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 Anti-Gemini/Trinity Weapon 
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This was posted in another topic, but I felt it would be good to get it on its own since that other topic was half diverging into a different direction.

My idea:

Vette wrote:
Phoenix Stiletto System
Size: 30
Limit: 2 per ship
Effect: +250 Attack
Effect: Increases attack power by 5% when attacking
Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers)
Requirement: Minimum Rank of 150


This would give offensive PvPers incentive to keep killing, it would also give incentive to fight back against a player who has attacked you recently since you get a bigger bonus.

The 6-12% on defense debuff is to counter the Trinity and is also a reference to the number of Phoenix missiles in a cluster on a fighter jet (1-2% for each of the six missiles, just felt it was a nice homage)

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Last edited by Vette on Sun Feb 05, 2012 2:55 am, edited 2 times in total.



Sun Feb 05, 2012 2:27 am
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Additional requirement: Minimum rank [150(?)].

Needs to have some minimum rank, considering its power and to keep consistent with the other red modules.

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Sun Feb 05, 2012 2:31 am
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+1

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Sun Feb 05, 2012 2:32 am
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RigorMortis wrote:
Additional requirement: Minimum rank [150(?)].

Needs to have some minimum rank, considering its power and to keep consistent with the other red modules.


Good idea, I forgot Gemini have a "minimum" rank to do the missions/get them, so good idea!

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Sun Feb 05, 2012 2:34 am
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i like 200 red badges since it will be used for pvp


Sun Feb 05, 2012 2:50 am
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runnur wrote:
i like 200 red badges since it will be used for pvp


I was going to just have that, but I figured it could also be useful to NPC'ers and 500 dark badges isn't easy to get either, so it gives two ways to get it.

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Sun Feb 05, 2012 2:51 am
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oh so its going to be an either or thing i like that better


Sun Feb 05, 2012 2:53 am
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runnur wrote:
oh so its going to be an either or thing i like that better


Edited the first post to clarify it :)

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Sun Feb 05, 2012 2:55 am
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Vette wrote:
My idea:

Phoenix Stiletto System
Size: 30
Limit: 2 per ship
Effect: +250 Attack
Effect: Increases attack power by 5% when attacking
Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers)
Requirement: Minimum Rank of 150

This would give offensive PvPers incentive to keep killing, it would also give incentive to fight back against a player who has attacked you recently since you get a bigger bonus.

The 6-12% on defense debuff is to counter the Trinity and is also a reference to the number of Phoenix missiles in a cluster on a fighter jet (1-2% for each of the six missiles, just felt it was a nice homage)


A stiletto is a blade, so i was thinking the name could be "Phoenix Cluster Launcher", 4 big phoenix missiles in each missile laucher, they get launched once halfway they cluster then pierce the hull then it makes easy work for your thetas or quasis, or what ever weps u have.

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Last edited by Zargor on Sun Feb 05, 2012 9:32 am, edited 1 time in total.



Sun Feb 05, 2012 4:14 am
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This is a superb idea! It really is a counter to all the PvP drama lately... +1!!!

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Sun Feb 05, 2012 5:49 am
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Vette wrote:
Phoenix Stiletto System
Size: 30
Limit: 2 per ship
Effect: +250 Attack
Effect: Increases attack power by 5% when attacking
Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack

Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers)
Requirement: Minimum Rank of 150



Would need to be one or the other. If it has both this system would drastically over powered. Which would spark more complaints on the forums.
Granted if it is only the 5% bonus to attack, then it should keep the bonus double if you are attacking someone that hit you in the last 24 hours.

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Sun Feb 05, 2012 7:23 am
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takibi wrote:
Vette wrote:
Phoenix Cluster Launcher
Size: 30
Limit: 2 per ship
Effect: +250 Attack(doubles with invasions)
Effect: Increases attack power by 5% when attacking
Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers)
Requirement: Minimum Rank of 150



Would need to be one or the other. If it has both this system would drastically over powered. Which would spark more complaints on the forums.
Granted if it is only the 5% bonus to attack, then it should keep the bonus double if you are attacking someone that hit you in the last 24 hours.


It is not OP. 5% increased attack isn't much, same as the 6-12% reduced enemy defense ain't much either. And remember the defense effect is a 2% chance trigger, like the gemini cannons, and the reason it's only 5% increased attack is coz there is 2 of em, which means a total of 10% increased attack, and when u combine that with the crystal foci and crimson obelisk that makes 25% increased attack. so 5% is not much. And i think the attack of the mod should double with invasions. Also as i said in an above post, the stiletto is a blade so the name should be "Phoenix Cluster Launcher".

