Solution to the Null problem
Author |
Message |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|

Recently, I've seen a lot of people complaining about null fuses, with them not dropping in proportion to traps, making PvP very difficult. My proposal is to have some NPC drops or pull artifacts, that target SPECIFIC traps, and either remove or prevent them. Of course, to balance this, I have some new traps too.
Aura of Rage Removes all pacification effects on your ship and prevents you from being pacified for 15 minutes. -Counters halycon traps and calming amps that people accidentally trigger.
Kronius Firewall A counter trap. Lasts 12 hours. When you hit a Kronius virus trap, you only lose 30% attack, not 90% Still makes KV traps useful, but slightly reduces their impact.
Quantum Bypass Effect lasts 4 hours. When you hit a Quantum firewall trap, the effect is transferred onto your scan rating instead (Reducing RP gain from subsequent hacks, and making you more likely to be hacked)
Stryll Trap Nullifier Halves the remaining cooldown time of all trap effects on your ship, but also halves the remaining lifetime of your own traps. Dropped by Stryll uncommons
Null Field Counter-trap. Negates the effect of a trap on your ship as the trap is triggered. Lasts 3 days, and is lost once you trigger 1 trap.
Distress beacon trap When attacked, the attacker is automatically short-alerted to your legion for 30 minutes.
Raid loot trap When your ship is successfully raided, a trap is planted on the raider's ship, without them knowing. When the raider next attacks someone, their damage cap damage is directly applied to their hull.
Invasion Inhibitor trap Planet trap. If your planet is invaded, but the invasion fails, then the invader must wait an extra 8 hours before they can attempt another invasion. This effect cannot be removed, and is independent of paradox generators (so if you used a paradox after tripping this trap, the 32 hour wait would drop to 8) --------------------------------------------------------------------------------------------- Added later on:
Probe scrambler trap Returns false results when someone uses a spy probe on you (weapons, resources or defence). This will either make you have far more or less than you actually do. Effect lasts 24 hours or 1 spy probe against you.
Planetary distress beacon Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses) Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Sentry Delay Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.
Does anyone have any thoughts on this, especially the first five counter-traps
Last edited by spyder on Sun Aug 14, 2011 7:38 pm, edited 3 times in total.
|
Sat Aug 13, 2011 4:29 pm |
|
 |
thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
|
I like the counter trap idea.  I don't like the recoil of the Stryll Trap Nullifier. Perhaps add to the stryll trapper drop? I would just scrap/sell the Distress Beacon trap. The raid trap seems annoying. Can't we just have a trap which kills crew? Invasion Inhibitor is overpowered.
|
Sat Aug 13, 2011 4:41 pm |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
thunderbolta wrote: I like the counter trap idea. ThanksI don't like the recoil of the Stryll Trap Nullifier. Perhaps add to the stryll trapper drop? it would have to be a dropI would just scrap/sell the Distress Beacon trap. Your legion can disable them before they get you - that's what I'm thinkingThe raid trap seems annoying. Can't we just have a trap which kills crew? If it was a rare drop, it'd be ok I think - if it just killed crew, people would stop raiding altogether.Invasion Inhibitor is overpowered. Again, as a rare drop (flux standard drop), it could work. or it could double the attacker's invasion cooldown?
|
Sat Aug 13, 2011 4:51 pm |
|
 |
Willeitner
Joined: Sat Dec 25, 2010 4:04 am Posts: 641
|
Well sounds like the simplest way to fix this would be to remove null fuses.
