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 {pvp} Ship Trap - Omicron/Thetacron Upgrade 
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Joined: Tue Nov 16, 2010 3:37 am
Posts: 614
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Quasi-Chaos Chain Charge

Trap 1 week, stacks 3 on ship

The trap, when applied, has a chance to inflict 5000 damage to the attacking ship instantly. It will be a multiple use item that will be applied as 3 effects on a ship. Ie. the use of one artifact will effectively apply 3 charges to the ship damaging for 5000 damage each charge. Thus the name 'Chain Charge'

Dealing 15000 damage is more of a threat to high level players and actually does something...

I figure it will be a CT-Lab item, initial costs might be 50 energy, 25 EMP spheres, 75 omicron traps, and 25 Unstable Wormhole Emitters.

Thoughts, improvements, suggestions?

Edited requirements

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Last edited by Ruairi on Fri Jul 29, 2011 4:09 am, edited 2 times in total.



Thu Jul 28, 2011 10:44 pm
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Joined: Tue Nov 02, 2010 12:32 am
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It sounds like a pretty good idea.

EDIT: Well, I'm a bit iffy on the Thetacron cost, it seems like it'd take too much energy overall to bother with.


Thu Jul 28, 2011 11:00 pm
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Joined: Tue Nov 16, 2010 3:37 am
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You're right, the mission cost for thetacrons is a lot already. I've edited the cost to account for this.

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Fri Jul 29, 2011 12:53 am
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Joined: Tue Nov 02, 2010 12:32 am
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Yeah, that seems more viable, I might actually go ahead and get around to making Thetacron Mines if there was something like this, right now they don't feel worth it.


Fri Jul 29, 2011 12:59 am
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Joined: Tue Jun 08, 2010 6:52 am
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Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
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why just make the trap cost omicron mine traps only without the mission trap cost a lot of energy already.

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Fri Jul 29, 2011 2:55 am
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Joined: Sun Feb 20, 2011 9:16 pm
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Remric wrote:
why just make the trap cost omicron mine traps only without the mission trap cost a lot of energy already.

Because that's a lot of damage it's giving out.

This idea certainly has merit. +1 from me.

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Fri Jul 29, 2011 3:08 am
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Joined: Sat Dec 25, 2010 4:04 am
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if it had no thetacrons I'd be cool with it just double the omicrons but that's my thinking.

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Fri Jul 29, 2011 3:21 am
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Joined: Thu Jul 22, 2010 7:49 pm
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Ruairi wrote:
Quasi-Chaos Chain Charge

Trap 1 week, stacks 3 on ship

The trap, when applied, has a chance to inflict 5000 damage to the attacking ship instantly. It will be a multiple use item that will be applied as 3 effects on a ship. Ie. the use of one artifact will effectively apply 3 charges to the ship damaging for 5000 damage each charge. Thus the name 'Chain Charge'

Dealing 15000 damage is more of a threat to high level players and actually does something...

I figure it will be a CT-Lab item, initial costs might be 50 energy, 1 thetacron trap, 50 omicron traps, and 25 Unstable Wormhole Emitters.

Thoughts, improvements, suggestions?


Like the idea, he current traps have become a joke! Traps and mines are supposed to stop players, not tickle them!

Cheers, ;)


Fri Jul 29, 2011 3:30 am
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Joined: Tue Nov 16, 2010 3:37 am
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Ok, I've edited it, taking out the Thetacron requirement and adding in EMP Spheres. I've also increased the number of omicron mines required for construction.

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Fri Jul 29, 2011 4:10 am
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Joined: Sat Jun 11, 2011 9:28 pm
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Were you reading my mind? HECK YES........we need something that is actually able to do some damage, not just take a few hull points off. At the higher ranks the current traps do almost nothing except require the attackers to have a few null fuses on hand. Thanks for suggesting this, its a great idea, timely and an improvement to current game play!

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Fri Jul 29, 2011 4:33 am
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Joined: Mon Nov 29, 2010 9:48 am
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lol is it wierd i suggested this 2 months ago? i hope it gets implemented...

viewtopic.php?f=6&t=7447

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Fri Jul 29, 2011 6:27 am
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Joined: Wed Jan 19, 2011 11:31 am
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Now that's a trap!


Fri Jul 29, 2011 6:28 am
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Joined: Sun Oct 24, 2010 1:09 am
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+1

I don't even bother putting up the omicron or Thetacron trap's. And when I hit them, I always wonder why people bother putting them up since they do so little damage.


Fri Jul 29, 2011 6:46 am
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