Author |
Message |
BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
|
By reverse engineering the traps of our enemies, we have come up with the Hyperfuse, a device which removes all traps from the ship.
Quantum Firewall Trap x20, Halcyon Trap x20, Krionus Virus Trap x20, some energy = 1 hyperfuse.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
|
Thu May 12, 2011 8:02 am |
|
 |
Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
|
i can see where it might remove one trap from a ship, but all 5 can be overpowered. it should also require null fuses.
_________________ 
|
Thu May 12, 2011 8:06 am |
|
 |
BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
|
I considered that but I wanted to include the 3 primary traps. Could replace the Krionis with the null fuse I guess, but I wanted to save that for another formula. Could also increase the quantity here and include a containment cage effect. The other option is containment cage + null fuse + containment missile for this, and use the 3 traps for a super trap.
_________________Ex cinere surget iterum ego galaxiae dominatur. 
|
Thu May 12, 2011 8:11 am |
|
 |
Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
|
i like the containment cage, null fuse, containment missile idea for this alot better. when i see 3 of the main traps in a recipie id expect a supertrap alot more than a trap remover.
_________________ 
|
Thu May 12, 2011 8:34 am |
|
 |
Apotheosis
Joined: Tue Dec 14, 2010 1:58 am Posts: 38
|
BinaryMan wrote: I considered that but I wanted to include the 3 primary traps. Could replace the Krionis with the null fuse I guess, but I wanted to save that for another formula. Could also increase the quantity here and include a containment cage effect. The other option is containment cage + null fuse + containment missile for this, and use the 3 traps for a super trap. +1
|
Fri May 13, 2011 9:45 am |
|
 |
Frail
Joined: Sun Oct 24, 2010 1:09 am Posts: 413
|
Using null fuses in the formula is counter productive since they can be used indirectly to remove the traps (hit traps and remove effects from your self).
+1
|
Fri May 13, 2011 5:58 pm |
|
 |
devinsimps
Joined: Fri Feb 18, 2011 2:16 am Posts: 473 Location: On the bridge of the Korqualin Queen
|
ok, im so confused, where do you get formulas to make stuff and what is a CT-lab? (heard about CT-labs in another topiC)
_________________[CENTER]  [/CENTER]
|
Sat May 14, 2011 12:31 am |
|
 |
Mark W
Joined: Mon Apr 26, 2010 7:51 pm Posts: 259
|
CT lab is a legion base structure. It allows you to discover blueprints for neat artifacts. They all require large amounts of other artifacts to construct. Dysonians have found 7 so far, some other legions have less. I think you need Legion base 5 to get and use it.
|
Sat May 14, 2011 2:35 am |
|
 |
Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
|
dan verified it was legion base 4
_________________ 
|
Sat May 14, 2011 3:38 am |
|
 |
BinaryMan
Joined: Tue Aug 10, 2010 8:40 pm Posts: 1671
|
The idea is you have something that quickly removes all traps and negative effects from the ship, which has strategic value in some pvp encounters. And yeah its base level 4
_________________Ex cinere surget iterum ego galaxiae dominatur. 
|
Sat May 14, 2011 9:07 am |
|
 |
|