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 New planet trap? 
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Joined: Mon May 03, 2010 6:47 pm
Posts: 240
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Planet Automated Launch Squad (PALS)
2,500 RP? (Or might make for a good seasonal item)
Triggers like a normal planet trap and gives the planet a guarding "squad" of ships.

5 tiny fighters with these stats:
Attack: 15
Defense: 30
Hull: 20

No damage cap, so they get one-shotted

This would give the planet 75 attack and 150 defense. Only NPC artifacts work on them, but unstable wormhole emitters can hit (and would "kill" them).

Also would annoy attackers just because they have to either kill (One attack each, total to 25 energy) or wait out the guards (12 hours until they "need to refuel" and go away).

Thought it might be an interesting idea.

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Fri Feb 04, 2011 4:40 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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Bad idea for the following reasons...
  • Weak, very very weak
  • why use a wormhole for 30e if you can one-shot all five for total of 25e?
  • everything has damage caps
  • 75A/150D? accomplishes nothing
  • wait out a 12hr timer? if you can't deal with 75/150 you really shouldn't be trying to attack planets. stick with missions

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Fri Feb 04, 2011 4:49 pm
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Joined: Mon May 03, 2010 6:47 pm
Posts: 240
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I figured the stats were underpowered, but didn't want to make something outright better than the 300 defense trap that is out their.

I included the wormhole emitter so if the planet was targeted with one, it might kill one of them instead of warping away a stronger guard (I often guard a planet alone)

Suggestions on what stats to give the ships?

EDIT:
With no damage cap, a 20 cap would be implied. No cap preventing them from being one-shotted

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Fri Feb 04, 2011 5:38 pm
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Joined: Tue Jun 08, 2010 3:47 pm
Posts: 2180
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Darth Flagitious wrote:
Bad idea for the following reasons...
  • Weak, very very weak
  • why use a wormhole for 30e if you can one-shot all five for total of 25e?
  • everything has damage caps
  • 75A/150D? accomplishes nothing
  • wait out a 12hr timer? if you can't deal with 75/150 you really shouldn't be trying to attack planets. stick with missions



I disagree with you on some of these. I would love to see these come into play. For one sometimes there are a lot of guards on a world and before trying to get the pop down you want to take these guards off. So these would be like decoys since your wormhole takes guards off randomly. So there would be a greater chance that the wormhole would take one of them off instead of one of your good players. Making it a larger pain in the butt for the attacker. Also there are lots of smaller players out there and this would help them a lot in guarding a planet against others closer to their rank. The attack and defense of them doesn't matter really in the big picture because like I said before they are just there to get in the way. This could also give the owner of the world the extra min. needed to get the alert out on the world and to guard it. As well as to get the artifacts needed on the world before making it immune to artifacts.

I love the idea! Thanks for the suggestion.

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Fri Feb 04, 2011 6:53 pm
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