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Unstable wormhole emitters http://galaxylegion.com/forum/viewtopic.php?f=6&t=25848 |
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Author: | neogoterra [ Tue Jun 12, 2012 3:23 am ] |
Post subject: | Unstable wormhole emitters |
Whats the point of this artifact, and before you say to warp away guards to a planet let me remind you that the moment they get warped away they can just jump back on totally defeating the whole reason to use it. Seeing as its more or less a pointless waste of energy why not add with it a effect that when a guard is warped away they cant guard another planet for at least 5 minutes, it shouldn't be to long of a span of time in order to be fair. The is a few questions though would you say it should be a Debuff you can use a cage on or not? Also if not debuffed for 5 minutes then for what reasonable length of time would you say it should be? |
Author: | Fireblade [ Tue Jun 12, 2012 7:04 am ] |
Post subject: | Re: Unstable wormhole emitters |
Gets a big no from me, wait till someone's trying to steal your planet from you and I'm sure you'd agree. |
Author: | neogoterra [ Tue Jun 12, 2012 9:03 am ] |
Post subject: | Re: Unstable wormhole emitters |
I've played long enough to be on both the invading and attacking side enough to know that its pointless to even bother with wormholes if they are online then you just wasted 30 energy. It's the same as disabling a guard yeah you take them off it till they repair but then after they get knocked down to 0 on disables you got a immortal guard on the planet. Currently the only use for them is for a metal or for a CTL gate upgrade, when it comes to there base use its only good if someones offline. |
Author: | Bluecifer [ Tue Jun 12, 2012 9:08 am ] |
Post subject: | Re: Unstable wormhole emitters |
What if they're offline? |
Author: | Follyuu [ Tue Jun 12, 2012 9:12 am ] |
Post subject: | Re: Unstable wormhole emitters |
Yeah emitters have won me a planet or two... They may not be a sure thing, but it's another tool in the toolbox for when are trying to get a planet capped in a hurry. Even if they happen to be online, you can still warp and attempt an invade if the planet has low pop and you are quick enough. As a side note, you are never "immune" as a guard. You can go past 0 disables if you are guarding a planet and being disabled off of it. It's been done to me multiple times. |
Author: | kirkeastment [ Tue Jun 12, 2012 10:26 am ] |
Post subject: | Re: Unstable wormhole emitters |
neogoterra wrote: I've played long enough to be on both the invading and attacking side enough to know that its pointless to even bother with wormholes if they are online then you just wasted 30 energy. It's the same as disabling a guard yeah you take them off it till they repair but then after they get knocked down to 0 on disables you got a immortal guard on the planet. Currently the only use for them is for a metal or for a CTL gate upgrade, when it comes to there base use its only good if someones offline. I can warp 5 guards off a planet in 5 seconds, even if a person was online. That gives me enough time to depop a planet(via attack and bio-vaps) and invade, before they even get the chance to re-guard and get an alert out on the planet for more guards. If i'm lucky i can even flux the planet before the "red box" appears telling them their planet is under attack. Thats why they're amazing artifacts to have. You can go ahead and believe want you want, but its always easier to depop a planet that has just 400 pop with 15k defense/8k attack than one which has 400 pop with 5 guards & a combined def of 75k and 135k attack. You may have played long enough "in your opinion", but clearly you've not yet reached the point where seeing a planet with over 15 guards on(which hasn't been vortexed) and over 400k atk/def makes these artifacts a gem to have in your cargo. |
Author: | Billik [ Tue Jun 12, 2012 2:19 pm ] |
Post subject: | Re: Unstable wormhole emitters |
I half agree with neo simply because 30 energy spent when they can just jump back on is quite a bit to burn. I'd like to see them cost 5 energy like everything else |
Author: | ODragon [ Tue Jun 12, 2012 3:09 pm ] |
Post subject: | Re: Unstable wormhole emitters |
Earlier related topic. |
Author: | neogoterra [ Tue Jun 12, 2012 5:59 pm ] |
Post subject: | Re: Unstable wormhole emitters |
