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 Removing Halcyon with Containment Missile 
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I think that you should be able to remove a players Halcyon Effect with the Containment Missile - just like you can with the Calming Amplifier. All too often players use Halcyon as a shield against players attacking them. A player with the attack reduction of the Krionus trap lasts only 30 minutes while the Halcyon lasts for 1 hour. So if a player gets hit by the Krionus it would only benefit them to hit players in the battle tab till they hit a Halcyon so that their attack isn't weakened against attacking players. Recently, I've seen higher ranking players with multiple Krionus effects against them - but just one Halcyon will prevent all attacks. The Halcyon effect is readily available via the Battle Tab. I think that using a negative trap as a shield makes the Halcyon a benefit not a curse in these situations.

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Tue Jun 07, 2011 9:23 am
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Yeah, that's why I try not to use Halcyons, except when actively defending a planet. Being able to remove it with a Containment Missile doesn't seem like a bad idea; it is meant to protect the person with the trap, not the one who hits it, after all.


Tue Jun 07, 2011 9:27 am
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Yah, not bad actually, not bad at all.

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Tue Jun 07, 2011 10:12 am
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like that. killing more player with free

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Tue Jun 07, 2011 11:23 am
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Youlr attack on xxxxxx activates halcyon trap preventing you from attacking player for 1hr.

Not bad not bad at al

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Tue Jun 07, 2011 8:09 pm
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The biggest problem I see with this idea is that it's easy to abuse for multi accounters. All you would need is your second account to hit you with a CM everytime you ran into a halc.


Tue Jun 07, 2011 9:38 pm
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DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile - just like you can with the Calming Amplifier. All too often players use Halcyon as a shield against players attacking them. A player with the attack reduction of the Krionus trap lasts only 30 minutes while the Halcyon lasts for 1 hour. So if a player gets hit by the Krionus it would only benefit them to hit players in the battle tab till they hit a Halcyon so that their attack isn't weakened against attacking players. Recently, I've seen higher ranking players with multiple Krionus effects against them - but just one Halcyon will prevent all attacks. The Halcyon effect is readily available via the Battle Tab. I think that using a negative trap as a shield makes the Halcyon a benefit not a curse in these situations.

While you're at it, why not let it remove the Krionus as well Image

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Tue Jun 07, 2011 11:00 pm
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When a top legion begins farming a lower player.. as some who will not be named do.. the effect of this trap is ones' only defense. Removing would cause farming instantly and for that reason alone I disagree.

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Wed Jun 08, 2011 12:51 am
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Hansolocal wrote:
DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile - just like you can with the Calming Amplifier. All too often players use Halcyon as a shield against players attacking them. A player with the attack reduction of the Krionus trap lasts only 30 minutes while the Halcyon lasts for 1 hour. So if a player gets hit by the Krionus it would only benefit them to hit players in the battle tab till they hit a Halcyon so that their attack isn't weakened against attacking players. Recently, I've seen higher ranking players with multiple Krionus effects against them - but just one Halcyon will prevent all attacks. The Halcyon effect is readily available via the Battle Tab. I think that using a negative trap as a shield makes the Halcyon a benefit not a curse in these situations.

While you're at it, why not let it remove the Krionus as well Image


The Krionus Trap doesn't protect somebody who was attacking you, that's why people in wars don't use Halcyon traps. What's the point of a trap that protects your enemy and not you?


Last edited by FerrusManus on Wed Jun 29, 2011 6:10 pm, edited 1 time in total.



Wed Jun 08, 2011 5:48 am
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FerrusManus wrote:
Hansolocal wrote:
DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile - just like you can with the Calming Amplifier. All too often players use Halcyon as a shield against players attacking them. A player with the attack reduction of the Krionus trap lasts only 30 minutes while the Halcyon lasts for 1 hour. So if a player gets hit by the Krionus it would only benefit them to hit players in the battle tab till they hit a Halcyon so that their attack isn't weakened against attacking players. Recently, I've seen higher ranking players with multiple Krionus effects against them - but just one Halcyon will prevent all attacks. The Halcyon effect is readily available via the Battle Tab. I think that using a negative trap as a shield makes the Halcyon a benefit not a curse in these situations.

While you're at it, why not let it remove the Krionus as well Image


The Krionus Trap doesn't protect somebody who was attacking you, that's why people in wars don't use them. What's the point of a trap that protects your enemy and not you?

No, I'm saying it to be fair. If the containment missile can remove a trap, it should be all three traps, same as the containment cage actually.

