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New (trap) Module (Abilities)
http://galaxylegion.com/forum/viewtopic.php?f=6&t=41483
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Author:  William Murphy [ Sat Aug 02, 2014 8:12 pm ]
Post subject:  New (trap) Module (Abilities)

the Roathir gave me an idea for a trap module.

(insert module name here)

Once the module is maxed out, you can activate it's ability for 1000 energy, 5000 exotic matter. Covers your ship in a defensive matrix for 6 hrs. Every time your ship is hit by an enemy player, there's a 5% chance your ships defenses will increase by 50% (Stacks) that lasts till the duration of the ability Disapates. (6 hrs) Cannot PVP while activated (Attack button is Greyed out). 40 hr cool down
PVE is still available.

Author:  Peticks [ Sat Aug 02, 2014 8:17 pm ]
Post subject:  Re: New (trap) Module (Abilities)

put on ssb,
have ssb guard exotica,
activate ability,
ungodly tank...

Author:  William Murphy [ Sat Aug 02, 2014 8:27 pm ]
Post subject:  Re: New (trap) Module (Abilities)

this is kind of a template peticks, not an actual suggestion. i am sure there would be coding to prevent that from happening much like the negative of tryign to hide behind a halcyon guarding a planet. this is for PVP stuff not for planetary bombardment/defense. with the uselessness that most traps we have access to now, i am suggesting that some of these new modules dan is making available, would add particular stuff liek this to module abilities.

Bigger ships need better traps than these pissant ones we have now. the Gammacron trap bay is a good start, but that one is like a replacement to the thetacron trap that most of us have given up on activating for the sheer ridiculousness of it or it's little brother Omicron, not even being a speed bump on most attacking ships. all it's really good for is letting you know HEY! someone is shooting at you.

Module traps i think would be a better option. they'd last longer, be better defending, and cost more, with an equal drawback as to not be too Over powered, but be enough of a deterrent for a limited time to give you a moments peace if you had other things to attend to. you can have other perimeters that would be road blocks to some of these, like cant be activated if you have invaded a planet in the last 48 hrs. ect. i am not suggesting a shield to hide behind when you've done something deserving of a spanking, and i am not suggesting that any module be a way around exoticas perimeters. This is about brainstorming and pitching new ideas for Dan to consider from us all.

MAYBE even activating a self releasing (when triggered by attacking ship) a Cluster bomb effect. Like an attacking ship would activate 10-20 omicron mines or Thetacrons. Hell even call it a Mine layer module.

Author:  kirkeastment [ Sat Aug 02, 2014 8:52 pm ]
Post subject:  Re: New (trap) Module (Abilities)

So a 6 hour ability that every time you're hit, has a 5% chance of boosting your defense by 50% and that stacks?

The Gemini Cannons have a 2% proc rate each, and i will get 30 of those notifications trying to disable a player these days, can someone math out what 20 * 50% defense boost would be on a ship with just 10k defense, and i think we'll see why its a bad idea.

It effectively makes a player unkillable for 6 hours, and there's already an item for that, the halcyon trap + calming amplifier combination.

In your post above mine, you say;

Quote:
i am not suggesting a shield to hide behind when you've done something deserving of a spanking


If that's the case, then the player can very well use a calming amp + halcyon combo and be safe for 6 hours. :)

Author:  Pennsyltucky [ Sun Aug 03, 2014 3:35 am ]
Post subject:  Re: New (trap) Module (Abilities)

-1

Author:  Bomberman [ Sun Aug 03, 2014 4:36 am ]
Post subject:  Re: New (trap) Module (Abilities)

- 1. So long as emp's are stackable, defense is completely meaningless.

Author:  Plagueis [ Mon Aug 04, 2014 5:27 am ]
Post subject:  Re: New (trap) Module (Abilities)

Bomberman wrote:
- 1. So long as emp's are stackable, defense is completely meaningless.


Not entirely true. It's meaningful when you're on the offense (provided you aren't getting spammed at the time). And if someone spams with emp's, it limits their tm usage.

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