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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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A new medal Go 90 days without setting any traps Rewards Ship Ability Cost 200 energy Lasts 8 hours Limit once per 24 hours when an enemy sets off a halcyon, krionus, omicron or thetacron trap from your ship there is a 10% chance that the trap will still remain set on your ship 
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Last edited by Sparky on Sun Jun 24, 2012 11:32 pm, edited 1 time in total.
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Sun Jun 24, 2012 8:12 pm |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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i like this +1
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Sun Jun 24, 2012 10:38 pm |
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keife191
Joined: Sun Jul 31, 2011 2:51 am Posts: 76 Location: space
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+1, i say yay for this too
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Sun Jun 24, 2012 10:55 pm |
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PLURVIOUS
Joined: Fri Jan 06, 2012 3:10 am Posts: 1653 Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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+1 I think maybe more than 10% chance, though. 50% would be my preference.
_________________PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.  
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Sun Jun 24, 2012 11:17 pm |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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PLURVIOUS wrote: +1 I think maybe more than 10% chance, though. 50% would be my preference. nah 50% is too much. 20% tops. thats my opinion.
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Sun Jun 24, 2012 11:28 pm |
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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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varunjitsingh146 wrote: PLURVIOUS wrote: +1 I think maybe more than 10% chance, though. 50% would be my preference. nah 50% is too much. 20% tops. thats my opinion. could be 50% for halcs, 20% for krionus,10% for thetacrons and 60% for omicrons (to make them more useful) and only usable once per 24 hours Would like to hear some opinions from the players that almost always use halcs and dont really pvp much.
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Sun Jun 24, 2012 11:31 pm |
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PLURVIOUS
Joined: Fri Jan 06, 2012 3:10 am Posts: 1653 Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
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Sparky wrote: Would like to hear some opinions from the players that almost always use halcs and dont really pvp much. lol, I'm guessing they would vote for 100%
_________________PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.  
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Sun Jun 24, 2012 11:44 pm |
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varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
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Sparky wrote: varunjitsingh146 wrote: PLURVIOUS wrote: +1 I think maybe more than 10% chance, though. 50% would be my preference. nah 50% is too much. 20% tops. thats my opinion. could be 50% for halcs, 20% for krionus,10% for thetacrons and 60% for omicrons (to make them more useful) and only usable once per 24 hours Would like to hear some opinions from the players that almost always use halcs and dont really pvp much. i say 5% halcs, 10% krionus, 20% omicron.
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
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Mon Jun 25, 2012 12:25 am |
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keife191
Joined: Sun Jul 31, 2011 2:51 am Posts: 76 Location: space
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id reverse those numbers, because the omicron and krios are the only ones that would benefit from this, since once you hit a halc trap its over for that disable, but if you hit a krio and then hit it again itll deter you, and hitting a thetacron twice would potentially kill you  50% quantum, 40% halc, 30% omicron, 20% krio, 10% theta and in my opinion the ability should last as long as the traps do
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Mon Jun 25, 2012 8:22 am |
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Adsibearsawsome
Joined: Mon Jan 16, 2012 6:02 pm Posts: 1327
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i like it but it should only be useable once a week since traps last a week anyway! but still +1
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Mon Jun 25, 2012 8:35 am |
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failname
Joined: Sun Nov 06, 2011 9:13 am Posts: 1695
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Sparky wrote: A new medal Go 90 days without setting any traps Rewards Ship Ability Cost 200 energy Lasts 8 hours Limit once per 24 hours when an enemy sets off a halcyon, krionus, omicron or thetacron trap from your ship there is a 10% chance that the trap will still remain set on your ship  make it 150 days and 40%.... NO MORE HALCS ....
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Tue Jun 26, 2012 3:44 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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I use halcyons just because I can make someone somewhere waste some energy. As soon as a few more people in my legion get that nifty repair boost ability, I will probably stop using halcyons altogether.
This way I can most likely be dead right before a good NPC run.
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Tue Jun 26, 2012 3:56 pm |
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Sparky
Joined: Tue Mar 15, 2011 8:00 pm Posts: 2419
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bump
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Thu Jul 05, 2012 1:06 am |
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Feldshan
Joined: Mon May 28, 2012 1:57 pm Posts: 172
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It seems kind of pointless... 200 energy just for a chance for a trap to reset... I log in more then enough to get traps back on before the day is up and who ever hits me next gets the traps again. If you are going to make it so people have to go days without setting a trap and cost 200 energy for the ability I want to see something that lasts all week and gives me 80% on Kronus and Omincron, 60% for Theta, 75% for quantum, and 10% for halc. Or something better then that. I have a ton of these traps and wouldn't mind wasting them if the ability even put them on for me multiple times.
The only people that would benefit from this medal are the pvp people since more people would be without any traps on... For anyone else it would be a pointless medal to try for unless they already had a monster ship that no one wanted to attack anyways.
Something that would be more useful would be if you made people turn in 20, 50 or 100 of the 4 traps to the CT Lab for a trap/traps that would be better then those traps. Kronus and halc trip earlier, Omincron do more damage, quantum take less cloak but last longer. For the PvP people the halc and kronus tripping earlier would save them some energy, the Omincron higher damage version would be easier to get for people and the quantum wouldn't get an auto null asap as soon as it was applied and wouldn't hurt the person so much that got it, but lasting longer could still get the job done for the person that used it. If they were combined it would be interesting to have a trap that would do partially all of the above but maybe less. By making people turn in so many traps you would increase the possibility they would run out of the traps or else not put them on as much, but also you would not want to get hit with what they turned into, but it wouldn't be easy to get a lot of them.
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Thu Jul 05, 2012 2:00 am |
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FATAL15
Joined: Thu Jan 19, 2012 7:05 pm Posts: 51
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-1 if someone hits your halycon trap and it resets it would make you almost invincible which is slightly unfair. Although halycons prevent others to attack you after it's set, if you are not online in an hour after being attacked you can still get disabled. I say just come online as often as you can to replace traps rather than having an ability to replace them right after they are hit.
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Mon Jul 09, 2012 7:17 am |
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