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Wed Jun 08, 2011 7:57 am
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[/quote]
No, I'm saying it to be fair. If the containment missile can remove a trap, it should be all three traps, same as the containment cage actually.[/quote]

Maybe your not understanding this. When I piss off someone I go to my Battle tab and randomly hit players till i get halcyoned. Now for 1 whole HOUR I cannot be hit by the guy I pissed off. Yes it keeps me from getting the random guy i had no interest in fighting but I just wanted the "safe haven" of a halc to continue pillaging my real target later. halcs should change to some kind of status that isnt "truce" so noone can hide in the "safe haven".

containment missles only remove beneficial effects BTW, so it would not effect Krionuses or Firewalls anyways... (and in case your thinking wrong missiles are only able to target ENEMY ships! not your own.)


Fri Jun 10, 2011 6:11 am
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Mythryndir Stormkyn wrote:
When a top legion begins farming a lower player.. as some who will not be named do.. the effect of this trap is ones' only defense. Removing would cause farming instantly and for that reason alone I disagree.

Popping a Null Fuse is what lets you clear a Halcyon off yourself, and GL already has those, so this won't effect combat in that manner at all.

As for Halcyon's being removed with Containment Missiles it'd be a simple enough matter to change it from a negative effect to a positive effect. This would have a side effect of making it so you can't remove it from yourself with a Null Fuse, thus making it MORE effective at defending yourself from people attacking you, since for some reason you can't drop positive bonuses from yourself.


Mon Jun 13, 2011 6:50 pm
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Would like this idea, lil pansies hiding behind halcyon traps +1

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Wed Jun 29, 2011 10:13 am
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DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile

Only if you can remove a Krionus Virus and Quantum Firewall with a containment cage.

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Wed Jun 29, 2011 10:18 am
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Hansolocal wrote:
DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile

Only if you can remove a Krionus Virus and Quantum Firewall with a containment cage.


Then all hell would break loose :o

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Wed Jun 29, 2011 10:30 am
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FerrusManus wrote:
Hansolocal wrote:
DeathMuffin wrote:
I think that you should be able to remove a players Halcyon Effect with the Containment Missile - just like you can with the Calming Amplifier. All too often players use Halcyon as a shield against players attacking them. A player with the attack reduction of the Krionus trap lasts only 30 minutes while the Halcyon lasts for 1 hour. So if a player gets hit by the Krionus it would only benefit them to hit players in the battle tab till they hit a Halcyon so that their attack isn't weakened against attacking players. Recently, I've seen higher ranking players with multiple Krionus effects against them - but just one Halcyon will prevent all attacks. The Halcyon effect is readily available via the Battle Tab. I think that using a negative trap as a shield makes the Halcyon a benefit not a curse in these situations.

While you're at it, why not let it remove the Krionus as well Image


The Krionus Trap doesn't protect somebody who was attacking you, that's why people in wars don't use them. What's the point of a trap that protects your enemy and not you?


Ferrus you must not be in wars much. K trap is trap of choice.


Wed Jun 29, 2011 11:41 am
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Chakotay wrote:
FerrusManus wrote:
Hansolocal wrote:
While you're at it, why not let it remove the Krionus as well Image


The Krionus Trap doesn't protect somebody who was attacking you, that's why people in wars don't use them. What's the point of a trap that protects your enemy and not you?


Ferrus you must not be in wars much. K trap is trap of choice.


No, I know what I'm talking about, that was simply a mistake, I will edit it to say what I meant.


Wed Jun 29, 2011 6:10 pm
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Remric wrote:
Youlr attack on xxxxxx activates halcyon trap preventing you from attacking player for 1hr.

Not bad not bad at al


I think this is the best approach. Make it so that the player who tripped the trap can no longer attack the player who set it for one hour. However, they should still be able to be targeted by anyone, including the player that they cannot target themself for the hour. That effect could only be removed with a null fuse. This would prevent people from hiding for an hour at a time which unfortunately is a very successful strategy at the moment. It would also keep the KVT's useful. I can admit to having stolen a planet and fluxed it, then hitting a halycon every 61 minutes for a few days to avoid any consequences. Is a very poor way to play but effective.

This would also enable a pvp'er to enjoy their game time much more as they could just move on to the next target, if also trapped move on again and again. I think that this would quickly reduce the stockpile of halycon's everyone has. It would also be cool to see people with about 40 of these on them at once. Kinda of like a short term log showing how active they are and who they have hit.

To me this just makes so much sense. It is just not right for a player to be able to hit and hit and hit and then when they are done to just find another halc and leave it on for the whole hour. I really hope this gets implemented.

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Wed Jun 29, 2011 7:37 pm
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