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 A Li'l Bit O' Everything (New Mission, NPC, & Base Artifact) 
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Joined: Sun May 29, 2011 7:33 pm
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Location: Aboard Blackwood Hall
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Clandestine Installation

Daily Mission Briefing

Our analysis of the RSL Data Uplinks has revealed the location of a Rogue Science League laboratory. The facility appears to have been recently abandoned; however, the perimeter defense system is still online. Perhaps we can disable the Perimeter Drones and salvage enough debris to repurpose them for our own use.

Becomes Available Upon: Completion of Network of Secrets
Un-gray Requirements: Scan 2000
Per Round Requirements: 100 Energy, 1 RSL Sentry Debris (Obtained from hunting Perimeter Drones)
Per Round Rewards: 205 XP
Per Completion Rewards: 1 RSL Perimeter Sentry
Per Round Risks: None

Mission Summary:
  • Per 1 Round
Requirements: 100 Energy, 1 RSL Sentry Debris
Rewards: 205 XP
XP Return Ratio: 2.05
  • 30 Rounds/Completion
Requirements: 3,000 energy, 30 RSL Sentry Debris
Rewards: 6,150 XP, 1 RSL Perimeter Sentry
  • NO FINISH
This mission can be repeated once every 20 hours and it does not count towards completed missions credit.
Previous Mission: Network of Secrets
Next Mission: None



Perimeter Drone
( Rogue Science League )
Rank 240 Drone
Uncommon

These heavily-shrouded drones secure RSL outposts and immediately alert any perimeter breaches encountered.

Shields: 3,000
Hull: 2,500
Enemy Type: Mission
Abilities: None
Attack: 2,500
Defense: 2,500
Cloak: 2000
Rewards: 250 RP, RSL Sentry Debris
Expires After 8 Hours
Experience Earned on Kill: 10



RSL Perimeter Sentry
[ Trap - 4 Hours ] Deploys a perimeter sentry while legion base is target locked and damaged. When applied, the next ship to attack the base will breach the perimeter and alert the defending legion to their presence for 1 hour. Halcyon Trap, Halcyon Aura, and Calming Amplifier effects are automatically removed from base attackers when targeted from Perimeter Breach Alerts. Limit 1 per player per lock.

Example of Perimeter Breach Alert:

    Less than a minute ago From: Blackwood Hall
    An RSL Perimeter Sentry has encountered the following enemy: XxDarthDexterxX

The Perimeter Breach Alert would have a 1 hour timer and once that expired, the link would simply display:

    This enemy is not (or no longer) within your scanning range.

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Last edited by Annabell on Thu May 23, 2013 5:02 am, edited 3 times in total.



Thu May 23, 2013 4:04 am
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I really like this idea, it could be useful for figuring out battle groups, big hitters (EMP spam to help fend off smaller legions), and killing 'dem attackers.

I plus one this idea, because I like it lots. :D

Oh, and it actually makes me want to complete the RSL Chain. :P

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Thu May 23, 2013 4:08 am
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Even in the hands of a smaller legion this arty used in groups can realy mess things up for attackers. Not a bad way to defend.

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Thu May 23, 2013 4:21 am
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So remove sneak attacks, halcyons/calming amps and any strategy other than button mash as much as you can to kill a base and hope they are not online when you start until it dies. Spray and Pray ftw. This also basically will make some base literally impossible to kill with the current doubles glitch still in place.

I like everything else though.

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Thu May 23, 2013 4:31 am
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Wolfy Minion wrote:
So remove sneak attacks, halcyons/calming amps and any strategy other than button mash as much as you can to kill a base and hope they are not online when you start until it dies. Spray and Pray ftw. This also basically will make some base literally impossible to kill with the current doubles glitch still in place.

I like everything else though.

How does it remove sneak attacks? Like Remote Intrusion, it couldn't be set until after a base has been locked and damaged, and like Krionite Minefield or Inverse Energy Vortex can effect any ship on the lock. Unless you're basing the argument solely upon the fact that unlike those examples it doesn't cost Base Ability Points?

It allows those online in a defending legion the opportunity to more actively defend, though must be used strategically, since it's only one per member per lock, and only lasts for one hour.

I've no idea what doubles glitch you're talking about, but you can't seriously be saying a few random ships being vulnerable for one hour makes any legion base invincible.

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Last edited by Annabell on Thu May 23, 2013 5:05 am, edited 1 time in total.



Thu May 23, 2013 4:39 am
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I like this a lot!

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Thu May 23, 2013 4:58 am
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Annabell wrote:
When applied, the next ship to attack the base will breach the perimeter and alert the defending legion to their presence for 1 hour.


