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 CT Lab ideas 
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Joined: Wed Nov 21, 2012 12:33 am
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These are just some ideas for new CT lab items.

Null Signature Shuttle: A shuttle that escorts your ship, projecting its cloak field to cloak you and itself.

[Cloak module - Size: 20, +120 cloak, +5% cloak bonus. Limit of 3.]
-Requires: 40 Sha'Din Algorithms, 150 Dark Pyramids, 150 Quantum Flares, 100 energy.

- - - - - - - - - - - - - - -

Chaostatic-Ray Cannon: A weapon that is slightly more powerful against shields.

[Weapon module - Size: 18, +140 attack (gains 25 attack vs shields). Limit of 4]
-Requires: 50 Chaostatic Inhibitors, 150 Ancient Crystal Foci, 150 Crimson Obelisks, 50 energy.

- - - - - - - - - - - - - - -

Trap Breaker Drone (Yes, I did put up this idea in a previous thread which it received mixed views on it. This version was changed to fix what people saw wrong with the original; it's being proposed for the CT lab this time rather than the artifact haul, and it does not affect certain traps.)

[Enemy artifact - When used it breaks 1 random trap that the opponent has equipped, no more than 1 may be used on the same target every 4 hours.
Note: This only works on most standard traps (Omicron, Krionus, and firewall. Doesn't work on halcyons.), mission created and seasonal traps are immune.]
-Requires: 5 Drannik Saboteurs, 10 Omicron Mine Traps, 10 Krionus Virus Traps, 10 energy.


Please give your thoughts on them individually, if you're only commenting on one of them please say which one.

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Last edited by Fenix on Sat Jan 05, 2013 5:39 am, edited 3 times in total.



Sat Jan 05, 2013 4:09 am
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Fenix wrote:
These are just some ideas for new CT lab items.

Null Signature Shuttle: A shuttle that escorts your ship, projecting its cloak field to cloak you and itself.

[Cloak module - Size: 20, +120 cloak, +5% cloak bonus. Limit of 3.]
-Requires: 40 Sha'Din Algorithms, 150 Dark Pyramids, 150 Quantum Flares, 100 energy.

- - - - - - - - - - - - - - -

Chaostatic-Ray Cannon: A weapon that is slightly more powerful against shields.

[Weapon module - Size: 18, +140 attack (gains 25 attack vs shields). Limit of 4]
-Requires: 50 Chaostatic Inhibitors, 150 Ancient Crystal Foci, 150 Crimson Obelisks, 50 energy.

- - - - - - - - - - - - - - -

Trap Breaker Drone (Yes, I did put up this idea in a previous thread which it received mixed views on it. This version was changed to fix what people saw wrong with the original; it's being proposed for the CT lab this time rather than the artifact haul, and it does not affect certain traps.)

[Enemy artifact - When used it breaks 1 random trap that the opponent has equipped, no more than 1 may be used on the same target every 4 hours.
Note: This only works on standard traps (Omicron, Krionus, Firewall and Halcyon), mission created and seasonal traps are immune.]
-Requires: 5 Drannik Saboteurs, 10 Omicron Mine Traps, 10 Krionus Virus Traps, 10 energy.

-1 if it works against Halcyons.
Halcyons are the only real defense, if you dont want to do PVP.


Sat Jan 05, 2013 5:08 am
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Sereomontis wrote:
-1 if it works against Halcyons.
Halcyons are the only real defense, if you dont want to do PVP.


Good point, I should change that. What are your thoughts on the first two?

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Sat Jan 05, 2013 5:25 am
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Fenix wrote:
Sereomontis wrote:
-1 if it works against Halcyons.
Halcyons are the only real defense, if you dont want to do PVP.


Good point, I should change that. What are your thoughts on the first two?

I like them. Specially the weapon that is more effective against shields. I actually suggested something very similar somewhere in this thread: viewtopic.php?f=6&t=31955
Sorry, its quite a long list of suggestions, so if your going trough it, it might take a while.

But, back to the original point, i like both the other ideas, and the trap thing, would work, if you made it so it doesn't remove halcyons.
Im not the biggest fan of more cloak modules on my ship, but, hey, bring it on. I always like new stuff.
Anyway, here was the thing i suggested for something that has more attack against shield:
(New NPC Drop)
T.O. Extrapolator Beam. Ship Module, Size: 21, +180 Attack, +200 Shield. Does 25% more damage to shields. (limit 3 per ship)


Sat Jan 05, 2013 6:08 am
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Sereomontis wrote:
Specially the weapon that is more effective against shields.

I thought I read somewhere, a long time ago, that because of the way the game is programmed, there is no way to do something like that, said by Dan of course.


Sat Jan 05, 2013 6:16 am
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ODragon wrote:
Sereomontis wrote:
Specially the weapon that is more effective against shields.

I thought I read somewhere, a long time ago, that because of the way the game is programmed, there is no way to do something like that, said by Dan of course.

