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 Hallows bane trap bay 
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Installs a Hallows bane trap bay... size 30, attack 100, passive ability: Chance a hallows bane trick will me built and added to your cargo for later use (limit 3 per ship), has a 15% chance for successful drop, at 00:00:00 galactic server time, with all three installed that is a 45% chance.

This weapon has to be constructed, costs 50 hallows bane tricks, 100 ship bots and 500 energy. Once you obtain the blue prints for this rare weapon it can be constructed in the CTL but only you can see it, anyone who has not discovered the blue prints themselves wont have access..

The blue prints can be discovered by a Extremely rare/Boss Hallows Bane Tricker/Trapper... this boss is a one player only boss and it is non shareable, If you are lucky enough to find it (and disable it) the blue prints are yours.

EDIT: No longer 3.3'% each, now 15% to greatly make use for it's ability.

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Last edited by Namekian on Tue Oct 22, 2013 3:49 pm, edited 2 times in total.



Sat Oct 19, 2013 8:59 pm
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-1

Useless for most of the year and when the time comes a little NPCing will get you plenty of traps.

I don't meant to offend but I've seen a lot of suggestions from you, most of which weren't great. Please actually think about how useful any ideas you have would be.

Anybody who NPCs enough to gather the 50 Bane Tricks needed for this module has enough bane tricks to not need it.

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Mon Oct 21, 2013 8:52 pm
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Malevolentia wrote:
-1

Useless for most of the year and when the time comes a little NPCing will get you plenty of traps.

I don't meant to offend but I've seen a lot of suggestions from you, most of which weren't great. Please actually think about how useful any ideas you have would be.

Anybody who NPCs enough to gather the 50 Bane Tricks needed for this module has enough bane tricks to not need it.



There are plenty of threads where people want new PVP traps. I think his idea deserves slightly more credit than you are giving him here.


Mon Oct 21, 2013 9:17 pm
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Dr Doom wrote:
Malevolentia wrote:
-1

Useless for most of the year and when the time comes a little NPCing will get you plenty of traps.

I don't meant to offend but I've seen a lot of suggestions from you, most of which weren't great. Please actually think about how useful any ideas you have would be.

Anybody who NPCs enough to gather the 50 Bane Tricks needed for this module has enough bane tricks to not need it.



There are plenty of threads where people want new PVP traps. I think his idea deserves slightly more credit than you are giving him here.


I think we have enough pvp traps, people already complain about the ones we have.

No new traps please.


Tue Oct 22, 2013 12:12 am
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The hallows bane trick isn't even a new PvP trap, it already exists. At a little over 2 traps a week, you're looking at maybe 120 in a year... Presuming all the modules are installed. It costs 150 to make these modules and by the time you've made your money back, so to speak, you've already gone through another bane event and collected loads more traps.

EDIT:

Did the maths wrong. You'd get far less traps at 36.5 per year (10% chance of 1 per day).

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Tue Oct 22, 2013 12:54 am
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Instead of saying what you dislike about it can you please give positive feedback so I can expand on it,
To say you can only get one chance a year to get as many as possible I think it is a pretty useless trap to have in the game.

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Tue Oct 22, 2013 3:30 pm
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i't already useless......
all it does is cost the attacker 1 Null Fuse, you already have Krionus Virus Trap, for that..... and if you have high enougth artifact production that realy doesnt matter

only thing it's good for is getting the "Trick or Treat" medal


so, 90 decks for a 10% or 45% chance pr day to get 1 hallows bane trick, is basickly just a wast of decks

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Tue Oct 22, 2013 5:54 pm
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Now, a rather extreme variation on this might be a halloween mission, available in the month of October for two weeks or something. However many completions (Say 15 and make it a daily with a very high energy consumption) which ends in you getting an ally with an ability similar to the Gemini Cannon except it does % damage to defense (and stacks maybe) when you are under attack.

However, we already have a Halloween ally.

