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 PvP Hacking 
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Joined: Fri Sep 23, 2011 11:25 pm
Posts: 37
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Hack and raid both have timers on them, but disables don't. If they are all offensive actions, shouldn't (1 disables have a timer or (2 hack not have a timer [raid timer is understandable due required disable]? If we have a reward cool-down of 12 hours then what point in repeated offenses would there be? Hack and disable are completely different offensive actions that are not linked by modules or benefits. I myself specialize in hacking, and it frustrates me that I have to wait 5-15 min. to get another action in when a player who specializes in battle can keep earning badges.


Mon Oct 10, 2011 12:29 am
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Joined: Sun Sep 19, 2010 6:52 am
Posts: 448
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-1
Hacking and raiding only takes 5 energy , if your attacking a strong ship it can take 50-200 energy and you may take damage. If you want to make hacking cost 200 energy and some credits each try then and only then would it be fair to put a timer on disabling.

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Mon Oct 10, 2011 12:51 am
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Joined: Thu Jul 14, 2011 6:41 pm
Posts: 768
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If hacking and raiding weren't on a timer, anyone who had resources would immediately lose all of them (assuming they were able to be hacking/raided) ...

Hacks and Raids have cool down because the take resources. Disables do not take any actual resources from the player (short of credits to repair, but that's usually minimal relatively). I know plenty of people that if given no hack cool down could easily remove tens of thousands of research points or artifact points from a player in a matter of minutes ... doesn't quite sound fair in that light, does it?

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Mon Oct 10, 2011 12:52 am
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Joined: Tue May 03, 2011 3:00 am
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the main point is you can only disable once, but you can hack and raid as many times as you like. as vette said, they need to be slowed down, while disables dont

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Mon Oct 10, 2011 1:01 am
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Joined: Fri Sep 23, 2011 11:25 pm
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Vette wrote:
If hacking and raiding weren't on a timer, anyone who had resources would immediately lose all of them (assuming they were able to be hacking/raided) ...

Hacks and Raids have cool down because the take resources. Disables do not take any actual resources from the player (short of credits to repair, but that's usually minimal relatively). I know plenty of people that if given no hack cool down could easily remove tens of thousands of research points or artifact points from a player in a matter of minutes ... doesn't quite sound fair in that light, does it?

You do notice that they both still have a timer of 12h on resource take, right? What I'm saying is that maybe we could be able to expand the offensive system. Just as with disabling, you get badges, but only if a 12h period has elapsed; what I am trying to get across is that players may have equal opportunity on limited deck space at lower levels.


Mon Oct 17, 2011 10:07 pm
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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that big delay is on badge alone.... if there was no timer on raid/hack, then you can empty the target's storage of rp and art/mine. That would be a heavy punishment for the targeted. there is nothing to do with badge on this aspect.

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Tue Oct 18, 2011 1:19 am
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Joined: Thu Nov 25, 2010 6:49 pm
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Hey! Bring back the good old days of NO ACTION COUNTERS! Fun times baby!

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Tue Oct 18, 2011 4:38 am
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