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 Halcyons- not banning, limiting 
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Joined: Wed Sep 26, 2012 8:50 pm
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I was thinking...I know dangerous right??...anywho. Halcs are available for people who don't PvP and don't want to get killed. Perfectly understandable and I'm NOT calling for a ban on Halcs.

What I was thinking is limiters.

1) If you have the reps harmful, deadly, savage, or insane, no halcs.
2) If you have all for autocannons online, no halcs.
3) If your kills are higher than your killed, no halcs.

I know there will be a ton of "-1"s but I still am interested in feedback to see if this thought can become more developed. Don't kill me too harshly :D


Mon Apr 22, 2013 3:31 am
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I like Halcyons the way they are now. Just make them always trip on the first hit and then and problems it might have, solved... Now not being able to bump off the 0'd players on my BT...

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Mon Apr 22, 2013 3:36 am
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Joined: Fri Jul 29, 2011 9:31 pm
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+1

This would prevent people from going on a rampage, waiting 24 hrs, then using a halc when their action counter resets.


Mon Apr 22, 2013 3:38 am
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James2003 wrote:
+1

This would prevent people from going on a rampage, waiting 24 hrs, then using a halc when their action counter resets.

What exactly is wrong with this? 24 hours is quite a long time and if someone has to go for a day or two, that Halcyon good keep them from gaining another death. I don't see the problems everyone is complaining about. If you want to retaliate at someone who attacked you, do it within 24 hours.

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Mon Apr 22, 2013 3:39 am
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Joined: Tue Dec 27, 2011 6:29 pm
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No thanks
-1

My rep is currently at Harmful but I don't PvP and I don't want to lose my ability to use a Halcyon trap.


Mon Apr 22, 2013 4:25 am
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-1. bad idea.

I also like Halcyons the way they are now. Everyone needs to take a break sometime, regardless of their rep or what's installed on their ship.

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Mon Apr 22, 2013 4:34 am
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zackgiddings93 wrote:
I was thinking...I know dangerous right??...anywho. Halcs are available for people who don't PvP and don't want to get killed. Perfectly understandable and I'm NOT calling for a ban on Halcs.

What I was thinking is limiters.

1) If you have the reps harmful, deadly, savage, or insane, no halcs.
2) If you have all for autocannons online, no halcs.
3) If your kills are higher than your killed, no halcs.

I know there will be a ton of "-1"s but I still am interested in feedback to see if this thought can become more developed. Don't kill me too harshly :D


#1 and #3 are redundant, the reps are based on the kill difference and killed difference...

I think halc is fine, there is already a limit of no offensive action and that's sufficient IMO. I dunno about you guys, but I have way more traps than I can use, so further limiting them would be silly. If you want to see fewer halc, come up with good CTL recipe or missions that use halcs. If halc becomes 20 CTP each somehow, we will certainly see fewer of them being used.

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Mon Apr 22, 2013 4:43 am
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zackgiddings93 wrote:
I was thinking...I know dangerous right??...anywho. Halcs are available for people who don't PvP and don't want to get killed. Perfectly understandable and I'm NOT calling for a ban on Halcs.

What I was thinking is limiters.

1) If you have the reps harmful, deadly, savage, or insane, no halcs.
2) If you have all for autocannons online, no halcs.
3) If your kills are higher than your killed, no halcs.

I know there will be a ton of "-1"s but I still am interested in feedback to see if this thought can become more developed. Don't kill me too harshly :D

I don't want to sound mean, but you've just posted the worst suggestion, to date.

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Mon Apr 22, 2013 6:26 am
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The whole idea is bad.

If you want to some how have a harm and be hamed thing. we could make it so you can trap up and not have to be attacked like the hac that will help passive people. then you give people set amounts of points and have them lose the points when there attacked hack or raided. cause of this no one passive will get hit to many time. THEN! any time you do any thing you get a 3 points! by doing it like this the more you attack for more points you get but at 3 points per active you get hit back 2x or some times 3x harder then that you give out. Almost having a you can take , but the galaxy will take more kinda thing. I think it would force people to be stronger.

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Mon Apr 22, 2013 6:51 am
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The only thing that needs to be just about Halcs, is the problem with all traps in general. I do not mind hitting a halc, but to hit a krio, use a null and then hit a halc is annoying. All traps should have an equal chance of going off, not in the order they were set. This is less of a problem if you have a ton of nulls, I used up my supply of 120 or so to get 500 disables recently, so pretty good going, but the majority of nulls I used were on ships I then hit a halc on.

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Mon Apr 22, 2013 7:20 am
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brandnew99 wrote:
The only thing that needs to be just about Halcs, is the problem with all traps in general. I do not mind hitting a halc, but to hit a krio, use a null and then hit a halc is annoying. All traps should have an equal chance of going off, not in the order they were set. This is less of a problem if you have a ton of nulls, I used up my supply of 120 or so to get 500 disables recently, so pretty good going, but the majority of nulls I used were on ships I then hit a halc on.

that happened to me about 5 times in the course of ~100 disables. it's what trap probe is meant for.

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Mon Apr 22, 2013 7:37 am
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The solution to the Null Fuse "problem":

Don't hit players with 3/5/5 actions.

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Mon Apr 22, 2013 8:13 am
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Limiting halcs per combat rep? HELL NO -1111110000000

Making them much more rare in the arti production? yes +1

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Mon Apr 22, 2013 9:02 am
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failname wrote:
Limiting halcs per combat rep? HELL NO -1111110000000

Making them much more rare in the arti production? yes +1

All artifacts have an equal pull-rate in AP shipments -- It's only the cost that differs, although modifying that would do too little, too late. I've already got hundreds myself.

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Mon Apr 22, 2013 9:04 am
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XxDarthDexterxX wrote:
failname wrote:
Limiting halcs per combat rep? HELL NO -1111110000000

Making them much more rare in the arti production? yes +1

All artifacts have an equal pull-rate in AP shipments -- It's only the cost that differs, although modifying that would do too little, too late. I've already got hundreds myself.

Only hundreds?... iv'e got thousands, if they were more rare, the supply's would dwindle, eventually they would actually be worth something.

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Mon Apr 22, 2013 9:05 am
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NO CHANGING HALCS!!!

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Mon Apr 22, 2013 12:13 pm
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i think increasing demand in them via missions and rarity would be good, and DEFINATELY +1 to having them trigger on first hit


Mon Apr 22, 2013 2:23 pm
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#1 and #3 go together. With that said, I think it'd be fun to see that change put into place :twisted:

In all seriousness though, I don't have a problem with halcs.

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Mon Apr 22, 2013 3:02 pm
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zackgiddings93 wrote:
1) If you have the reps harmful, deadly, savage, or insane, no halcs.
2) If you have all for autocannons online, no halcs.
3) If your kills are higher than your killed, no halcs.

Seriously??

You do realize that people who PvP don't ALWAYS PvP? Right? We take much needed breaks too and alot of us appreciate the friggin halc. So -1.

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Mon Apr 22, 2013 4:12 pm
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-1 to changes to the trap~

Traps aren't meant to be considerate towards the attackers >.>

Attacker: I'mma attack this ship!
Traps: Right guys, he's attacking us. let's not cost him a null god forbid~ Halc, you first! then the rest of us can go for the next one.


If a shift in rarity occurs, an increase to their effectiveness should go hand in hand. why should anyone 'pay' more AP to get a trap that does the same thing as the cheaper version because some pvpers can't handle the loss of a nullfuse

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Mon Apr 22, 2013 4:13 pm
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