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Halycon traps
http://galaxylegion.com/forum/viewtopic.php?f=6&t=23024
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Author:  neogoterra [ Sun Apr 01, 2012 7:47 pm ]
Post subject:  Halycon traps

I mentioned a subject like this before the way the halc behaves now is just fine so don't think this is another one of those "change the halycon back" threads.

Its just a idle idea ive had could get implemented could not up to Dan, the idea is rather simple really how many people have out right raged when they attack someone and then hit a KV and then as soon as you use a null on it you run head first into a halc wasting your null?

The change im putting forward here is somewhat simple really make it so if you have a halycon on you cant have on other traps and if you do have them on they get deactivated or at the very least the halc gets priority and will be set off first, because lets face it having a halc on is really all you need other then maybe a firewall but still a trap that removes you totally from any combat attempt on you is a strong enough trap where the other ones I.E. KV omni and theta is just pointless.

Author:  Fireblade [ Sun Apr 01, 2012 8:18 pm ]
Post subject:  Re: Halycon traps

Halces and qft are fine but i agree when you put a halc on it should cancel the KVT there is no need for the kvt when your halced other than to waste the other guys nulls.

Author:  Darth Flagitious [ Sun Apr 01, 2012 8:34 pm ]
Post subject:  Re: Halycon traps

Traps trigger in the order they are set. So if someone sets the KVT before they set the haly, then the KVT goes off first. Some people do that intentionally just to piss attackers off. Some don't do that though. If you disable all other traps when you set a halcyon, then you take away half of a players protection. So you hit his halcyon.. That's good for 2 hours protection, then they may recycle to your tab again or interestingly enough show up on someone else's tab. Someone who may not have a null fuse to counter a still active KVT.

I've said it repeatedly now... Halcyons should auto-trigger on the second consecutive attack. This enables others to bump them without activating the trap. Other than that, they need no changes at all.

Author:  neogoterra [ Sun Apr 01, 2012 11:10 pm ]
Post subject:  Re: Halycon traps

Darth Flagitious wrote:
Halcyons should auto-trigger on the second consecutive attack. This enables others to bump them without activating the trap. Other than that, they need no changes at all.


I agree darth hence why i said if it doesn't take off the other traps then it gets priority meaning the halc gets set off first before everything else it would be the best way to solve the problem but would odds are take more coding to program it in, I don't really care how its fixed same as I'm sure alot of other players would want it to change to.

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