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 Null Fuse 
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Joined: Thu Sep 15, 2011 2:31 am
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Should not be usable if you currently have no traps on. Similar code to not being able to use a dark pyramid if you've already put one on. Just code it to query if krionus=true, firewall=true, and if 0,0 : "Unable to use" message.

Also, why are they not tradable??? Manips, buffs, traps all tradable, but not fuses. I don't understand. It's a consumable that doesn't even have that massive of an effect. If it's because pve-ers would sell all theirs to pvpers, well, they sell their manips already. Don't see the point.

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Sun Oct 09, 2011 5:16 am
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Dr Bill wrote:
Should not be usable if you currently have no traps on. Similar code to not being able to use a dark pyramid if you've already put one on. Just code it to query if krionus=true, firewall=true, and if 0,0 : "Unable to use" message.

Also, why are they not tradable??? Manips, buffs, traps all tradable, but not fuses. I don't understand. It's a consumable that doesn't even have that massive of an effect. If it's because pve-ers would sell all theirs to pvpers, well, they sell their manips already. Don't see the point.

the null fuse is more powerful than you think........

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Sun Oct 09, 2011 7:35 am
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The manip is powerful too. And cheaper in ap. And tradeable.

My main thing though, the real importance for me, is that I think a simple refinement to prevent you from being able to accidentally blow a fuse when you have no traps on would be a good idea. Idk because I haven't played with it yet, but can you pop a manip when all your cooldowns are fresh? I know you can accidentally burn planet time vortexes if you aren't paying attention.

I don't understand why failsafes aren't in place for this sort of thing.

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And by the way it's not about making money, it's about taking money.
Destroying the status quo because the status is not quo.
The world is a mess and I just need to...
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Sun Oct 09, 2011 9:20 am
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Dr Bill wrote:
The manip is powerful too. And cheaper in ap. And tradeable.

My main thing though, the real importance for me, is that I think a simple refinement to prevent you from being able to accidentally blow a fuse when you have no traps on would be a good idea. Idk because I haven't played with it yet, but can you pop a manip when all your cooldowns are fresh? I know you can accidentally burn planet time vortexes if you aren't paying attention.

I don't understand why failsafes aren't in place for this sort of thing.

there's a limit for time manipulators to be used, if you have done 50 or more offensive actions, you CANNOT use time manipulators
I once used a null fuse to try to purge a dark nullify effect, you learn from mistakes.

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Sun Oct 09, 2011 3:09 pm
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Bump.

I'm tired of NO null fuses in my AP pulls. Only rank 178, the AP generated from my legion's base is over 25k. And day after day, I've not seen a single fuse. I can ask for hundreds of krio's and yet can't ask for 1 null fuse. There simply SO many PvE'rs out there that would love to transfer their Nulls to me so I can continue to do what I LOVE to DO, combat... In a war game...

Or up the drop rate. Maybe the game knows that I've purchased Nulls before for those special someones out there that just HAD to be disabled, but 16 GP is a ridiculous price for 1 disable really, in the grand scheme of things. Please balance out Nulls to be more appropriate. Or stop making traps shareable. Thats my last resort suggested option, but at least that would help balance it out.

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Sat Dec 10, 2011 1:20 am
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[quote="Dr Bill"] I know you can accidentally burn planet time vortexes if you aren't paying attention.

I know what u mean, ive accidentally burned 2 star chart purgers once.

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Sat Dec 10, 2011 1:19 pm
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The fact that a fuse costs twice what the trap it defeats costs pretty much tells me everything I need to know. Dan makes his money off of pve'ers, and thus caters to their wants. Sissyboys who are terrified of their ship getting disabled and thus krio and halc are the market that is preventing fuses from being what they should be. And it makes even less sense for fuses to not be tradeable now that halc got nerfed, because if you haven't hacked, krio is the only thing fuse will affect. Meaning, if they are wearing a halc and a krio, well, when their halc pops showing that they really do intend to be left alone, you can clear the krio and hunt someone else.