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Tue Oct 22, 2013 6:10 pm
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DarkMar wrote:
i't already useless......
all it does is cost the attacker 1 Null Fuse, you already have Krionus Virus Trap, for that..... and if you have high enougth artifact production that realy doesnt matter

only thing it's good for is getting the "Trick or Treat" medal


so, 90 decks for a 10% or 45% chance pr day to get 1 hallows bane trick, is basickly just a wast of decks


How is costing the attacker more artifacts that are not trade-able, making it useless? at least with a way of generating them all year round it will make them more common, but of cause it will have to be a bane themed passive ability

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Tue Oct 22, 2013 6:42 pm
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Namekian wrote:
How is costing the attacker more artifacts that are not trade-able, making it useless? at least with a way of generating them all year round it will make them more common, but of cause it will have to be a bane themed passive ability


when you have 1000+ Null Fuses saved up and just sitting in your cargo, trust me where it cost 1, 2 or 3 to Kill, hack and raid a target doesn't realy matter

also at my rank, players actualy start thank you for running one, so they can work on getting theire "Trick or Trick (treat)" medal

Code:
** hours, ** mins ago From: *******
thanks for the bane! good luck, mate

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Tue Oct 22, 2013 6:47 pm
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Namekian wrote:
Installs a Hallows bane trap bay... size 30, attack 100, passive ability: Chance a hallows bane trick will me built and added to your cargo for later use (limit 3 per ship), has a 15% chance for successful drop, at 00:00:00 galactic server time, with all three installed that is a 45% chance.

This weapon has to be constructed, costs 50 hallows bane tricks, 100 ship bots and 500 energy. Once you obtain the blue prints for this rare weapon it can be constructed in the CTL but only you can see it, anyone who has not discovered the blue prints themselves wont have access..

The blue prints can be discovered by a Extremely rare/Boss Hallows Bane Tricker/Trapper... this boss is a one player only boss and it is non shareable, If you are lucky enough to find it (and disable it) the blue prints are yours.

EDIT: No longer 3.3'% each, now 15% to greatly make use for it's ability.


the problem with this suggestion is that you are trying to make a seasonal trap usable year round. The bane trick was created specifically for Halloween. The NPC that drop them only come out for about 3 weeks or so per year. Once the Banes are gone you have no more access to new ones, only the ones you have collected during that time. This is the way it's supposed to be.
Not to mention the way you put the idea forth is flawed.You suggest that the "blueprints" to make this trap bay is dropped by an extremely rare NPC and then created in the CT lab using that blueprint. Thats not the way the ct lab works, it doesnt work off of blueprints it works off of research points. It would work better as a mission available at the same time as the Banes.

It would have been better to suggest that the trap bay was a "discover-able" item in CT Lab used to produce a "new" kind of trap instead of trying to extend the bane trick year round.
With that said, i would have still given the idea a -1 because the game just doesnt need to add, take away or alter traps, we have enough and they work just fine as they are.


Wed Oct 23, 2013 12:45 am
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SpaceCaseAce wrote:
Namekian wrote:
Installs a Hallows bane trap bay... size 30, attack 100, passive ability: Chance a hallows bane trick will me built and added to your cargo for later use (limit 3 per ship), has a 15% chance for successful drop, at 00:00:00 galactic server time, with all three installed that is a 45% chance.

This weapon has to be constructed, costs 50 hallows bane tricks, 100 ship bots and 500 energy. Once you obtain the blue prints for this rare weapon it can be constructed in the CTL but only you can see it, anyone who has not discovered the blue prints themselves wont have access..

The blue prints can be discovered by a Extremely rare/Boss Hallows Bane Tricker/Trapper... this boss is a one player only boss and it is non shareable, If you are lucky enough to find it (and disable it) the blue prints are yours.

