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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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Hi , I was thinking about a new trap for ships - A Nano Trap . This could be a renewable daily mission reward , or something from the base theory lab . trap , lasts for 1 week , when set off by an attacking ship , the Nano trap restores 5% of the defending ships hull .
I think this if you are online and getting attacked will give you a short time more breathing space , and if your offline its just another snag for the attacking ship . I dont think this is a game changing arti , but it could be useful and fun ,
what do you guys think ?
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Mon Apr 22, 2013 8:47 am |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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Quote: Nanite Burst Trap [ Trap - 1 Week ] When applied, an attacking ship has a chance to restore your hull by 5%. There we go, I've given it a name and a description for you.  +1.
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Mon Apr 22, 2013 8:50 am |
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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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Thanks mate 
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Mon Apr 22, 2013 8:53 am |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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If catching the attacker before you die while online is what you really want a sort of micro halc could work better. Gives your ship protection for 5 or 10 seconds.
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Mon Apr 22, 2013 11:00 am |
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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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Really I was just thinking of other Nanos/Nanite related items , but your idea is also good .
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Mon Apr 22, 2013 11:04 am |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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RexMundiAbu wrote: Really I was just thinking of other Nanos/Nanite related items , but your idea is also good . Well then let's stick with the 5% thing and make it a daily that uses ship bots. A ct lab discovery for just a trap would be rather annoying. All that research needs to make us something really useable and plenty of folks just don't get attacked very often.
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Mon Apr 22, 2013 11:08 am |
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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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Sounds good 
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Mon Apr 22, 2013 11:20 am |
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Golgotha
Joined: Sun Oct 02, 2011 4:14 am Posts: 541
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I like the idea, but it will need to be more than 5% to be noticeable.
15% would probably be more worth using, but I would be wary of going higher simply because otherwise it becomes waaay to easy to filter traps and spam krionus/heal at the same time
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Mon Apr 22, 2013 11:54 am |
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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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I did not really inted this arti to be *that* powerful , maybe it could start at 5% but you could upgrade it - like the theta traps to 15% . So , start with a daily renewable mission to get 1 nano burst trap per day , then once you have 5 you can trade them in for the upgraded nano burst trap , I think this would work ?
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Mon Apr 22, 2013 12:28 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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RexMundiAbu wrote: I did not really inted this arti to be *that* powerful , maybe it could start at 5% but you could upgrade it - like the theta traps to 15% . So , start with a daily renewable mission to get 1 nano burst trap per day , then once you have 5 you can trade them in for the upgraded nano burst trap , I think this would work ? I think it starts getting too complex. Think simple - The mission reward could be similar to the Klorvis Debris. - 50% chance at MK I - 5% healing power.
- 25% chance at MK II - 10% healing power.
- 25% chance at MK III - 15% healing power.
Only one can be set at any given time.
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Mon Apr 22, 2013 12:38 pm |
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RexMundiAbu
Joined: Thu Jul 14, 2011 12:24 am Posts: 331
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Very good idea mate !
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Mon Apr 22, 2013 12:56 pm |
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