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Preliator Xzien
Joined: Thu Jul 28, 2011 2:56 pm Posts: 8877 Location: Behind you... Stop looking behind you...
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So after a bit of discussion with a couple others in the legion, we figure that it's high time that the calming amplifier either gets fixed or removed because it's causing more problems than it's solving.
When you slap on a calming amp, you shouldn't be able to attack bases and you shouldn't be able to guard planets, as well as it's current effects.
Either this or remove the artifact entirely.
(please no flaming)
_________________P R E L I A T O R||XZIEN Entertainment Extraordinaire ~ Artwork, Writing, Rants, Memes Golgotha wrote: its the attitude of being willing to take on the shark with the right harpoon that sets you above most
Last edited by Preliator Xzien on Sun Mar 18, 2012 10:27 pm, edited 2 times in total.
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Sun Mar 18, 2012 10:24 pm |
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Billik
Joined: Thu Nov 24, 2011 12:40 am Posts: 2812 Location: Just go north, and keep on going.
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I think my comments so far tonight require me to +1 this thread.
_________________  A Necromancer Design Senatus et Populusque Imminente
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Sun Mar 18, 2012 10:26 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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Yup I agree with this, for the benefit of all legions.
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Sun Mar 18, 2012 10:26 pm |
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KxG Ryoko
Joined: Tue Nov 01, 2011 7:31 am Posts: 945 Location: Midchilda Section Six
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+1
I prefer the remove option tbh
_________________ Offical Stuff-Knower of Mist Nebula Corps
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Sun Mar 18, 2012 10:39 pm |
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Dantte
Joined: Wed Aug 11, 2010 4:05 am Posts: 23
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I agree with this but only if the advantages for bases to change their stats during battle, other then abilities, is removed. Otherwise your giving an unfair advantage to a base with nothing on the attackers side to counter with. Such as:
1. re-configuring hull/shield modules during base battle. 2. ability to add arty (exo-clamps, comm-links) to base during battle. 3. ability to players to change professions during base-battles to fixer, to provide base with additional hull (Auxiliary Fortification) and repair ability.
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Sun Mar 18, 2012 10:41 pm |
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Willeitner
Joined: Sat Dec 25, 2010 4:04 am Posts: 641
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Well I agree but don't see dan removing it after all two items in the ctp lab take them and they limit getting tons of either one think this was said by just about everyone when dan said it himself awhile back. dantte that is interesting sense I think dysonians where the first to suggest such a thing at least as far as modules as for changing races figure dan likes the GP points being spent.
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Sun Mar 18, 2012 10:44 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Dantte wrote: I agree with this but only if the advantages for bases to change their stats during battle, other then abilities, is removed. Otherwise your giving an unfair advantage to a base with nothing on the attackers side to counter with. Such as:
1. re-configuring hull/shield modules during base battle. 2. ability to add arty (exo-clamps, comm-links) to base during battle. 3. ability to players to change professions during base-battles to fixer, to provide base with additional hull (Auxiliary Fortification) and repair ability. Take away the ability to change structures on a planet then too. And change to Xecti race or Biologist profession. And adding any artifacts to a planet that give attack/defense/population/immunity.
_________________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?
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Sun Mar 18, 2012 10:49 pm |
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ahimsa
Joined: Tue Jun 21, 2011 5:00 am Posts: 200
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I don't pvp so I would like to keep the calmers. As it is they are only good for 1/3 the time they used to be. How about doing away with some pvp artifacts instead.
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Sun Mar 18, 2012 10:51 pm |
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Preliator Xzien
Joined: Thu Jul 28, 2011 2:56 pm Posts: 8877 Location: Behind you... Stop looking behind you...
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ahimsa wrote: I don't pvp so I would like to keep the calmers. As it is they are only good for 1/3 the time they used to be. How about doing away with some pvp artifacts instead. That isn't the issue here. The issue is the bugs and loopholes that the amplifier has regarding planets and bases.
_________________P R E L I A T O R||XZIEN Entertainment Extraordinaire ~ Artwork, Writing, Rants, Memes Golgotha wrote: its the attitude of being willing to take on the shark with the right harpoon that sets you above most
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Sun Mar 18, 2012 10:52 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Xzien wrote: ahimsa wrote: I don't pvp so I would like to keep the calmers. As it is they are only good for 1/3 the time they used to be. How about doing away with some pvp artifacts instead. That isn't the issue here. The issue is the bugs and loopholes that the amplifier has regarding planets and bases. ....that weren't an issue with the "old school" halcyons and CAmps. Now that they grant full artifact immunity to the wearer, while they can guard a planet or ATTACK a base that belongs to another group of PLAYERS, changes need to be made. I've said this since it first came up. Guarding a planet INTENTIONALLY places your ship into a potential PvP situation and trucing should not apply at all if targeted from the planet. Attacking a PLAYER-MADE base is near enough to direct PvP that truce effects should be nullified and given a non-use timer from the first click of the attack button. That timer should extend until either (1) the base is disabled or (2) the lock timer expires on a successful defense.
