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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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Quantum Bio-Vaporizers seem pretty overpowered since they can be stacked on planet attack. Effectively, an invader can use multiple vaporizers to get to the invade button without ever attacking a planet. Can they be limited to reducing the population to 50% or 25% of the max population of the planet? This would make them useful when invaded a well populated planet but still make population a useful part of defense on a planet.
Also, can Abysmal Rift Traps be tripped by a Vaporizer or when a ship attempts an invade? Ideally this wouldn't count as an invasion attempt for the ship, they would just click Invade, get the trap notification and lose access to the invade button on the trapped planet.
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Thu Nov 15, 2012 4:27 am |
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Wolfy Minion
Joined: Mon Sep 05, 2011 9:16 am Posts: 2737
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Just make it so QBV can't be used on a planet with <20 pop that way the person has to attack once. or 100 just in case of the planet having the other traps.
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Thu Nov 15, 2012 4:30 am |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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Littlefluffy wrote: Just make it so QBV can't be used on a planet with <20 pop that way the person has to attack once. or 100 just in case of the planet having the other traps. That would work as well. Though if a player stacks other traps before a Rift trap, maybe they deserve to not have it trip in time. It's like red badging someone with a Halc, Krio, Omicron, Theta, and Bane trap. If they put them all on and the Halc doesn't fire until the kill shot, then that's the price they pay for not being strategic in what traps they set.
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Thu Nov 15, 2012 4:43 am |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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While on the topic of fixing these rift traps.
Might want to make rift traps like warp inhibitors in that the planet can't be attacked in the last week in order to use it.
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Thu Nov 15, 2012 5:58 am |
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mojo311
Joined: Tue Jun 08, 2010 3:47 pm Posts: 2180
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I don't konw the QBV's are more on the rarer side so if someone wants to use them all up on a planet to get that low pop then I say let them waist them on 10 extra pop. You will still get the notifications.
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Thu Nov 15, 2012 12:17 pm |
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QCubed
Joined: Sun Jun 20, 2010 4:50 am Posts: 569
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A more general solution, to allow for other traps that would be circumvented:
* Make EVERY planet trap should trigger when planet population is reduced to 10 or less. (Except by the player installing a structure which causes this.)
Another Option, though not as general:
* Make all Planet Traps which produce special effects triggered by attacking (ie. immunity, alert, anti-artifact, etc.) trigger-able by any enemy artifact being used on the planet.
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Thu Nov 15, 2012 1:07 pm |
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Devastation
Joined: Tue Dec 06, 2011 3:17 pm Posts: 3632 Location: Gone.
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I'm sure the description says an attacking ship has a "CHANCE" to set off a trap. It's not guaranteed.
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Fri Nov 16, 2012 5:07 pm |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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Dex, 10% chance perhaps. Attack 20, 30 times? More? So what kinda chance is there for it not to happen? <1%
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Fri Nov 16, 2012 5:16 pm |
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Common
Joined: Sun Nov 27, 2011 7:39 am Posts: 334
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Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about.
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Fri Nov 16, 2012 8:27 pm |
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Tree7304
Joined: Thu Jun 02, 2011 7:05 am Posts: 2794
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Common wrote: Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about. Quantum Bio-Vaporizer (Uses Left: 48) Abysmal Rift Trap (Uses Left: 5) There are plenty in our battle group with rift traps. I don't know about bio vaporizers though.
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Fri Nov 16, 2012 8:44 pm |
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KJReed
Joined: Mon Nov 21, 2011 1:08 am Posts: 3142
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Common wrote: Both items are quite rare... not many have dozens of quantum bombs and rift traps lying about. im averaging one bio vap about every 750 kills. and thats just based off of what i havent used(know i havent used many though)
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Fri Nov 16, 2012 9:31 pm |
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Necrokristo
Joined: Sat Mar 10, 2012 7:43 pm Posts: 130
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Quants should be limited to 2 uses per planet to make it fair. since accumulating them isn't so hard.
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Sat Nov 17, 2012 12:16 am |
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ICBLF
Joined: Sat Jul 02, 2011 6:52 pm Posts: 1663 Location: where the dead ships dwell
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XxDarthDexterxX wrote: I'm sure the description says an attacking ship has a "CHANCE" to set off a trap. It's not guaranteed.  Reads as guaranteed to me.
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Sat Nov 17, 2012 6:29 am |
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