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Base traps. http://galaxylegion.com/forum/viewtopic.php?f=6&t=35658 |
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Author: | Wolfy Minion [ Mon May 20, 2013 7:23 pm ] |
Post subject: | Base traps. |
They suck to the point that when we see legions using them we cheer because that means one less repair. So I am offering a few modifications to them. Inverse Energy Vortex [ Trap - 1 Day ] When applied, the next ship to damage the base will increase the bases' attack by 10% of that ship's attack rating. Costs: 2 Ability Points 1 Warp Arch Module(s) Installed 3+ Inergon (Loyal Members) Use (2) Most bases have either enough attack that I have to repair at least once, the additional damage usually doesn't make me do it a second time and for the most part the attack added is <10k. I think this can be improved if it caused attackers to use 10 energy instead of 5 for the same duration. At least then the defending base might consider having a few people switch to Inergon to help defend the base. Remote Intrusion Lowers the attack of the current 3 top base damagers by 90%. Lasts 2 hours. Costs: 3 Ability Points 1 Base Comm Interlink Module(s) Installed Target Locked & Damaged 3+ Hacker Professions (Loyal Members) It's broken...get rid of it. The only other possible use this could have, is a spiteful act where the top 10-20 damagers can't use terminals. Krionite Minefield [ Trap - 1 Day ] When applied, the next ship to attack the base will be dealt damage equal to 50% of its maximum hull + shield. Costs: 1 Ability Points Base Level: 3+ 3+ Saboteur Professions (Loyal Members) 1 mine...really? It is MineFIELD. Make it be a duration trap, for 5-10 minutes the base will deal 10-20% damage. Attackers have to repair more often or not attack at all. |
Author: | Cendant [ Mon May 20, 2013 7:43 pm ] |
Post subject: | Re: Base traps. |
Wolfy Minion wrote: Krionite Minefield [ Trap - 1 Day ] When applied, the next ship to attack the base will be dealt damage equal to 50% of its maximum hull + shield. Costs: 1 Ability Points Base Level: 3+ 3+ Saboteur Professions (Loyal Members) 1 mine...really? It is MineFIELD. Make it be a duration trap, for 5-10 minutes the base will deal 10-20% damage. Attackers have to repair more often or not attack at all. Idea to replace with. Make it a little bit like gemini cannons [ Trap - 1 Day ] When applied, the next ship to attack the base will arm the minefield. Any attack to the base in the next 30 mins has a chance to deal damage equal to 10% of the attacker's maximum hull + shield. Wolfy Minion wrote: Remote Intrusion Lowers the attack of the current 3 top base damagers by 90%. Lasts 2 hours. Costs: 3 Ability Points 1 Base Comm Interlink Module(s) Installed Target Locked & Damaged 3+ Hacker Professions (Loyal Members) It's broken...get rid of it. The only other possible use this could have, is a spiteful act where the top 10-20 damagers can't use terminals. Could be like a Tactical Inner Bypass Deactivates up to 5 weapons or defense modules of the current 3 top base damagers. |
Author: | LukeD [ Mon May 20, 2013 7:45 pm ] |
Post subject: | Re: Base traps. |
I'd love to see CT Lab blueprints for more/new Base traps/artefacts... |
Author: | Tree7304 [ Mon May 20, 2013 7:45 pm ] |
Post subject: | Re: Base traps. |
10 energy a hit instead of 5 sounds terrible. This trap should stick to the idea of making the defending base stronger, if it did a defense boost as well as an attack boost it would be good. Remote Intrusion is broken so just get rid of it. Or make it target the top 5 people and they are stuck with the debuff for 15 minutes Minefield I like Cendant's idea. |
Author: | Wolfy Minion [ Mon May 20, 2013 8:01 pm ] |
Post subject: | Re: Base traps. |
Cendant wrote: Idea to replace with. Make it a little bit like gemini cannons [ Trap - 1 Day ] When applied, the next ship to attack the base will arm the minefield. Any attack to the base in the next 30 mins has a chance to deal damage equal to 10% of the attacker's maximum hull + shield. I forgot to put in the chance element, but yes that was what I was going for. Cendant wrote: Could be like a Tactical Inner Bypass Deactivates up to 5 weapons or defense modules of the current 3 top base damagers. That just is so necessarily annoying. Tree7304 wrote: 10 energy a hit instead of 5 sounds terrible. This trap should stick to the idea of making the defending base stronger, if it did a defense boost as well as an attack boost it would be good. Remote Intrusion is broken so just get rid of it. Or make it target the top 5 people and they are stuck with the debuff for 15 minutes Minefield I like Cendant's idea. Fair enough If dan fixes it I think it might work, that was the idea of it in the first place, but that didn't work out well. |
Author: | elerian [ Mon May 20, 2013 8:06 pm ] |
Post subject: | Re: Base traps. |
id actually like to see an applicable use for badges in your legion base, 100 blue badge to put a truce effect on the defending base for 30 minutes - 1 hour 100 red badges to increase attack output of base by 30% for 1 hour 50 yellow badges to prevent your base from being raided << through that in there because I like to spite people, its fun ![]() ^^ I made these up off the top of my head, but you get the idea. It would just be nice if the badge system were more versatile than simply buying artifacts, might breath a new breath of life into pvp. heck : 10 green badges = 1 time use arti for free planet invade. |
Author: | Cendant [ Mon May 20, 2013 8:10 pm ] |
Post subject: | Re: Base traps. |
elerian wrote: 100 blue badge to put a truce effect on the defending base for 30 minutes - 1 hour Any truce / halc type effect for bases is overpowered IMO |
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