This removes a sneak attack...literally alerts to the legion when the base in being hit.

Annabell wrote:
I've no idea what doubles glitch you're talking about, but you can't seriously be saying a few random ships being vulnerable for one hour makes any legion base invincible.


The same glitch that was in place before. This one It the multiple rewards such as badges etc. were side effects, but Dan didn't remove the glitch, just the rewards.

There are a lot of legions who only have a few hitters that actually take down a base. Placed at the right time yes they can spam and completely shut down a person who might otherwise solo the base. Think of the imperiums, you honestly think they have 100 people hitting or just 1-5.

Now imagine going after CN's base, yes your legion might have 60 some people hitting, but it won't be too hard to get the top hitters' calming amp/halcyons removed and then hunting them from the bt. Especially due to their ranks. Even if they missed 1 or 2 of your top hitter that will be enough to slow you down. Add in the fact just opening a tab on a person's link and that hourly refreshes are gone the 1 hr becomes the entire 8 hrs.

There are a lot of problems that exist that can make that inch you give them to defend into a shut down of a player during a lock.

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Thu May 23, 2013 5:05 am
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Wolfy Minion wrote:
Annabell wrote:
When applied, the next ship to attack the base will breach the perimeter and alert the defending legion to their presence for 1 hour.


This removes a sneak attack...literally alerts to the legion when the base in being hit.

Annabell wrote:
I've no idea what doubles glitch you're talking about, but you can't seriously be saying a few random ships being vulnerable for one hour makes any legion base invincible.


The same glitch that was in place before. This one It the multiple rewards such as badges etc. were side effects, but Dan didn't remove the glitch, just the rewards.

There are a lot of legions who only have a few hitters that actually take down a base. Placed at the right time yes they can spam and completely shut down a person who might otherwise solo the base. Think of the imperiums, you honestly think they have 100 people hitting or just 1-5.

Now imagine going after CN's base, yes your legion might have 60 some people hitting, but it won't be too hard to get the top hitters' calming amp/halcyons removed and then hunting them from the bt. Especially due to their ranks. Even if they missed 1 or 2 of your top hitter that will be enough to slow you down. Add in the fact just opening a tab on a person's link and that hourly refreshes are gone the 1 hr becomes the entire 8 hrs.

There are a lot of problems that exist that can make that inch you give them to defend into a shut down of a player during a lock.

I don't get how the glitch has anything at all to do with a Base Trap? Are you saying that more than one ship is hitting the same Krionite Mine?

It would remove the Halcyon/CAmp via attacking from that Perimeter Breach Alert link only, not via the Battle tab, just like what happens with contested planets like Exotica.

Furthermore, opening a second tab wouldn't work, just like it doesn't work to hold a planet after the planet alert has expired.

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Thu May 23, 2013 5:11 am
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Annabell wrote:
I don't get how the multidrop glitch has anything at all to do with a Base Trap?

It would remove the Halcyon/CAmp via attacking from that Perimeter Breach Alert link only, not via the Battle tab, just like what happens with contested planets like Exotica.

Furthermore, opening a second tab wouldn't work, just like it doesn't work to hold a planet after the planet alert has expired.


The extra damage needed to kill a base makes it harder to kill. More hitters hitting at the same time more damage needed.

Personally never tried it, but if you want to test it try it on me I am on exotica and have a calming amp on. Hit me from exotica and then from the leader boards. Last I heard it removes the effect.

If you keep within the arts page you and don't close out of it, you can use them indefinitely until you break the link.

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Thu May 23, 2013 5:31 am
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Wolfy Minion wrote:
The extra damage needed to kill a base makes it harder to kill. More hitters hitting at the same time more damage needed.

Personally never tried it, but if you want to test it try it on me I am on exotica and have a calming amp on. Hit me from exotica and then from the leader boards. Last I heard it removes the effect.

If you keep within the arts page you and don't close out of it, you can use them indefinitely until you break the link.

Sure, the effect is removed, but can easily be reset, as long as the conditions for setting them aren't compromised.

Also, it can be coded properly to prevent this last point, just like planets disappear when their alerts expire, no matter if a tab has it open or not. It would simply have to be a new type of alert instead of a standard PvP alert.

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Thu May 23, 2013 5:35 am
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As long as those are fixed then ya sure

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Thu May 23, 2013 5:49 am
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Item attributes aside, it's a nice mission sub-story that has room for expansion.


Thu May 23, 2013 5:21 pm
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+1

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Thu May 23, 2013 6:48 pm
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