_________________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?
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Sun Mar 18, 2012 11:01 pm |
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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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+1 calming amplifiers and Halcyon traps should be totally removed from the game too many exploits when it comes to them and they aint being fixed anytime soon so I agree with getting rid of them
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Sun Mar 18, 2012 11:02 pm |
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StolenPlanet
Joined: Sat Jun 05, 2010 1:54 am Posts: 1208
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Darth Flagitious wrote: Xzien wrote: ahimsa wrote: I don't pvp so I would like to keep the calmers. As it is they are only good for 1/3 the time they used to be. How about doing away with some pvp artifacts instead. That isn't the issue here. The issue is the bugs and loopholes that the amplifier has regarding planets and bases. ....that weren't an issue with the "old school" halcyons and CAmps. Now that they grant full artifact immunity to the wearer, while they can guard a planet or ATTACK a base that belongs to another group of PLAYERS, changes need to be made. I've said this since it first came up. Guarding a planet INTENTIONALLY places your ship into a potential PvP situation and trucing should not apply at all if targeted from the planet. Attacking a PLAYER-MADE base is near enough to direct PvP that truce effects should be nullified and given a non-use timer from the first click of the attack button. That timer should extend until either (1) the base is disabled or (2) the lock timer expires on a successful defense. Lost me Darth. I may have misread and if so,then my bad. But, you can't be calm amp or have on halc and successfully guard a planet. Dan has already fixed that part. Or so I thought
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Sun Mar 18, 2012 11:06 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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StolenPlanet wrote: Darth Flagitious wrote: Xzien wrote: That isn't the issue here. The issue is the bugs and loopholes that the amplifier has regarding planets and bases. ....that weren't an issue with the "old school" halcyons and CAmps. Now that they grant full artifact immunity to the wearer, while they can guard a planet or ATTACK a base that belongs to another group of PLAYERS, changes need to be made. I've said this since it first came up. Guarding a planet INTENTIONALLY places your ship into a potential PvP situation and trucing should not apply at all if targeted from the planet. Attacking a PLAYER-MADE base is near enough to direct PvP that truce effects should be nullified and given a non-use timer from the first click of the attack button. That timer should extend until either (1) the base is disabled or (2) the lock timer expires on a successful defense. Lost me Darth. I may have misread and if so,then my bad. But, you can't be calm amp or have on halc and successfully guard a planet. Dan has already fixed that part. Or so I thought You are immune to all artifacts.
_________________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?
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Sun Mar 18, 2012 11:09 pm |
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Jessica
Joined: Tue Dec 27, 2011 6:29 pm Posts: 296
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sorry I disagree
-1
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Mon Mar 19, 2012 3:15 am |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Jessica wrote: sorry I disagree
-1 Care to explain why? Or is it just feminine contrariness? 
_________________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?
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Mon Mar 19, 2012 3:29 am |
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SpaceCaseAce
Joined: Fri Aug 19, 2011 10:36 pm Posts: 379
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-1 to getting rid of c amp all together...I do not use them personally, I pvp, but a lot of people do use them so why take them away.also as mentioned they have use in ct lab
+1 to fixing them, if you have a c amp on your ship and you try to guard a planet or attack a base you instead get error message saying your ship currently has an effect preventing you from guarding planet(or attacking base) seems simple enough..
I also think when halcyon traps are set on your ship, you should in this case not be able to guard planets because if triggered while guarding you have same passive effect as c amp and same problem.However, i do not think(unless i missed something)that having a halc trap set should stop you from attacking bases, as there is no worry of pvp in base attacks.however if your trap is triggered at any point of attacking a base, then you will no longer be able to attack the base because you now have a passive effect that would prevent you from attacking and you would have to wait for the effect to wear off before resuming attacks on base.
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Mon Mar 19, 2012 3:57 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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I say making guard planets and base combat into offensive actions. and then give an option to cancel calm amp(it would be bad to be unable to guard planet when there is a surprise attack of sorts while u r calmed up)
removing them altoghther.... i really would like to be not CM/debuffed while scanning for planets and/or NPCing.... so~
so -1 remove, +1 fix
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ
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Mon Mar 19, 2012 4:54 am |
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Silver_Stiched_Crow
Joined: Thu Aug 04, 2011 1:56 pm Posts: 1403
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Sparky wrote: +1 calming amplifiers and Halcyon traps should be totally removed from the game too many exploits when it comes to them and they aint being fixed anytime soon so I agree with getting rid of them But, they are too tied into the game to be removed. Think of all the CTL designs that use calming amps. Or the thousands of players who use them without loopholes that don't visit the forums to express their opinions?
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Mon Mar 19, 2012 5:11 am |
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The Exterminator
Joined: Wed Jan 25, 2012 6:17 pm Posts: 1232
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-1 to them being REMOVED. They would have to change 2 CT Lab recipes..
+1 to CHANGING them. To NPC ONLY, Just change the description
_________________Lumberjack, Konqul Excavator, Officer of Empire of the Sun Currently looking for a tree.
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Mon Mar 19, 2012 10:57 am |
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SteveMcBob
Joined: Sat Feb 19, 2011 10:55 pm Posts: 374
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The solution to bugs is to fix bugs.
Remove halcs.
Keep calming amps.
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Mon Mar 19, 2012 10:41 pm |
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