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 Edit Halc Trap commands. 
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Joined: Sat Jul 14, 2012 12:19 am
Posts: 37
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You waste other players' traps, which they have to re-set, and their credits, as they have to repair, and in return those players 'waste' your energy and your nulls. Doesn't sound terribly unfair to me.

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Thu Dec 13, 2012 8:59 pm
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Joined: Tue Feb 28, 2012 11:42 am
Posts: 779
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John Falls wrote:
Silens wrote:
John Falls wrote:
Plus A, theres calming amps for passiveness. There are flux probes to see if your planets have been scanned; should we get rid of Xecti Pathway Detectors too?

B, theres the max cap limit for all players. On using null fuses? I'm pretty sure setting off a halcyon trap doesn't count as an aggressive action so shouldn't affect Time Manipulators, either.

c, if the halc trap was changed to 3,4. maybe even 5 or 6 times defense making it near impossible to disable people.
Aswell the players would take advantage of this by maxing out there defenses. Not all players want to max out of defense, or even install any defense; they choose to play without it and protect themselves with Halcyon traps. Multiplying your defense won't mean much if your defense is atrocious. On top of this, some players may abuse the system by getting their halcyons set off before NPCing or hitting bases with their new massive defense.

JF

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We are not talking about planets lol. Way to miss my point.

Krivs are 90%+ always tripped before halc, wasting nulls and energy.

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Fri Dec 14, 2012 5:15 pm
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