. Don't have anything to add yet, but will think about it.

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Sun May 27, 2012 8:28 am
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Joined: Tue Dec 13, 2011 11:20 pm
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How about an offensive trap? For example, a trap with the effect "If current debuffs are removed from an enemy player through a containment cage, a virus is released preventing the enemy ship from using another artifact for 30 seconds."

Or, "On your next unsuccessful hack, implant a virus on the enemy computer, reducing scan by 50%."

Probably both OP, but seems an ok starting point for ideas that would actually work.

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Sun May 27, 2012 8:33 am
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Woot, fast responses.

Follyuu, i like the idea of offensive triggers, but as you say, that first one is massive OP. 30 seconds without all artifacts is a bit much. What about a missile that prevents cages for 10 seconds, but then the ship is immune to all such missiles for 1 minute after?

The second one is basically just a faster way to drop a quantum flare on them :p

However, lets work with it :) What "on hit" affects could we add to attacks!

Oh, and please comment on the balance of my suggested arti's as well guys. Too strong? Too weak?

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Sun May 27, 2012 8:38 am
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Lol yeah I just like to get the ball rolling. Can't brainstorm without a starting point

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Sun May 27, 2012 8:42 am
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Maybe a new form of the CM, that instead of fully removing enemy buffs, reduces their effect by 50% for a few minutes (As well as any other buffs applied during the same period). That way you don't screw someone over completely if you use them on a BT hit

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Sun May 27, 2012 8:44 am
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I have nothing to ad, but I really like this! (=


Sun May 27, 2012 9:01 am
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Joined: Mon Sep 05, 2011 9:16 am
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Golgotha wrote:
So, someone hit me with two chaostatic inhibitors today, and we got to talking about it.
He joked that doing so applies negative shield regen... and I thought, why not?


I am glad my lag and sarcasm inspired you.

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Sun May 27, 2012 10:06 am
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Hey, inspiration strikes where it does :)

I would be interested in knowing your feelings on the idea actually, given that it was you who sparked it!

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Sun May 27, 2012 1:13 pm
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Joined: Fri Sep 16, 2011 12:04 am
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interesting ideas...

but i dont like the proposed chaostic inhibitor suggestion, because it goes the path of the stronger and better moduled you are, the more painful it is... doesnt make much sense.
I think the 1st should be as it is, but if a 2nd is applied, the effect of all inhibitor changes to reducing a certain amount of regen per hour and if it reaches negative regen, it deals dmg.

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Sun May 27, 2012 1:19 pm
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imo I think, if this was to be implemented, there should be a second artifact. so instead of hitting them with two inhibitors you hit them with one and then another artifact that then reverses the polarity of the shields or something which is why it causes damage to the hull. The damage dealt shouldn't be as high as what their regen is, but maybe half or so.

I do like the other artifacts probably need some tweaking, but IF Dan ever wanted to do something new this would be a nice change.

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Sun May 27, 2012 3:15 pm
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Joined: Thu Nov 11, 2010 2:44 pm
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I just want to change the flow of combat a bit.

At the moment its click click click, null, click click.

The more options we can take to kill someone, the better.
The tactical bypasses were a Fantastic Idea. I really do love them but they are are too expensive to use, and you need a ton of them before you effect people significantly.

More ideas that effect the how of combat, not the damage of combat.

Keep in mind with the regen thing, that why the damage over an Hour would be devestating, during a 5 minute fight it would only do a much much smaller amount. Also, while it would do more damage the stronger someones shields are, hull goes up twice the rate as shields, so its probably still going to be a smaller percentage of their total health.

THe idea of it being a second artifact works though - no harm in that at all!

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Mon May 28, 2012 6:45 am
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