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Remove halcyon trap with successful base raids
http://galaxylegion.com/forum/viewtopic.php?f=6&t=38353
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Author:  fifedog23 [ Sat Oct 12, 2013 3:34 pm ]
Post subject:  Remove halcyon trap with successful base raids

I'd like to see base raids count as an offensive action that removes halcyon traps. Same sort of idea as attacking planets. You can help take down the pop but if you invade you lose your halc. For bases you can help kill but if you raid you lose your halc. Would open up pvp a lot more.

Author:  Xeno [ Sat Oct 12, 2013 5:50 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

-1 to this idea

Author:  KxG Ryoko [ Sat Oct 12, 2013 6:31 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

Better yet, remove halcyon traps when attacking planets/bases.

As much as I'm an advocate of not changing the halcyon trap for any reason regarding PvP, I find it stupid that attacking a player(not that damaging tbh)is apparently worse than stealing a planet or disabling a base (both far more damaging in terms of production)

Author:  Billik [ Sat Oct 12, 2013 8:03 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

Stealing a planet does bring your actions up 1 :roll:

Author:  itsSoulPLayAgain [ Sat Oct 12, 2013 8:35 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

Billik wrote:
Stealing a planet does bring your actions up 1 :roll:

what if it was 100!?

Author:  Uy23e [ Sun Oct 13, 2013 12:30 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

Billik wrote:
Stealing a planet does bring your actions up 1 :roll:


invasion does, attack does not. Not entirely sure about artifact and abilities.

Anyway, I would consider changing a flat 24 hours rule on halc to depend on the offense a bit. The current ones don't need changing, but minor stuff currently not included like base battle and planet attacks can be 2-8 hours.

Author:  Billik [ Sun Oct 13, 2013 2:22 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

If I do half a disable it shouldn't count against me, actions go up for being successful, failure doesn't need acknowledgement

Author:  Namekian [ Sun Oct 13, 2013 11:25 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

You can attack players whilst you are under the halcyon trap, however if you disable them, raid, hack or use any offensive artifacts against them, for example emp. Then they lose the halcyon trap, but again who attacks a player to not disable them?

However in terms of raiding or attacking bases or attacking planets I have to say -1. I can only see negative outcomes for this, and all I see is another player crying about halcyon's and begging them to be removed from players.

Author:  Pongoloid [ Sun Oct 13, 2013 10:35 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

I've always thought that was kind of funny you can mess with other people's bases/planet populations without consequence, too. I mean, you're either pacified or not, right?

Now, I don't think depopping a planet or hitting a base should break your ability to halc, but if there was a way for it to deactivate your halc every time you do it (so your only options are to continually reset or stop if you want PVP safety), I'd be all for it. I mean, unless hitting other people's bases and planets isn't an offensive action.

:o

Author:  Jessica [ Tue Oct 15, 2013 3:40 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

No no no. -10000 on this. Horrible idea.

Author:  Deigobene [ Tue Oct 15, 2013 4:06 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

Yeah, personally I don't think PvP and Base conflict should interact in this way.
I just don't think base attacks should count as an offensive action for PvP.

Having said that, I'm not sure why attacking (but not attempting to invade) a planet doesn't count, but I see that as a separate issue to base combat.

Author:  Fireblade [ Tue Oct 15, 2013 4:48 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

Deigobene wrote:
Yeah, personally I don't think PvP and Base conflict should interact in this way.
I just don't think base attacks should count as an offensive action for PvP.

Having said that, I'm not sure why attacking (but not attempting to invade) a planet doesn't count, but I see that as a separate issue to base combat.



Same goes for pvp though I can attack you all I want as long as I don't disable hack or raid you my halc will remain in tact.

Author:  Deigobene [ Tue Oct 15, 2013 5:22 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

Fireblade225 wrote:
Deigobene wrote:
Yeah, personally I don't think PvP and Base conflict should interact in this way.
I just don't think base attacks should count as an offensive action for PvP.

Having said that, I'm not sure why attacking (but not attempting to invade) a planet doesn't count, but I see that as a separate issue to base combat.



