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Halcyon revamp idea
http://galaxylegion.com/forum/viewtopic.php?f=6&t=41485
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Author:  playret0195x [ Sun Aug 03, 2014 1:58 am ]
Post subject:  Halcyon revamp idea

Before you say something about me being butthurt about tripping a halcyon this has nothing to do with that. (Besides hacking, I don't PvP often).

We all know how the current Halcyon traps work: When tripped it provides immunity from being attacked for 2 hours.

Many people are agitated at tripping Halcyons (due to their ignorance of the 3/5/5 rule or the lack of non-halced targets). While People hiding under halcyons aim to avoid being disabled. I think that a compromise can be made that rewards the assailant with a red badge while ensuring the target stays intact.

Two Ideas:

1. When the Halcyon is tripped it grants the attacker with a red badge. This could be introduced as a module ability (maybe)

2. Rework the Halcyon so that it auto-trips when the user's health is below 20% (or 10%).


These are just some ideas floating out there (in my head). Feel free to comment your thoughts and opinions.

Author:  senatorhung [ Sun Aug 03, 2014 2:18 am ]
Post subject:  Re: Halcyon revamp idea

playret0195x wrote:
1. When the Halcyon is tripped it grants the attacker with a red badge. This could be introduced as a module ability (maybe)

2. Rework the Halcyon so that it auto-trips when the user's health is below 20% (or 10%)

not a fan of either.

#1. the point of halcyons is to protect the user from being disabled (and raided). they can still be hacked (which is what i do to halc'd targets on my bt). red badges are awarded for disabling ships. part of being successful is being smart about which ships you target. if you keep running into halcs ... you are doing it wrong. if everyone on your bt is halc'd even after cycling thru it multiple times (to the point where you get repeats) it is time to switch out your scan.

#2. nope. the chance that a halc trips should stay random ... i have seen it trip on the killing blow (or not at all, despite the fact that i knew it was there from using a stryll trap probe). just because you set the halc should not guarantee that it goes off ... you should still be taking a chance.

instead of focusing on halcs ... the focus should be on providing better rewards for PvP to compensate for the 'grief' that halcs cause. those who can PvP intelligently will benefit.

Author:  Bomberman [ Sun Aug 03, 2014 4:29 am ]
Post subject:  Re: Halcyon revamp idea

I will keep beating this dead horse till it dies a thousand deaths. Attacking planets and raiding bases should count as offensive actions that remove halc traps. A simple change that will make the game tremendously better.

Author:  imaoize [ Sun Aug 03, 2014 4:37 am ]
Post subject:  Re: Halcyon revamp idea

-1 also a red badge is a reward to disable+1 for having halcyon off if you do offensive action no fun if you cant attack when you want to

Author:  playret0195x [ Sun Aug 03, 2014 5:14 am ]
Post subject:  Re: Halcyon revamp idea

imaoize wrote:
-1 also a red badge is a reward to disable

I have anticipated this reply...

Author:  Plagueis [ Sun Aug 03, 2014 8:03 pm ]
Post subject:  Re: Halcyon revamp idea

-1 to both

Your first idea would make it too easy to collect reds. As for the second idea, halcing shouldn't absolutely guarantee that it won't be tripped.

Author:  Pongoloid [ Sun Aug 03, 2014 9:54 pm ]
Post subject:  Re: Halcyon revamp idea

senatorhung wrote:
playret0195x wrote:
1. When the Halcyon is tripped it grants the attacker with a red badge. This could be introduced as a module ability (maybe)

2. Rework the Halcyon so that it auto-trips when the user's health is below 20% (or 10%)

not a fan of either.

#1. the point of halcyons is to protect the user from being disabled (and raided). they can still be hacked (which is what i do to halc'd targets on my bt). red badges are awarded for disabling ships. part of being successful is being smart about which ships you target. if you keep running into halcs ... you are doing it wrong. if everyone on your bt is halc'd even after cycling thru it multiple times (to the point where you get repeats) it is time to switch out your scan.

#2. nope. the chance that a halc trips should stay random ... i have seen it trip on the killing blow (or not at all, despite the fact that i knew it was there from using a stryll trap probe). just because you set the halc should not guarantee that it goes off ... you should still be taking a chance.

instead of focusing on halcs ... the focus should be on providing better rewards for PvP to compensate for the 'grief' that halcs cause. those who can PvP intelligently will benefit.
+1

Completely agree!

Furthermore, better rewards for PVP = fewer halcs ;-)

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