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 Planetary Decoy 
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Joined: Thu Mar 31, 2011 2:19 am
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Location: The musical starbursts of the night sky
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Found at the end of a long mission chain.

Limit: 1 (1 completion)

Planetary Effect: When placed on a planet, the first successful invasion of that planet instead gives the owner a decoy, which instead is a blockade type NPC which drops a module of some sort. Previous owner of planet keeps the planet, attempted invader receives module from NPC. Limit of 3 of these modules installable on your ship.

Note: If player has been a member of your legion at any time in the last 3 months, NPC drops nothing. If the planet has more than 3 ships scanned, NPC drops nothing. Not addable to contested planets.

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Fri Nov 09, 2012 2:27 am
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Joined: Tue Aug 09, 2011 2:15 am
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im confused as to how a SHIP mod affects a PLANET of unknown stats.... do you assign a planet when you install the mods?
i see this as an easy cop out on your very nice planets...
id have one on my top 3 mega colossals, and i would immediately be fluxing them and tripling defences if i happened to miss being online when they were attacked...

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Fri Nov 09, 2012 10:30 am
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Joined: Sun Mar 18, 2012 4:49 pm
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as I understand it, what Rarek is proposing a trap that can be placed on a planet.
When successfully invaded, the owner keeps the planet and as opposed to getting the conquered planet the attacker gets an NPC. The NPC drops a ship module artifact.

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Fri Nov 09, 2012 11:00 am
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Joined: Tue Apr 17, 2012 12:11 am
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would people still have to pay the invasion costs?

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Fri Nov 09, 2012 1:17 pm
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varunjitsingh146 wrote:
would people still have to pay the invasion costs?

You would not pay the invasion costs, nor do you get a badge. You would simply gain an NPC.

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Fri Nov 09, 2012 2:22 pm
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