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[ 13 posts ] |
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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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Yes the idea here is that the weapon has its attack doubled on the first attack (kind of like the invasion bonus on some).
There could also be a defense that does something close (responding defense gains a bonus after the first attack).
Just some ideas to see if they spark new module ideas.
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Thu Aug 19, 2010 10:58 pm |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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what about having a device that also does dot or a delayed artifac device that scans the enamy ship and only goes off when your below 20% or they are to get a killing blow.
_________________ as always Semper Fidelis (CPL USMC)
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Fri Aug 20, 2010 1:39 am |
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Redlaw
Joined: Fri May 28, 2010 3:38 am Posts: 1280
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I could barly read what you said...
What would be the point of an artifact trap that scans a ship that disabled you? I could see it as a way to see if you can see what gear it has on the ship and add it to your list (which would allow 1 message to your legion).
But the Scanner Trap seems kind of pointless to me.
My idea the main one anyway I think might be more fun to have around.
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Fri Aug 20, 2010 3:23 am |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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no to shoot them. the one now that only does 400 dmg goes off too soon. One trip to the repair shop no harm. but what im saying is it goes off when their ship hull is low. So if their not carfull bam!!!!!! and what i ment by it goes off automaticly if your ship drops below 20%. maby doing dubble damg to the person as a last resort. kind of like what was it called in the bbs trade wars game. you could load your ship with a material that if you blow up it does massive damage to your attacker.
_________________ as always Semper Fidelis (CPL USMC)
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Fri Aug 20, 2010 3:28 am |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Chris24markey wrote: no to shoot them. the one now that only does 400 dmg goes off too soon. One trip to the repair shop no harm. but what im saying is it goes off when their ship hull is low. So if their not carfull bam!!!!!! and what i ment by it goes off automaticly if your ship drops below 20%. maby doing dubble damg to the person as a last resort. kind of like what was it called in the bbs trade wars game. you could load your ship with a material that if you blow up it does massive damage to your attacker. How about an artifact that is like traps but has specific trigger times? Countermeasures: traps that can only go off on the first attack against you. They have a small effect duration, but have a large effect. Examples: Solar Countermeasures- attacker looses all scanning and cloaking for next 10 minutes Pacifier- attacker and attacked gain +1 truce for 10 minutes Emergency Becon- automatically sends a free legion notification of the attacker. Fail Safe: traps that can only go off the instant you are disabled. They are powerful, but can be devistating to both sides if you're not careful. Just one example: Singularity Fail Safe- attacker is dealt 500 damage, user cannot gain energy for 20 minutes. Both attacker and user are +1 truce for 24 hours.
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Fri Aug 20, 2010 5:19 am |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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zophah wrote: How about an artifact that is like traps but has specific trigger times?
Countermeasures: traps that can only go off on the first attack against you. They have a small effect duration, but have a large effect. Examples: Solar Countermeasures- attacker looses all scanning and cloaking for next 10 minutes Pacifier- attacker and attacked gain +1 truce for 10 minutes Emergency Becon- automatically sends a free legion notification of the attacker.
Fail Safe: traps that can only go off the instant you are disabled. They are powerful, but can be devistating to both sides if you're not careful. Just one example: Singularity Fail Safe- attacker is dealt 500 damage, user cannot gain energy for 20 minutes. Both attacker and user are +1 truce for 24 hours. still want to see counter traps like this added if possible....... emergency becon would be a great one........ Would give your legiona chance to heal you.....and attack the attacker.
_________________ as always Semper Fidelis (CPL USMC)
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Mon May 28, 2012 4:38 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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Chris24markey wrote: zophah wrote: How about an artifact that is like traps but has specific trigger times?
Countermeasures: traps that can only go off on the first attack against you. They have a small effect duration, but have a large effect. Examples: Solar Countermeasures- attacker looses all scanning and cloaking for next 10 minutes Pacifier- attacker and attacked gain +1 truce for 10 minutes Emergency Becon- automatically sends a free legion notification of the attacker.