I dont know, might be impossible, but i figure its worth suggesting, just in case.


Sat Jan 05, 2013 7:42 am
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all the items have too low of requirements to make them. not that i like the idea of any trap breaker anyways(if you want to pvp get your arti up so you get more nulls, or use a trap probe occasionally.)

on top of that they arent really good considering the amount of res it will take to unlock them, coupled with the fact that they can only be made so many times.

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Sat Jan 05, 2013 8:27 am
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I admire the idea, but it needs changed, a lot. +25 Attack against Shields isn't much if you're a high rank. I could easily get it with a bunch of Rescued Prisoners.

Try +250 Attack against Shields, and kick the requirements through the roof.

Furthermore, does this affect NPC Shields and Enemy Base Shields? Are there any downsides? By which Artifacts is it affected?

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Sat Jan 05, 2013 9:20 am
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It's no point i guess to post suggestions for ship mods to go into the ctl as yes u may get some people that will like the idea but the higher ranks will say no, that they want repeatable artis in there. I say +1 for any ship mods coz it means another mod u can install to further get stronger, but some people just don't want them. Nothing wrong with your idea so i'll give it a +1.

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Sat Jan 05, 2013 10:24 am
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ODragon wrote:
Sereomontis wrote:
Specially the weapon that is more effective against shields.

I thought I read somewhere, a long time ago, that because of the way the game is programmed, there is no way to do something like that, said by Dan of course.

if (targetedenemy.shield>1){
attack+250;
}

Whilst it would overflow into hull slightly, it would work.

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Sat Jan 05, 2013 10:38 am
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ODragon wrote:
Sereomontis wrote:
Specially the weapon that is more effective against shields.

I thought I read somewhere, a long time ago, that because of the way the game is programmed, there is no way to do something like that, said by Dan of course.

Oh.. If that's true then I guess that kinda sucks.

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Sun Jan 06, 2013 1:03 am
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KJReed wrote:
all the items have too low of requirements to make them. not that i like the idea of any trap breaker anyways(if you want to pvp get your arti up so you get more nulls, or use a trap probe occasionally.)

on top of that they arent really good considering the amount of res it will take to unlock them, coupled with the fact that they can only be made so many times.

True, the costs are a bit low which I'll have to admit. As for what you're saying about the Trap Breaker, id say the same about the Spy-Probe Governance (just check the planet owner's rank and if it doesn't change after a week or two depending on the level range, then he's probably inactive.), so really using trap breakers is just an alternative to nulls.

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Sun Jan 06, 2013 1:23 am
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XxDarthDexterxX wrote:
I admire the idea, but it needs changed, a lot. +25 Attack against Shields isn't much if you're a high rank. I could easily get it with a bunch of Rescued Prisoners.

Try +250 Attack against Shields, and kick the requirements through the roof.

Furthermore, does this affect NPC Shields and Enemy Base Shields? Are there any downsides? By which Artifacts is it affected?


Guess that is admittingly underpowered and costs too little for a CT lab module.

How about...

Chaostatic-Ray Cannon - Size 22, +160 attack (gains 360 attack vs shields), -2 shield charge rate. Limit of 4]
-Requires: 300 Chaostatic Inhibitors, 650 Ancient Crystal Foci, 650 Crimson Obelisks, 300 energy. (I'm not sure if that's considered through the roof while still being reasonable or not. Feel free to suggest some numbers.)

I would assume it would affect NPC and Base shields unless that proves overpowered. It would be affected by what usually affects weapons such as Krionus Traps, obelisks, ancient foci, and so on. Which the vs shield bonus is also affected by these.

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Sun Jan 06, 2013 2:07 am
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Fenix wrote:
KJReed wrote:
all the items have too low of requirements to make them. not that i like the idea of any trap breaker anyways(if you want to pvp get your arti up so you get more nulls, or use a trap probe occasionally.)

on top of that they arent really good considering the amount of res it will take to unlock them, coupled with the fact that they can only be made so many times.

True, the costs are a bit low which I'll have to admit. As for what you're saying about the Trap Breaker, id say the same about the Spy-Probe Governance (just check the planet owner's rank and if it doesn't change after a week or two depending on the level range, then he's probably inactive.), so really using trap breakers is just an alternative to nulls.

Never said I liked the probe.
It is useful for newly scanned ones though.

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Sun Jan 06, 2013 2:54 am
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KJReed wrote:
Never said I liked the probe.
It is useful for newly scanned ones though.

I never said that you liked it either, I was just making a comparison between my idea that might not be really useful and something that's already been implemented that similarly isn't very useful. Though you're right, the governance probe does have the advantage of being the faster method over checking the owner's level then checking it again a week later.

Anyhow, I'm sure someone out there will probably figure it as another way to get rid of that large stockpile of traps in their cargo as opposed to scrapping them and go crazy, enjoying not being hit by as many traps as they usually do. *shrugs*

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Sun Jan 06, 2013 5:12 am
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