_________________
|
Sat Aug 13, 2011 5:01 pm |
|
 |
blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
|
i like all the counter traps
_________________ join delta surfers! we have cookies thanks xzien and thunderbolta for the banners! 
|
Sat Aug 13, 2011 5:18 pm |
|
 |
thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
|
spyder wrote: thunderbolta wrote: The raid trap seems annoying. Can't we just have a trap which kills crew? If it was a rare drop, it'd be ok I think - if it just killed crew, people would stop raiding altogether.True that. Maybe something else. Invasion Inhibitor is overpowered. Again, as a rare drop (flux standard drop), it could work. or it could double the attacker's invasion cooldown?As long as it only afflicts the person who triggers the trap, then it's fine.
|
Sat Aug 13, 2011 5:22 pm |
|
 |
ExSeaD
Joined: Sat Oct 16, 2010 2:43 pm Posts: 494
|
This i like. But i think the problem remains to the high ranked player who will be able to npc farm more than us and thus gets more of theese artifact than us. Perhapes the chances of getting theese artifact lowers the higher ranked you are? but only slightly so you still get more traps the higher level you are. I also think counter traps should be rarer than the normal traps even for a high level.
_________________ No surrender.
|
Sat Aug 13, 2011 6:24 pm |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
The idea of my counter traps was to have "specialised" null fuses - they'd cost about the same, and have the same chance of being dropped.
And higher levels NPC farming won't be a problem. One word. Flamehawks.
And thunder, I'll edit the top post about the planet trap.
|
Sat Aug 13, 2011 7:01 pm |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
Here's another trap and counter-trap -
Planetary distress beacon Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses) Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Sentry Delay Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect.
|
Sun Aug 14, 2011 6:57 am |
|
 |
Lone.Lycan
Joined: Wed Nov 10, 2010 2:44 am Posts: 3751
|
spyder wrote: Here's another trap and counter-trap -
Planetary distress beacon Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses) Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Sentry Delay Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect. on that planetary distress beacon, it might be more useful if the planet is auto-shared with the legion so they can guard it for you
__________________________ 
Officer Namba1 of The Unknown, Lv.666+ Dark Smuggler

|
Sun Aug 14, 2011 8:01 am |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
Lone.Lycan wrote: spyder wrote: Here's another trap and counter-trap -
Planetary distress beacon Planet Trap (lasts 1 week, you can only have one in effect at any one time, 48 hour cooldown between uses) Automatically alerts your legion if your planet is attacked. Alert happens regardless of current alert timer. Alert lasts 12 hours. The attacker is not notified, and their name is revealed to the legion.
Sentry Delay Counter trap, lasts 12 hours. DELAYS the effect of an alarm sentry trap, making it have 1/2 the effect for 5 minutes, and then the full effect. on that planetary distress beacon, it might be more useful if the planet is auto-shared with the legion so they can guard it for you That's what I meant (sorry for not being clear. The alert you would get is (links in blue): Spyders's planet Planetname is under attack from Attackersname
|
Sun Aug 14, 2011 8:19 am |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
Another "trap" that I've thought of: Probe scrambler trap: Returns false results when someone uses a spy probe on you (weapons, resources or defence). This will either make you have far more or less than you actually do. Effect lasts 24 hours or 1 spy probe against you.
|
Sun Aug 14, 2011 3:17 pm |
|
 |
Valocis
Joined: Sat May 21, 2011 7:32 pm Posts: 582
|
I love the Planetary Distress Beacon thing. Finally, A way to protect my planet while I am offline.
_________________ Founder and Supreme Commander(Former) of the Legion Home One and now its enemy.
|
Sun Aug 14, 2011 6:02 pm |
|
 |
Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
|
How is adding artifacts to the pull going to be an improvement? All that's going to accomplish is a REDUCED chance of getting Null fuses, shipbots, prisoners, etc.
There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps
Before anybody cries "increased fuses will just let high ranks slaughter tons of people all the time," remember that it take 2 fuses to get a disable on most mid- to high-rank players. So if the fuse rate is equal to the trap rate on the draw, you're still only going to get a fuse 1 time for 4 traps. So will your targets. This would give higher ranks a chance of getting a few more of the precious red badges needed for base scans, but at the same time still allowing a measure of defense through traps for the defenders.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
|
Sun Aug 14, 2011 6:20 pm |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|

Darth Flagitious wrote: How is adding artifacts to the pull going to be an improvement? All that's going to accomplish is a REDUCED chance of getting Null fuses, shipbots, prisoners, etc.