Dan seems to look at this game from the perspective of thinking that we all just sit on facebook 16 hours a day clicking away, and thus that the 30 min wait is no big deal, that since fuses didn't exist before they should be nerfed and contained now. I think, they don't need to exist at all, if the only people that have them scrap them.

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And by the way it's not about making money, it's about taking money.
Destroying the status quo because the status is not quo.
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Sat Dec 10, 2011 6:04 pm
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I'd say, let you select which effect to remove. It's a rare enough arti (to pull) - let you choose which effect it removes. You can go through 3 nulls per ship potentially (bane trick) , and so they should at least be "targetable"

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Sat Dec 10, 2011 6:30 pm
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Have anyone thought of the flips side?
What is the purpose of traps? It is to:
1. protect your ship by making the enemy stop doing what they are doing(namely attacking)
2. to punish the enemy for what they have done to you*

2* As far as I know firewall trap don't block a hack out and can occur after a successful hack. but I might be wrong, i don't really hack or get hacked much. Although regardless of wether this is true, firewall will function as #1 in case of failed hacks against repeats.

If nulls was made more abundent so that all the trap effect can be easily purged, won't it defeat the purpose of all the traps except halc?
Now, if there was a weaker null fuse(kinda like the weaker flux) that only apply to virus and trick traps AND cause you to lose target lock(even alerted ones) on the specific ship you are currently attacking, then it can be more readily abundent as it does not remove the primary purpose of traps(#1 as stated above)

i am, however, fine with making traps also non-tradable. that is a reasonable suggestion. but defintely not make null more accessible

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Sat Dec 10, 2011 7:17 pm
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Null fuse lost half its worth when it was made so that the halcyon trap no longer affects the attacker, but the defender, so it can't be removed. lower level I used to just wait out the Krionus trap, and only use null fuse on halcyon. now Halcyon trap=invincible for 2 hours. Even if i felt like waiting that out, the game would reload so I lose my victim. If the dev are still afraid of wholesale marketing of the fuses, make them shareable but not sendable.


Sat Dec 10, 2011 8:53 pm
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I suggested "specialised nulls" once - NERFED the effects of a trap, rather than removing them. And each one was matched to a specific trap.
viewtopic.php?f=6&t=11454&hilit=solution+to+the+null+problem
Some of those are outdated. I've included the refined/relevant ones below. ALL of them could be uncommon NPC drops or something.

Quantum Bypass
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.

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.

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Sat Dec 10, 2011 8:56 pm
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Dr Bill wrote:
The manip is powerful too. And cheaper in ap. And tradeable.

My main thing though, the real importance for me, is that I think a simple refinement to prevent you from being able to accidentally blow a fuse when you have no traps on would be a good idea. Idk because I haven't played with it yet, but can you pop a manip when all your cooldowns are fresh? I know you can accidentally burn planet time vortexes if you aren't paying attention.

I don't understand why failsafes aren't in place for this sort of thing.


The last thing we need are more are you sure buttons. Try paying more attention to what you are doing. No failsafe needed. Dont think i have ever accidently used a null fuse and i have used hundreds of them.

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Sun Dec 11, 2011 3:16 am
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Jason wrote:
Dr Bill wrote:
The manip is powerful too. And cheaper in ap. And tradeable.

My main thing though, the real importance for me, is that I think a simple refinement to prevent you from being able to accidentally blow a fuse when you have no traps on would be a good idea. Idk because I haven't played with it yet, but can you pop a manip when all your cooldowns are fresh? I know you can accidentally burn planet time vortexes if you aren't paying attention.

I don't understand why failsafes aren't in place for this sort of thing.


The last thing we need are more are you sure buttons. Try paying more attention to what you are doing. No failsafe needed. Dont think i have ever accidently used a null fuse and i have used hundreds of them.

he's not wanting an "are you sure" for this situation... he's wanting a no-use and error msg saying "Your ship has no triggered effects to nullify."

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Sun Dec 11, 2011 3:27 am
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