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vladd13
Joined: Sun Sep 12, 2010 10:05 pm Posts: 943
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I was thinking a self inflicted calming amp should not show under the effects tab , but be visible after using a probe trap and along those same line we might want 2 more kinds of calming amps say one for 6 hrs and one for 24 hrs .
would change the dynamic of the game a bit if someone could not tell without a probe how long till they can attack you as it is now I can just look at effects and see exactly how long I need to wait before I can attack someone again if they have amp'd up for the night . also id like to add maybe make it so one of the calming amps prevents hacks as well
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Thu Jan 06, 2011 5:19 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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i like this idea. i do often wait for the effect to wear off if theres less than 5 hours left. if you were unable to see the exact time, as in the player just said effect truce+1 then you would not be able to tell wether it was a halc, omicron net, or calming amp. I also like the idea of different time lengths of calming amps. i usually only sleep for 6 hours tops, so it would be nice to not have to wait another 6 before i can attack someone, and likewise if i am under attack, i would like a day off.
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Thu Jan 06, 2011 6:52 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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um, you have to wait for the effect to wear off. Containment cages don't work on them... and the containment missiles do. The only person waiting is the person that used it.
Likewise omicron nets work the exact opposite way and both destroy any initiative you might have with containment missiles and cages as common as they are. They are both best used in the exact opposite way of what they are meant for; let other people use them because they're totally worthless. Dan said he might fix some aspects of them. Not being able to fight NPCs was the idea I liked since that would make logical sense and potentially alleviate the problem by providing an actual disincentive for the people that purposely gobble up halcyon traps. The only way using pacification makes sense is to use it the opposite way of how it was intended.
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Thu Jan 06, 2011 8:37 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Spoony, what are you taking about? this thread is about not posting what kind of truce artifact was used, so that either there would be no effect shown under the effects tab, or just a truce +1 so that the other players would not know what kind of artifact was used to pacify. and both ideas included removing the timer because players like me and vladd wait for the timer to expire before we attack them, instead of just passing them up.
and the other idea was to create other timed calming amps, because it is possible to run out of containment missiles. if you want the truce to also work on NPCs then go ressurrect that thread.
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Thu Jan 06, 2011 8:55 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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I thought them being useless overall might preclude the problem from being an issue. Anything over four hours would still be obviously be a calming amplifier and if they are actually attacking you (the instance when one might legitimately use a calming amp) they would pretty much know what was up and use a missile... or just wait until you are offline to do so.
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Thu Jan 06, 2011 9:43 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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no, there would be no timer. you wouldnt know how much time was left. thats the whole point. and vladd was saying you wouldnt even know they were pacified unless you used a special probe on them.
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Thu Jan 06, 2011 9:54 am |
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vladd13
Joined: Sun Sep 12, 2010 10:05 pm Posts: 943
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Vekno wrote: no, there would be no timer. you wouldnt know how much time was left. thats the whole point. and vladd was saying you wouldnt even know they were pacified unless you used a special probe on them. or Tryed hitting them
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Thu Jan 06, 2011 9:56 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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Well I apparently had a very poor understanding of the idea. I think omicron nets were taken out of the draw and nobody really uses them anyways. This is kind of just encouraging people to gobble up halcyon traps if they want to actually trick anyone. The pacification does need some kind of overhaul to not be bass ackwards and most of the stuff here seems like a decent start. Unfortunately, deleting my idiocy would mutilate the thread.
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Thu Jan 06, 2011 10:14 am |
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vladd13
Joined: Sun Sep 12, 2010 10:05 pm Posts: 943
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naw omicron nets still appear in artifact draw and I was thinking more along the lines calming amps with variations of unable to hack or unable to remove and time variations and not being able to see the calming amp truce without using a spy probe to do it .
I would also like to see a msg pop up stating your ship has been scanned whenever someone uses a probe on you but not show the name of who scanned you
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Thu Jan 06, 2011 10:36 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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SpoonyJank wrote: I think omicron nets were taken out of the draw Why would you think that?
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Thu Jan 06, 2011 5:30 pm |
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silentknight
Joined: Sun Aug 01, 2010 3:20 am Posts: 616
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Omicron nets are fine and so are calming amps for their intended purpose, it's just that c-missles are and cages are damn prevalent they almost always have the means to get rid of them.
As for not being able to see which truce effect they're under, I highly disagree with this. Nerfing the amount of halcs in the game, I fully support.
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Thu Jan 06, 2011 10:12 pm |
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vladd13
Joined: Sun Sep 12, 2010 10:05 pm Posts: 943
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I concur on the number of halcyons being changed its gotten pretty much impossible to pvp off battle tab without being halc'd unless you have trap probes and make sure to only go after those who dont show any traps ,
But I was just thinking we could add a lil mystery to the game not knowing when someone will come back up exactly would do that
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Thu Jan 06, 2011 10:18 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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just wait an hour and you can kill the guy. patience is a virtue. but i will agree it is rather annoying.
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Fri Jan 07, 2011 12:29 am |
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