Fail Safe: traps that can only go off the instant you are disabled. They are powerful, but can be devistating to both sides if you're not careful. Just one example: Singularity Fail Safe- attacker is dealt 500 damage, user cannot gain energy for 20 minutes. Both attacker and user are +1 truce for 24 hours. still want to see counter traps like this added if possible....... emergency becon would be a great one........ Would give your legiona chance to heal you.....and attack the attacker. What's up with the necros?
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Mon May 28, 2012 5:18 pm |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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Epicownage wrote: Chris24markey wrote: zophah wrote: How about an artifact that is like traps but has specific trigger times?
Countermeasures: traps that can only go off on the first attack against you. They have a small effect duration, but have a large effect. Examples: Solar Countermeasures- attacker looses all scanning and cloaking for next 10 minutes Pacifier- attacker and attacked gain +1 truce for 10 minutes Emergency Becon- automatically sends a free legion notification of the attacker.
Fail Safe: traps that can only go off the instant you are disabled. They are powerful, but can be devistating to both sides if you're not careful. Just one example: Singularity Fail Safe- attacker is dealt 500 damage, user cannot gain energy for 20 minutes. Both attacker and user are +1 truce for 24 hours. still want to see counter traps like this added if possible....... emergency becon would be a great one........ Would give your legiona chance to heal you.....and attack the attacker. What's up with the necros? good idear +1 lets get craking on some cool items!!!!!!
_________________ as always Semper Fidelis (CPL USMC)
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Tue May 29, 2012 1:56 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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As this thread has been necroed, I will add more ideas.
Countermeasures: Decoy Drone- adds 5% to cloak and defense of the defender for 5 minutes
Fail Safe: Wide Band Flare- reduces the cloak of the attacker and defender by 50% for 4 hours. Attacker also loses 5% attack for 1 hour. (the cloak penalty requires null fuses to remove, the attack penalty cannot be removed)
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Sun Jun 10, 2012 3:16 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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What's with the necro, necro?
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Mon Jun 11, 2012 7:47 pm |
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Chris24markey
Joined: Thu Aug 05, 2010 11:58 pm Posts: 1146
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apparently someone wanted to add more to the idea!
Looks good but what if you had to power up the weapon every 2 hrs with a different type of mineral......
say of 100 ore and each type of ore would add 10-100% atk power for 30 min only for PVP battles.
Dynite 1000 10% atk for 30 min
Chrisium 900 20% atk for 30 min
Darrinyte 800 30% atk for 30 min
Hydium 700 40% atk for 30 min
Erixion 600 50% atk for 30 min
Pawlacite 500 60% atk for 30 min
Dieterion 400 70% atk for 30 min
Dysillon 300 80% atk 30 min
Kurenite 200 90% atk for 30 min
Aidonium 100 would give you 100% atk for 30 min
_________________ as always Semper Fidelis (CPL USMC)
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Mon Jun 11, 2012 9:09 pm |
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Sereomontis
Joined: Tue Oct 18, 2011 8:15 pm Posts: 476
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Chris24markey wrote: no to shoot them. the one now that only does 400 dmg goes off too soon. One trip to the repair shop no harm. but what im saying is it goes off when their ship hull is low. So if their not carfull bam!!!!!! and what i ment by it goes off automaticly if your ship drops below 20%. maby doing dubble damg to the person as a last resort. kind of like what was it called in the bbs trade wars game. you could load your ship with a material that if you blow up it does massive damage to your attacker. I like that idea!How about... Collision Course: An ability you activate. Could last 6-8 hours, which is good if your going to bed or work. Cooldown is 24 hours. Details are negotiable. This ability activates an incredibly complex form of coding in your computers, that automatically directs your ship on a collision course with an attacking ship, if your ships internal sensors detect an imminent failure of hull. This coding is so complex, your computers need a full day to reboot/restart/whatever. What it would do, is to, provided certain criteria are met of course, send your ship flying into the attacking ship, disabling you both. Criteria: (More could be added to balance it if necessary.) This is only activated when your hull goes below a set point, for example 10%, and then, it is triggered on the attackers, for example, 5th hit. (in other words, if you survive 5 hits, after your hull has reached 10%, this ability activates, and disables both ships) Now, if you happen to be online for that attack and you repair after your hull goes below 10%, it deactivates the ability and resets the attack counter, so you have to wait for the cooldown before you can use the ability again. Though i see how this could be overpowered. Maybe add some kind of cost to it. Thoughts? Suggestion? Negative responses telling me i suck? Chris24markey wrote: apparently someone wanted to add more to the idea!
