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 New Defensive Traps 
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Joined: Mon Nov 29, 2010 9:48 am
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i hate null fuses as they completely negate the effectiveness of traps in their current existance in the game. The current traps are

*Halcyon Trap- puts a truce effect on attacking player for 1 hour.
*Krionus Virus Trap- reduces attacking players attack by 90%
*Hallows Bane Trick- reduces attacking players defense by 50%
*Quantum Firewall- reduces attacking players cloak by 99.99%
*Omicron Mine- instantly gives attacking player 400 damage
*Thetacron Mine- instantly gives attacking player 2500 damage

these are all 'offensive traps' that can be removed with a null fuse. rather useless now if you ask me. we now need 'defensive traps' (this has been suggested before but no ideas were brought forth) my new ideas for defensive traps are

PvP Traps-
*EMP Disruption Trap- provides the defending player with truce effect for 2 (or 4) hours, defending player cannot attack other players or npcs (to balance).
*Thetacron Surge Trap- provides the defending player with 900% attack bonus towards attacking players while defending
*Nanite Energy Refraction Trap- provides the defending player with a 500% defesive bonus towards attacking players while defending
*Nanospider Drones- instantly repairs/recharges defending players hull/shields

Hacking Traps-
*Counter-Hack Worm- defending player steals up to 10% of attacking players current research reserve.
*Databank Purge Virus- randomly fluxes one of the defending players currently occupied planets
*Ship Firewall- gives a 1000% boost to the defending players scan against attacking players while defending
*Trans-Dimensional Phaseshift- gives defending player 1000% cloak boost towards attacking player while defending (while this would not give the player any outright advantage in missions or hacking, it would prevent them from showing up on the battle tab or their modules being seen by other players)

Raiding Traps-
*Red Alert- gives the defending player double crew points when going into a raid

i have not specified times for most of the traps, if these are implimented i will leave it up to dan to decide balance issues for timers. other suggestions for defensive traps are welcome, as the more suggestions the better so that dan might implement some.

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Wed Mar 09, 2011 8:52 am
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Joined: Sat Sep 18, 2010 9:25 pm
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Ok.. I admit that it's abit late and my mind might be rusty, but how can a Null Fuse remove a mine? :p

heh.. Aside from not being able to resist yanking your chain a little, I think having a new version of traps in the works is a pretty creative idea.

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Wed Mar 09, 2011 8:57 am
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Razorback wrote:
Ok.. I admit that it's abit late and my mind might be rusty, but how can a Null Fuse remove a mine? :p

heh.. Aside from not being able to resist yanking your chain a little, I think having a new version of traps in the works is a pretty creative idea.


lol i ALMOST didnt put em in there, but i thought for a comprehensive list of traps i should have included it... :p anyway, thnx for the support!

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Wed Mar 09, 2011 9:08 am
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anyone got any other ideas for defensive traps? or is my list comprehensive. ;)

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Wed Mar 09, 2011 8:17 pm
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Trap Effects

Null Fuse Trap - Null Fuses are 80% less effective, resulting in chance of failure when used. Lasts for 24 hours.
Module Trap - Short circuit attacker's modules at random (up to 5 modules), requiring them to be repaired before reinstalled.
Shield Trap - Disables attacker's shields entirely, like the QFT (-99.99% on Max Shield)
Ship Repair Trap - Causes the attacker to be unable to repair their ship for 2 hours.
Kurenite Mine Trap - instantly disables attacker's ship, regardless of their hull amount.
Reverse Time Manipulator Trap - Causes hack, raid, repair... etc timers to double. Activates upon any attack towards a player, excluding artifacts.
Artifact Trap - Causes the attacker to be unable to use any artifacts, including planetary artifacts and null fuses, for 2 hours.
..Trap Trap - disables the activation of traps upon attack, raid, or hack.

Scaling trap effects

The higher level your attacker, the more effective and often the trap activates.
The lower level your attacker, the less chances of activating a trap.
Depending on how much higher level the attacker, null fuses decrease in chances of success.


Say a level 400 attacks a 65. The first hit should activate all trap immediately at 10X its intended effect and duration.
On the other hand, a 65 attacking a 400 should almost never activate traps. Prevent trap runs from lower levels and encourage a more leveled playing field, and using traps as they should be used.

