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CT Lab Trap idea
http://galaxylegion.com/forum/viewtopic.php?f=6&t=7447
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Author:  Vekno [ Mon May 23, 2011 9:49 am ]
Post subject:  CT Lab Trap idea

Traps that cant be removed with null fuses and last twice as long as regular traps.

Advanced Halcyon: 10 halc, 1 kv, 1 quantum firewall. 2 hours of pacification from ALL offensive actions (includes using offensive artifacts and hacking), cannot be removed with null fuse.

Advanced Krionus Virus: 10 kv, 1 halc, 1 firewall. 1 hour of -99.9% attack. cannot be removed with null fuse.

Advanced Quantum Firewall: 10 firewalls, 1 halc, 1 kv. 4 hours of -99.9% cloak and scan. cannot be removed with null fuse.

Scattermine: 2 thetacron mines, 10 omicron mines. Each manufacture gives 3 mines, and up to 3 can be set at a time on a players ship. each one does 10k damage.

Author:  Commonwealth <TK> [ Mon May 23, 2011 9:51 am ]
Post subject:  Re: CT Lab Trap idea

I think people are gonna put -1s unless you counter it with extra availability of null fuses...

Author:  Vekno [ Mon May 23, 2011 9:59 am ]
Post subject:  Re: CT Lab Trap idea

the whole point of ct lab traps is that they cant be removed by weak null fuses. if dan does add this, then he can also add advanced null fuses if he chooses to, but i would prefer there not be. i hate null fuses, and have ever only used 3. if a player must rely on these fuses, they are weak and shouldnt pvp in the first place.

Author:  909tom [ Mon May 23, 2011 1:09 pm ]
Post subject:  Re: CT Lab Trap idea

+1 ... i like the idea of super traps tho if there going to be like other ct lab stuff the requirements need to be higher to the point of almost wasting the small traps ;P

Author:  XMuadibX [ Mon May 23, 2011 1:14 pm ]
Post subject:  Re: CT Lab Trap idea

Not sure how null fuses make you weak.If anything i think it balances out pvp cause of traps.

Author:  Vekno [ Mon May 23, 2011 1:31 pm ]
Post subject:  Re: CT Lab Trap idea

i have been against null fuses from the start. i opposed their integration into the game, and i still oppose their use in the game. traps are supposed to prevent people from disabling you, and add strategy in the game when you set kvs for people then counter attack them. now, cc players just buy up null fuses, and burn through 3, 6, even 12 at a time until the player is disabled, and its very frustrating. i would gladly sacrifice 12 traps for one super trap, especially if a cc player wont get the upper hand when they trip it, just because they like to buy pvp material. unfortunately, i wont have access to these traps for a while, as we only have a level 3 base, but for the future, i would rely on these traps alone to protect my ship, as right now with the current game setup, traps are worthless, and are barely worth setting. if i was 100 levels higher, id just scrap em on sight because theyre so easily removed.

Author:  Tannumber17 [ Mon May 23, 2011 4:11 pm ]
Post subject:  Re: CT Lab Trap idea

Vekno wrote:
if a player must rely on these fuses, they are weak and shouldnt pvp in the first place.

honestly a holocaust denier speaks more truth than this statement. null fuses are the only things that make pvp possible
Vekno wrote:
as right now with the current game setup, traps are worthless, and are barely worth setting.

there are like 9000 reasons why this is completely untrue.
a. traps let you know who has been attacking you before you get disabled.
b. traps will deter the thief of opportunity.
c. traps are at least 5 times more common than nulls in artifact draws
d. traps can be traded, null fuses can't
e.
Vekno wrote:
traps are supposed to prevent people from disabling you

=FALSE, traps are supposed to stall people from disabling you

Vekno wrote:
if i was 100 levels higher, id just scrap em on sight because theyre so easily removed.

i would love to see this, when you get to be my level don't ever us any traps because they are "so easy to remove" and see how long you survive.
a player without traps is basically a free red badge. and i think you might be confusing cc players with people who just have better artifact production than you. 16GP is a lot for an artifact that you can get through the standard draw and i think very few people, if any, are willing to spend that when you could get full hull/shield/energy (essentially a tri matrix) for the same price

oh and -9000 to the idea of super traps btw, high level players are already hard enough to disable.

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