Same goes for pvp though I can attack you all I want as long as I don't disable hack or raid you my halc will remain in tact.


Yeah, great point Fireblade, that doesn't make a lot of sense to me either.

Author:  Malevolentia [ Tue Oct 15, 2013 6:20 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

Namekian wrote:
You can attack players whilst you are under the halcyon trap, however if you disable them, raid, hack or use any offensive artifacts against them, for example emp. Then they lose the halcyon trap, but again who attacks a player to not disable them?

However in terms of raiding or attacking bases or attacking planets I have to say -1. I can only see negative outcomes for this, and all I see is another player crying about halcyon's and begging them to be removed from players.


I'm going to clarify this.

If you set a halcyon trap and attack an enemy ship then you do not lose the halcyon trap. If you disable an enemy ship then a set halcyon trap disappears.

If you are under a Halcyon Aura, however, you cannot even attack enemy ships or planets. The only way, I am aware of, to remove the halcyon aura (Or the truce produced by a calming amplifier) is to use offensive artifacts on an enemy planet.

Back to the OP, I support that you should not be able to set a halcyon trap if you have attacked a planet in the past 24 hours, however I am unsure about how I feel in regards to hitting bases. Planets are a lot more personal.

Author:  itsSoulPLayAgain [ Tue Oct 15, 2013 9:47 pm ]
Post subject:  Re: Remove halcyon trap with successful base raids

I dont like the idea. On base raids it only means you get to hit after they kill or base and harm your drops. Also they dont have to raid they could just farm you for silvers. Seems rather pointless cause 3,4,4 is much the same as losing a planet. that amount of actions are not worth it. they can be 48,50,50 and we would still lose more then we gain. Witch is why I would -1.

It was also suggested here , or some where. that When you atk a base you lose your halc. that Idea I like and hate for the fallowing reasons.

The pro's to that idea, would be base combat would be more of a legion dog fight. An Idea that sounds fun. attacking getting bombed atk'ed back . caging and hitting again till they realize your on your feet is fun. been on the receiving end of that is it was grate. I think this would be a Very fun addition. Letting the player hunt and fight the enemy better.

the major con In this I see is I think it would make base combat two hard , Ninjaing aside. most bigger bases in top legions would probably be able to keep the other team down. With all the players hitting losing there halc, and amps I doubt the top legions bases would fall if they have an active legion ready to get there hands dirty. Im not sure how this would effect mid and lower ranks legions. but i imagine they would face the same difficulties in there own base locking. but it would give them a better chance to survive.

Seem's our new trend is to keep adding % mods to bases make them stronger and stronger. I kinda feel this short changes the little guys to help keep he bigger guys in check. Perhaps rather then making bases stronger with new fancy mods we can make a change that focuses more on player activity and involvement more fighting to keep the base alive.

Losing the hacl and amp is some thing I would support but i think that idea needs more tweaking then just a simple change.

Author:  Mwchism [ Wed Oct 16, 2013 12:22 am ]
Post subject:  Re: Remove halcyon trap with successful base raids

Malevolentia wrote:
Namekian wrote:
You can attack players whilst you are under the halcyon trap, however if you disable them, raid, hack or use any offensive artifacts against them, for example emp. Then they lose the halcyon trap, but again who attacks a player to not disable them?

However in terms of raiding or attacking bases or attacking planets I have to say -1. I can only see negative outcomes for this, and all I see is another player crying about halcyon's and begging them to be removed from players.


I'm going to clarify this.

If you set a halcyon trap and attack an enemy ship then you do not lose the halcyon trap. If you disable an enemy ship then a set halcyon trap disappears.

If you are under a Halcyon Aura, however, you cannot even attack enemy ships or planets. The only way, I am aware of, to remove the halcyon aura (Or the truce produced by a calming amplifier) is to use offensive artifacts on an enemy planet.

Back to the OP, I support that you should not be able to set a halcyon trap if you have attacked a planet in the past 24 hours, however I am unsure about how I feel in regards to hitting bases. Planets are a lot more personal.


You can hack while you're pacified and it will remove the effects

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