Looks good but what if you had to power up the weapon every 2 hrs with a different type of mineral......
say of 100 ore and each type of ore would add 10-100% atk power for 30 min only for PVP battles.
Dynite 1000 10% atk for 30 min
Chrisium 900 20% atk for 30 min
Darrinyte 800 30% atk for 30 min
Hydium 700 40% atk for 30 min
Erixion 600 50% atk for 30 min
Pawlacite 500 60% atk for 30 min
Dieterion 400 70% atk for 30 min
Dysillon 300 80% atk 30 min
Kurenite 200 90% atk for 30 min
Aidonium 100 would give you 100% atk for 30 min Way overpowered for the higher ranks. I dont know about most people, but i tend to keep at least 500 Aidonium on me at any time, and i make 100 Aid in a 2-3 hours. But if the mineral cost was scaled based on rank, sure.
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Mon Jun 11, 2012 10:46 pm |
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Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
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Sereomontis wrote: Chris24markey wrote: no to shoot them. the one now that only does 400 dmg goes off too soon. One trip to the repair shop no harm. but what im saying is it goes off when their ship hull is low. So if their not carfull bam!!!!!! and what i ment by it goes off automaticly if your ship drops below 20%. maby doing dubble damg to the person as a last resort. kind of like what was it called in the bbs trade wars game. you could load your ship with a material that if you blow up it does massive damage to your attacker. I like that idea!How about... Collision Course: An ability you activate. Could last 6-8 hours, which is good if your going to bed or work. Cooldown is 24 hours. Details are negotiable. This ability activates an incredibly complex form of coding in your computers, that automatically directs your ship on a collision course with an attacking ship, if your ships internal sensors detect an imminent failure of hull. This coding is so complex, your computers need a full day to reboot/restart/whatever. What it would do, is to, provided certain criteria are met of course, send your ship flying into the attacking ship, disabling you both. Criteria: (More could be added to balance it if necessary.) This is only activated when your hull goes below a set point, for example 10%, and then, it is triggered on the attackers, for example, 5th hit. (in other words, if you survive 5 hits, after your hull has reached 10%, this ability activates, and disables both ships) Now, if you happen to be online for that attack and you repair after your hull goes below 10%, it deactivates the ability and resets the attack counter, so you have to wait for the cooldown before you can use the ability again. Though i see how this could be overpowered. Maybe add some kind of cost to it. Thoughts? Suggestion? Negative responses telling me i suck? Chris24markey wrote: apparently someone wanted to add more to the idea!
Looks good but what if you had to power up the weapon every 2 hrs with a different type of mineral......
say of 100 ore and each type of ore would add 10-100% atk power for 30 min only for PVP battles.
Dynite 1000 10% atk for 30 min
Chrisium 900 20% atk for 30 min
Darrinyte 800 30% atk for 30 min
Hydium 700 40% atk for 30 min
Erixion 600 50% atk for 30 min
Pawlacite 500 60% atk for 30 min
Dieterion 400 70% atk for 30 min
Dysillon 300 80% atk 30 min
Kurenite 200 90% atk for 30 min
Aidonium 100 would give you 100% atk for 30 min Way overpowered for the higher ranks. I dont know about most people, but i tend to keep at least 500 Aidonium on me at any time, and i make 100 Aid in a 2-3 hours. But if the mineral cost was scaled based on rank, sure. The idea is not a good one, already people have much too much defense against pvpers in a pvp game. The last thing we need is another trap/ability to help the defender.
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Thu Jun 14, 2012 5:44 pm |
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