The reason why i thought about the debuff to keep someone from reguarding right away is well in space if you got forceably teleported it would take you a couple minuets to figure out where you was sent in order to warp drive or what ever back to where you was before. |
Author: | icarium81 [ Tue Jun 12, 2012 7:56 pm ] |
Post subject: | Re: Unstable wormhole emitters |
it should be a 2 minute debuff, and cut down by 1/2 if you cage it.. simply because you cant use a cage and teleport yourself back.. your just removing your confusion of having been teleported... sound reasonable? |
Author: | neogoterra [ Tue Jun 12, 2012 10:52 pm ] |
Post subject: | Re: Unstable wormhole emitters |
Sounds rather reasonable but then the coding it would take dan to rig it so it only takes half the timer on the debuff might be tricky. ![]() |
Author: | Uy23e [ Wed Jun 13, 2012 12:12 am ] |
Post subject: | Re: Unstable wormhole emitters |
what you need is probably team work, one player casting this artifact endlessly and other ppl attack and invade. switching tabs is probably one of the reasons that those things dont work so well, it delays the casting speed of it and player can return with higher efficency than u can warp~ But I consider this a steal-from-offline/busy thing so... everything have its weakness~ no reason to make a perfect always effective artifact |
Author: | varunjitsingh146 [ Wed Jun 13, 2012 3:53 am ] |
Post subject: | Re: Unstable wormhole emitters |
big -1 those artifacts are far from useless. unless the person who gets warped in on 24/7 then they can be very useful in the conquering of planets. i agree 30 energy is a bit much, but the artifact if used right can be very useful. |
Author: | Caladis [ Wed Jun 13, 2012 5:40 am ] |
Post subject: | Re: Unstable wormhole emitters |
I'd agree to a 2 min timer on Re-Guarding a planet if your warped off it since it would take some time to get back if it was real space. But like all non-trap debuffs, a cage should remove the effect completely, not just half it. By the same token, i'd support it requiring 5 energy to use one. If your going to make the arti more useful, then it has to come at some price. |
Author: | kellmaster [ Wed Jun 13, 2012 5:58 am ] |
Post subject: | Re: Unstable wormhole emitters |
warping someone away, even if they are online and watching closely, takes them that few seconds to get back on defense, enough time to hit invade. |
Author: | neogoterra [ Wed Jun 13, 2012 7:48 pm ] |
Post subject: | Re: Unstable wormhole emitters |
kellmaster wrote: warping someone away, even if they are online and watching closely, takes them that few seconds to get back on defense, enough time to hit invade. That's only if they are solo and not having the legion guard the planet as well you can sometimes see a planet with as much as 40 guards on it and well over 300k attack and defense.....seen it before don't care much to see it again.... |
Author: | itsSoulPLayAgain [ Thu Jun 14, 2012 3:02 am ] |
Post subject: | Re: Unstable wormhole emitters |
With skill and attacker they work great the way they are. |
Author: | neogoterra [ Thu Jun 14, 2012 3:08 am ] |
Post subject: | Re: Unstable wormhole emitters |
You forgot the fabled much sought after fast Internet without lag soul. |
Author: | Follyuu [ Thu Jun 14, 2012 3:36 am ] |
Post subject: | Re: Unstable wormhole emitters |
neogoterra wrote: You forgot the fabled much sought after fast Internet without lag soul. Dan isn't going to configure the game mechanics to fit whatever the slowest possible internet speed is. The quality of your internet may be a deciding factor on whether or not these artis are useful, but for the general population of the game they work just fine. |
Author: | kellmaster [ Thu Jun 14, 2012 6:17 am ] |
Post subject: | Re: Unstable wormhole emitters |
neogoterra wrote: kellmaster wrote: warping someone away, even if they are online and watching closely, takes them that few seconds to get back on defense, enough time to hit invade. That's only if they are solo and not having the legion guard the planet as well you can sometimes see a planet with as much as 40 guards on it and well over 300k attack and defense.....seen it before don't care much to see it again.... So if their legion is helping them, just get your legion to help you, more people on your side to use warp, more chances for a successful steal, etc etc. |
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