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Sat Mar 19, 2011 4:19 am
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Joined: Thu Aug 05, 2010 11:58 pm
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the mine trap is a wast 40 or 2500 dmg. it should removed and relaced with a mine trap that causes a some sort of ship fracture..... that does more dmg to the larger your ship is. i laugh when i run into a 400 or 2500 one its so funny. It should do a % dmg of the players ship size.... say 50% dmg and modify it down 1% per 1k def so that if u have a lot of def you can still counter the damage being done.

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Sat Mar 19, 2011 5:12 am
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KyoAshira wrote:
Trap Effects

Null Fuse Trap - Null Fuses are 80% less effective, resulting in chance of failure when used. Lasts for 24 hours.
Module Trap - Short circuit attacker's modules at random (up to 5 modules), requiring them to be repaired before reinstalled.
Shield Trap - Disables attacker's shields entirely, like the QFT (-99.99% on Max Shield)
Ship Repair Trap - Causes the attacker to be unable to repair their ship for 2 hours.
Kurenite Mine Trap - instantly disables attacker's ship, regardless of their hull amount.
Reverse Time Manipulator Trap - Causes hack, raid, repair... etc timers to double. Activates upon any attack towards a player, excluding artifacts.
Artifact Trap - Causes the attacker to be unable to use any artifacts, including planetary artifacts and null fuses, for 2 hours.
..Trap Trap - disables the activation of traps upon attack, raid, or hack.

Scaling trap effects

The higher level your attacker, the more effective and often the trap activates.
The lower level your attacker, the less chances of activating a trap.
Depending on how much higher level the attacker, null fuses decrease in chances of success.


Say a level 400 attacks a 65. The first hit should activate all trap immediately at 10X its intended effect and duration.
On the other hand, a 65 attacking a 400 should almost never activate traps. Prevent trap runs from lower levels and encourage a more leveled playing field, and using traps as they should be used.


i really like these ideas... kinda disappointed i didnt think of em. :P

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Sat Mar 19, 2011 5:23 am
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Vekno wrote:
KyoAshira wrote:
Trap Effects

Null Fuse Trap - Null Fuses are 80% less effective, resulting in chance of failure when used. Lasts for 24 hours.
Module Trap - Short circuit attacker's modules at random (up to 5 modules), requiring them to be repaired before reinstalled.
Shield Trap - Disables attacker's shields entirely, like the QFT (-99.99% on Max Shield)
Ship Repair Trap - Causes the attacker to be unable to repair their ship for 2 hours.
Kurenite Mine Trap - instantly disables attacker's ship, regardless of their hull amount.
Reverse Time Manipulator Trap - Causes hack, raid, repair... etc timers to double. Activates upon any attack towards a player, excluding artifacts.
Artifact Trap - Causes the attacker to be unable to use any artifacts, including planetary artifacts and null fuses, for 2 hours.
..Trap Trap - disables the activation of traps upon attack, raid, or hack.

Scaling trap effects

The higher level your attacker, the more effective and often the trap activates.
The lower level your attacker, the less chances of activating a trap.
Depending on how much higher level the attacker, null fuses decrease in chances of success.


Say a level 400 attacks a 65. The first hit should activate all trap immediately at 10X its intended effect and duration.
On the other hand, a 65 attacking a 400 should almost never activate traps. Prevent trap runs from lower levels and encourage a more leveled playing field, and using traps as they should be used.


i really like these ideas... kinda disappointed i didnt think of em. :P


The important part isn't who gets the credit... it's if Dan implements them, we all win :)

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Sat Mar 19, 2011 5:25 am
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Joined: Sun Sep 12, 2010 10:05 pm
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Yeah new traps ok but then up the odds of getting fuzes cuz I have only seen 3 since they were released and the likely hood of hitting traps hsnt gone down but up since badge system came online .

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Sat Mar 19, 2011 8:24 am
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i get 2 fuses a day. its rediculous. the whole point of these are so they cant be removed with fuses and give the player some protection again.

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Sat Mar 19, 2011 8:00 pm
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Vekno wrote:
i get 2 fuses a day. its rediculous. the whole point of these are so they cant be removed with fuses and give the player some protection again.



Thus, the lower fuse effiency trap I suggested.

The idea behind it is that people run out of fuses, so they'll stop trying. Or, if you're a typical american who throws money at your problems, Dan gets a little more that month.

Win-win.

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Sat Mar 19, 2011 8:39 pm
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