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 Halcyons- not banning, limiting 
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Joined: Tue Apr 17, 2012 3:41 pm
Posts: 111
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what they should do is when you set off a halc give that person exp points, in fact they should give exp for being disabled and raided too but thats a different story. its the only punishment that fits the crime


Mon Apr 22, 2013 7:10 pm
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Joined: Sun Jan 15, 2012 2:24 pm
Posts: 359
Location: Houston, TX
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Why not add a new trap via the Ct Lab:

Cost: 50 energy, 20 Halcyon Traps, 20 Omicron Mine Traps, 20 Kriouns Virus Traps.

Kriouns Mine Trap

Deals 1000 damage and inflicts -50% attack for 15 mins not removable by Null fuses.

When applied, you may not have a regular Halcyon, KTV or OMT applied on your ship, any currently active traps will be removed.

1000 damage is nothing to most ships but decent compared to a regular OMT's 400, -50% to attack is a lot less than a 90% from a regular KTV but not being removable by Nulls will make them useful unless your Mento or Mylilpony, in which case this won't stop you anyways.

Can't please anyone, can we find some middle ground?

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Tue Apr 23, 2013 1:50 pm
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Joined: Wed Sep 26, 2012 8:50 pm
Posts: 75
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Thanks for the feedback. I just realized that 1 and 3 were the same...that's 3 AM for ya.

There were really good ideas mentioned throughout. To those that were blatantly rude: -1 This is about feedback loops and constructing ideas.
+1 to halcyon on first hit
+1 to rarer
+1 to the CT lab item

Once again, thank you for your feedback


Mon Apr 29, 2013 5:52 pm
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Joined: Sat Mar 03, 2012 12:36 am
Posts: 665
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how about only being able to set a halc per every disable you have made. i have 620 kills so i can use 620 halc traps before i can no longer use them at all. default amount allowed should be 30 or 60 (allows noobs to hide for their first month if theyre crafty about it)
if you wanna be able to halc back up again, you better do some killing to earn such a right!
halcs are too taken for granted by the people who use them and they allways get so defensive about their usage of them.
(ITS MY RIGHT LEAVE ME ALONE I WANNA PLAY A COMPETETIVE PVP GAME FOR NO OTHER REASON THAN TO WATCH NUMBERS GROW), yadda yadda.


Tue Apr 30, 2013 10:05 am
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Joined: Thu Jul 28, 2011 2:56 pm
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How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.

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Tue Apr 30, 2013 10:19 am
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Preliator Xzien wrote:
How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.

+1, this makes a lot more sense.


Tue Apr 30, 2013 11:43 am
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Joined: Sat Oct 15, 2011 5:09 am
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Preliator Xzien wrote:
How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.


having halcs go off on 2d hit:

1. YOUR first hit might be the 2d time the ship has been hit, triggering the halc

2. if the halc only triggers on the 2d hit from the same source ... alert to legion ... everyone taps once ... ship disabled by more than 50 hits without once ever triggering the halc ... more whining ensues (but mucho fun !!)

i am okay with halcs the way they are.

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Tue Apr 30, 2013 10:57 pm
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Joined: Wed Nov 21, 2012 12:33 am
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senatorhung wrote:
Preliator Xzien wrote:
How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.


having halcs go off on 2d hit:

1. YOUR first hit might be the 2d time the ship has been hit, triggering the halc

2. if the halc only triggers on the 2d hit from the same source ... alert to legion ... everyone taps once ... ship disabled by more than 50 hits without once ever triggering the halc ... more whining ensues (but mucho fun !!)

i am okay with halcs the way they are.

lol, that's rediculous. A halc can't be equipped if a player has performed an offensive action within two days, and a player will fall off your news tab after two days.

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Wed May 01, 2013 2:59 am
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senatorhung wrote:
Preliator Xzien wrote:
How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.


having halcs go off on 2d hit:

1. YOUR first hit might be the 2d time the ship has been hit, triggering the halc

2. if the halc only triggers on the 2d hit from the same source ... alert to legion ... everyone taps once ... ship disabled by more than 50 hits without once ever triggering the halc ... more whining ensues (but mucho fun !!)

i am okay with halcs the way they are.

1. You know damn well what I meant. :roll:

2. Have fun organizing that party. :roll:

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Wed May 01, 2013 4:36 am
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Preliator Xzien wrote:
senatorhung wrote:
Preliator Xzien wrote:
How about you leave the 'who can set halcyons' alone because it is completely fine the way that aspect is?

What I would like to see is the halcyon going off on the second hit, allowing people to bump them off without wasting the trap.


having halcs go off on 2d hit:

1. YOUR first hit might be the 2d time the ship has been hit, triggering the halc

2. if the halc only triggers on the 2d hit from the same source ... alert to legion ... everyone taps once ... ship disabled by more than 50 hits without once ever triggering the halc ... more whining ensues (but mucho fun !!)

i am okay with halcs the way they are.

1. You know damn well what I meant. :roll:

2. Have fun organizing that party. :roll:


1. actually, no i didn't. if you mean that ONLY the first person who hits a player on the bt gets to clear them from their bt without setting off the halc trap, then the second person who hits the same player (not halc'd yet, so will still show up on bt's) will set off the halc trap - THEIR first hit, the halc'd ship's 2d hit. so only ONE person gets the benefit of the 'free' halc hit. which makes it not much of worthwhile change for Dan to code.

2. if NOT one, then scenario 2 happens .. where someone can be disabled without EVER setting off a halc ... leading to whining that the trap does not work.

3. @Fenix: what you smoking ? how does your news feed have anything to do with hitting someone on the bt ?

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Wed May 01, 2013 5:00 am
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Fine, I'll explain it slowly for you then. :roll:

1) When you are hitting someone on your battle tab, if they have a halcyon trap it goes off on the second hit. This trait does not carry over to someone else. Meaning that if one person bumped them off their tab and someone else found them and tried to bump them as well, the halcyon would not go off because the first hit of the first person did not carry over for the second person.

2) There are only two possible ways for someone to be gangbanged like that. First, they are alerted in which for the first 24 hours they cannot wear a halcyon anyway. Second, you are using multis and/or scripts to find the specific person to exploit the thing explained in the first point.

In regards to the alert, the loophole you mentioned would be possible after the first 24 hours, yes. But exactly how many legions do you know of that literally go 'Ok, you hit him once, then I hit him once, then he hits him once...'? I dunno about you but alot alerts after the first day are either ignored by all or sought after by 1 or 2 people. In the event that your magical party does happen, then a new code could switch the halc back to the current form while said person is alerted.

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Wed May 01, 2013 10:19 am
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