EDIT: No longer 3.3'% each, now 15% to greatly make use for it's ability.


the problem with this suggestion is that you are trying to make a seasonal trap usable year round. The bane trick was created specifically for Halloween. The NPC that drop them only come out for about 3 weeks or so per year. Once the Banes are gone you have no more access to new ones, only the ones you have collected during that time. This is the way it's supposed to be. Partually agree however my opinion is that if it comes from a limited Halloween weapon it should be fair to be able to produce traps although I do agree that they are created for halloween
Not to mention the way you put the idea forth is flawed.You suggest that the "blueprints" to make this trap bay is dropped by an extremely rare NPC and then created in the CT lab using that blueprint. Thats not the way the ct lab works, it doesnt work off of blueprints it works off of research points. It would work better as a mission available at the same time as the Banes. This is wrong
blue prints can be unlocked when you discover the item


It would have been better to suggest that the trap bay was a "discover-able" item in CT Lab used to produce a "new" kind of trap instead of trying to extend the bane trick year round.
With that said, i would have still given the idea a -1 because the game just doesnt need to add, take away or alter traps, we have enough and they work just fine as they are.

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Wed Oct 23, 2013 6:10 pm
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Namekian wrote:
SpaceCaseAce wrote:
Not to mention the way you put the idea forth is flawed.You suggest that the "blueprints" to make this trap bay is dropped by an extremely rare NPC and then created in the CT lab using that blueprint. Thats not the way the ct lab works, it doesnt work off of blueprints it works off of research points. It would work better as a mission available at the same time as the Banes.

This is wrong
blue prints can be unlocked when you discover the item



no it's not wrong Namekian,
Blueprints Never unlocks TC lab items...... and once an item is in the TC lab all players who have acces to the lab can build it
That is how the system works

what blueprints do is alow you to Build systems and structurs directly from the same menu you use to build standart structures
like the, Prejoran Power-Diffuser Blueprint you get from the prejoran chain or the Exotic Turret, Exotic Barrier and Exotic Lab blueprints you can pick up from the exotic chain

nothing wrong in the needing to get a blueprint to get the Hallows bane trap bay,
but then you wouldnt need to build it in the TC lab, but you would be able to build it directly from the "install new weapon" option

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Wed Oct 23, 2013 7:14 pm
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The CT-Lab allows the legion to research new 'discoveries'. A discovery is a special blueprint/formula that allows lab-users to convert artifacts into newer, more powerful artifacts. Unlike normal research, discoveries are completely random and are intended to be a way for members to constantly spend research points after they have completed most of the tiers.


Quote from the wiki

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Sat Oct 26, 2013 1:39 pm
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i think you misunderstand the meaning of a blueprint... Basically, blueprint ingame is something for your ship only, CT lab is for your whole legion proviging they are loyal and that you have a ct lab installed. Blueprints are found by only missions as far as i am aware. CT lab items are found from spending research points to try to discover new ones in the ct lab. Hope this explains it a bit better for you. I like the idea of a module but i would say that we have enough traps, also seasonal event so things should stay seasonal. I like the idea of there being a mission chain etc for the event, possibly unlocks an npc which drops a different type of bane weapon or energy+ cloak mod perhaps...

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Sat Oct 26, 2013 2:04 pm
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Namekian wrote:
Quote from the wiki


just becourse you can find a text on wiki, doesnt make it true
lots of errors and outdated info on Wiki GL

until a few days ago, Wiki Gl claimed that the Griw prime was imune to improved mind influence
viewtopic.php?f=3&t=38429

that one have been fixed now....


as for blueprints the BP's you can pick up atm are

buildings
Anti-Resistance Base Blueprints - Attack on the Resistance mission
Exotic Barrier Blueprints - Exotic Revelations mission
Exotic Lab Blueprints - Exotic Innovation mission
Exotic Turret Blueprints - Exotic Endeavours mission
Prejor Barrier Blueprints - Slaves to the Cause mission
Sulcation Portal Blueprints - Portal Prototypes mission

ship modules
Signal Processor Blueprints -Signal Alignment mission
Prejoran Power-Diffuser Blueprints - Defense Against the Prejor mission

all these comes from mission and unlock building and standart ship modules you can build from the construct menues
none of the blueprints unlock anything in the TC lab....


you also got Council Base + Soldier Outpost from tier rewards (ending x missions)
but got those a long time ago so not 100% sure where or not you got Blueprints for thses 2 or the buildings just unlocked

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Sat Oct 26, 2013 6:53 pm
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