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 Halcyon Trap...please do something Dan!!! 
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Joined: Wed Jun 15, 2011 4:49 pm
Posts: 217
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Please do something with the Halcyon Traps. Either increase the scrap value of them, make them usable in the CT Lab or make them far less common from artifact shipments. For the mass of us that PVP they are USELESS. Even through the Trade Post or CTP Store, you might be able to sell them for about 1 ctp, but thats a long shot.

This trap used to be a valuable trap now is it really a waste of space and coding.

Please do something!!!

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Thu Nov 24, 2011 3:06 am
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Joined: Tue Mar 15, 2011 8:00 pm
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Could be if you have performed any offensive actions in the last 48 hours these do now show up in artifact draws

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Thu Nov 24, 2011 3:12 am
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Joined: Tue May 31, 2011 7:50 pm
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Something definitely needs to be done to make the Halcyon Trap relevant in a some way.Even the 2 hours of protection when someone sets off the trap is pretty useless....


Thu Nov 24, 2011 4:51 am
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Joined: Mon Apr 25, 2011 2:37 am
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scrap 'em for 1 ctp ?

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Thu Nov 24, 2011 4:57 am
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Joined: Thu Oct 13, 2011 10:12 am
Posts: 497
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I concur that halcyon's are dead tedious. At the moment I'm pulling loads of them and there's no chance of using them because I do too much pvp'ing. You can't even use them in any CT Lab discoveries that I know of. It's a fairly major suck of AP's combined with the tedium of having to deal with the end artifact.


Thu Nov 24, 2011 9:37 am
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Joined: Sun Jun 19, 2011 6:24 pm
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Dismas wrote:
Something definitely needs to be done to make the Halcyon Trap relevant in a some way.Even the 2 hours of protection when someone sets off the trap is pretty useless....


Not if you set a calming amp before hand. :)

That said, it would be nice if there were some sort of CT-Lab artifact that made use of traps. Perhaps;

150 Halcyon Traps
100 Omicron Traps
150 Calming Amps
50 Planetary Vortex Deflectors

*I figured i'd use some of the more useless artifacts*

Planetary Trap - 1 Month - When the planet(on which this artifact is placed) is attacked, said planet releases a calming aura preventing any further attacks for 12 Hours(Planet also becomes immune to artifacts for 12 hours). It also inflicts 10K damage on the person that triggered the trap.


Thu Nov 24, 2011 10:11 am
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Joined: Thu Nov 25, 2010 6:49 pm
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kirkeastment wrote:
Dismas wrote:
Something definitely needs to be done to make the Halcyon Trap relevant in a some way.Even the 2 hours of protection when someone sets off the trap is pretty useless....


Not if you set a calming amp before hand. :)

That said, it would be nice if there were some sort of CT-Lab artifact that made use of traps. Perhaps;

150 Halcyon Traps
100 Omicron Traps
150 Calming Amps
50 Planetary Vortex Deflectors

*I figured i'd use some of the more useless artifacts*

Planetary Trap - 1 Month - When the planet(on which this artifact is placed) is attacked, said planet releases a calming aura preventing any further attacks for 12 Hours(Planet also becomes immune to artifacts for 12 hours). It also inflicts 10K damage on the person that triggered the trap.


Nah, that's not overpowered... :D



Halcyons and omicrons in the lab gets my vote though. Utterly useless, AP draining crap is all they are now....

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Thu Nov 24, 2011 10:20 am
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Joined: Mon Apr 18, 2011 9:37 am
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Sparky wrote:
Could be if you have performed any offensive actions in the last 48 hours these do now show up in artifact draws


That's an awesome idea, Sparky! Either that, or make a lab discovery that requires them.


Fri Nov 25, 2011 2:29 am
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Joined: Wed Jun 15, 2011 4:49 pm
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OR use a set number of each trap like...

25 Halcyon
25 Krionus
25 Omicron
25 Quantum Firewall

"[Trap - 1 Week] When applied, attacking ship has a chance to lose 50% attack, inflict 50% max hull damage and become pacified for 2 hours.
This effect is not removable by Null Fuse."

Just a thought and amounts of required traps to make in the CT Lab could be negotiated upon.

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Fri Nov 25, 2011 2:44 am
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