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 planet trap : self-destruct concept 
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Joined: Wed Dec 05, 2012 8:22 am
Posts: 1121
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Well, just got a new concept of planet trap

The idea behind current planet traps is to prevent players from taking a planet - so I think a new concept :

1. Self-destruct : should be similar to Insurgent Uprising
Trap : when succesfully INVADED, the trap activates, giving a -90% defense debuff for 48 hours. Lasts a week

or

Building : when succesfully INVADED, the building detonates, giving a -90% defense debuff for 48 hours. When detonated, the building is destroyed.
The building will be VISIBLE in the building tab.


Thu Mar 14, 2013 4:20 am
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Joined: Mon May 28, 2012 8:32 pm
Posts: 2397
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asquall wrote:
Well, just got a new concept of planet trap

The idea behind current planet traps is to prevent players from taking a planet - so I think a new concept :

1. Self-destruct : should be similar to Insurgent Uprising
Trap : when succesfully INVADED, the trap activates, giving a -90% defense debuff for 48 hours. Lasts a week

or

Building : when succesfully INVADED, the building detonates, giving a -90% defense debuff for 48 hours. When detonated, the building is destroyed.
The building will be VISIBLE in the building tab.



when i read the title i thought, destroys planet when invades, but its not a bad idea

dont know what the other guys think thou

+1/2

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Thu Mar 14, 2013 11:42 am
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Joined: Thu Jul 14, 2011 9:25 pm
Posts: 1091
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How about P fluxes? I can't see the planet,I don't care if it gets a def d buff, bit make the planet un p fluxable and it would be better.

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Fri Mar 15, 2013 3:36 am
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Joined: Tue Sep 27, 2011 9:34 pm
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why not just blow up the planet if its taken over :lol:

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Fri Mar 15, 2013 4:06 am
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Joined: Wed Dec 05, 2012 8:22 am
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asdfgr wrote:
How about P fluxes? I can't see the planet,I don't care if it gets a def d buff, bit make the planet un p fluxable and it would be better.


there's already a thread about a trap that automatically alert the targetted planet when attacked :P


Fri Mar 15, 2013 4:13 am
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Joined: Fri Jul 22, 2011 4:59 am
Posts: 748
Location: space
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90% debuff on defense, I guess I'll spend a bit more on weapons.
not sure on how it would be acquired, since it would be too expensive for the ct-lab(it would range from 1T-2.5Tcr), and npc drop would be ok. +.5


Fri Mar 15, 2013 4:36 am
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Joined: Wed Dec 05, 2012 8:22 am
Posts: 1121
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The idea behind this trap is to make it available for you to re-take it - unless fluxed.
The problem is when the new owner decided to invest in attacks instead of defense :P


Fri Mar 15, 2013 5:06 am
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Joined: Tue Dec 27, 2011 6:29 pm
Posts: 296
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this would be nice. I hate losing planets because I have to retake them - and I lose my protection from the Halcyon trap and Calming amp afterwards and I hate it.


Fri Mar 15, 2013 3:22 pm
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