There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps
Before anybody cries "increased fuses will just let high ranks slaughter tons of people all the time," remember that it take 2 fuses to get a disable on most mid- to high-rank players. So if the fuse rate is equal to the trap rate on the draw, you're still only going to get a fuse 1 time for 4 traps. So will your targets. This would give higher ranks a chance of getting a few more of the precious red badges needed for base scans, but at the same time still allowing a measure of defense through traps for the defenders. All of the things I've suggested could be Uncommon NPC drops, or CT lab items using the relevant traps, or even repeatable mission rewards. I'm just suggesting that some artifacts that have similar effects to null fuses could help to level the playing field.
|
Sun Aug 14, 2011 6:23 pm |
|
 |
thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
|
Darth Flagitious wrote: There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps Personally, I prefer the former.
|
Sun Aug 14, 2011 6:40 pm |
|
 |
RavenDark13
Joined: Wed Feb 09, 2011 6:01 am Posts: 571 Location: Hudson County, NJ, USA
|

spyder wrote: Recently, I've seen a lot of people complaining about null fuses, with them not dropping in proportion to traps, making PvP very difficult. My proposal is to have some NPC drops or pull artifacts, that target SPECIFIC traps, and either remove or prevent them. Of course, to balance this, I have some new traps too.
Aura of Rage Removes all pacification effects on your ship and prevents you from being pacified for 15 minutes. -Counters halycon traps and calming amps that people accidentally trigger.
Kronius Firewall A counter trap. Lasts 12 hours. When you hit a Kronius virus trap, you only lose 30% attack, not 90% Still makes KV traps useful, but slightly reduces their impact.
Quantum Bypass Effect lasts 4 hours. When you hit a Quantum firewall trap, the effect is transferred onto your scan rating instead (Reducing RP gain from subsequent hacks, and making you more likely to be hacked)
Stryll Trap Nullifier Halves the remaining cooldown time of all trap effects on your ship, but also halves the remaining lifetime of your own traps. Dropped by Stryll uncommons
Null Field Counter-trap. Negates the effect of a trap on your ship as the trap is triggered. Lasts 3 days, and is lost once you trigger 1 trap.
Distress beacon trap When attacked, the attacker is automatically short-alerted to your legion for 30 minutes.
Raid loot trap When your ship is successfully raided, a trap is planted on the raider's ship, without them knowing. When the raider next attacks someone, their damage cap damage is directly applied to their hull.
Invasion Inhibitor trap Planet trap. If your planet is invaded, but the invasion fails, then the invader must wait an extra 8 hours before they can attempt another invasion. This effect cannot be removed, and is independent of paradox generators (so if you used a paradox after tripping this trap, the 32 hour wait would drop to 8)
Does anyone have any thoughts on this, especially the first five counter-traps You had me right up until that last one.
_________________
|
Sun Aug 14, 2011 7:26 pm |
|
 |
spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
|
These are all just ideas - what don't you like about the last one.
Also, edited top thread to put all ideas in it.
|
Sun Aug 14, 2011 7:36 pm |
|
 |
Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
|
thunderbolta wrote: Darth Flagitious wrote: There are 2 true solutions. (1) Eliminate ALL traps and fuses or (2) increase the draw rate for fuses/decrease the rate for traps Personally, I prefer the former. I'm not proposing that as a solution. Can you imagine the chaos that would ensue if the top 10 legions no longer had to worry about traps?
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
|
Sun Aug 14, 2011 7:45 pm |
|
 |
thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
|
Wouldn't it be the same if they had an abundant supply of null fuses and null fuse equivalents though?
|
Sun Aug 14, 2011 7:47 pm |
|
 |
|
Who is online |
Users browsing this forum: No registered users and 34 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|