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Sun Feb 05, 2012 9:26 am
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Vette wrote:
Phoenix Stiletto System I like the name
Size: 30 Seems a fair size:attack ratio
Limit: 2 per ship
Effect: +250 Attack
Effect: Increases attack power by 5% when attacking 10.25% attack increase when attacking - seems fair. Should clarify if VS planets aswell or just PvP and/or NPC

Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute This could be a new mission module - NOT part of the same one. I like the idea, but all rolled into 1 module makes it a bit OP. A continuation of the crimson or silithon chain or something could reward this.
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
This little bit seems a little too much. This could work better as providing an ability called "gemini net" or something. This'd basically be a "counter trap" that nullifies 3 Gemini attacks once activated. Cooldown of 30 minutes to an hour.

Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers) 400 Reds or 1000 darks - seems like a pretty good price.
Requirement: Minimum Rank of 150 This is essential. I'd maybe even raise this to rank 200


Still, ANYTHING like this gets a +1 from me. I've lost the incentive to PvP now I've got all Mk3s.

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Sun Feb 05, 2012 10:42 am
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spyder wrote:
Vette wrote:
Phoenix Stiletto System I like the name As i said the name could be Phoenix Cluster Launcher read my post ^^ as to why
Size: 30 Seems a fair size:attack ratio
Limit: 2 per ship
Effect: +250 Attack, doubles with invasions as i said
Effect: Increases attack power by 5% when attacking 10.25% attack increase when attacking - seems fair. Should clarify if VS planets aswell or just PvP and/or NPC it's actually 10%. 5% + 5% = 10%

Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute This could be a new mission module - NOT part of the same one. I like the idea, but all rolled into 1 module makes it a bit OP. A continuation of the crimson or silithon chain or something could reward this. i actually think it should be 10% reduced enemy defense
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
This little bit seems a little too much. This could work better as providing an ability called "gemini net" or something. This'd basically be a "counter trap" that nullifies 3 Gemini attacks once activated. Cooldown of 30 minutes to an hour. This is fair enough, coz it only happens if u are attacking someone who made an offensive action against u in the past 24 hrs, but it should have a cooldown, say 24hrs

Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers) 400 Reds or 1000 darks - seems like a pretty good price. Yes with all the effects and the double attack with invasions this is a good amount for badges
Requirement: Minimum Rank of 150 This is essential. I'd maybe even raise this to rank 200
Rank 200 is good.

Still, ANYTHING like this gets a +1 from me. I've lost the incentive to PvP now I've got all Mk3s.


+1 For me too. I have the Mk3s too, but im still pvp'ing so i can get the proteans.

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Sun Feb 05, 2012 11:16 am
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Trinity Core does not have a minimum rank, thusly, it's counter should not either.

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Sun Feb 05, 2012 11:22 am
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I'm not going to re-quote all that.
I don't think an invasion boost from it'd be good. What do red or dark badges have to do with planets?
And the 5% boosts stack. 1.05 X 1.05 gives the boost with the 2 combined.

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Sun Feb 05, 2012 11:24 am
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spyder wrote:
I'm not going to re-quote all that.
I don't think an invasion boost from it'd be good. What do red or dark badges have to do with planets?
And the 5% boosts stack. 1.05 X 1.05 gives the boost with the 2 combined.


Im not big on maths so i shouldn't have questioned u on that lol. And dark badges have rewards for planets, in invasion attack is extra attack bonus for planet invasions. Now i don't have to explain y red badges have something to do with invasion attack coz u can get these mods with either reds or darks.

thunderbolta wrote:
Trinity Core does not have a minimum rank, thusly, it's counter should not either.


But this is not a GP bought mod, so therefore it should since it is similar to the gemini cannon and counters it and the trinities.

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Sun Feb 05, 2012 11:34 am
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A Stiletto is an Intercontinental Ballistic Missile ... there are many uses, it's technically a shoe as well. I am referencing the ICBM "Stiletto".
Zargor wrote:
A stiletto is a blade, so i was thinking the name could be "Phoenix Cluster Launcher", 4 big phoenix missiles in each missile laucher, they get launched once halfway they cluster then pierce the hull then it makes easy work for your thetas or quasis, or what ever weps u have.


I have them both because of the cost. 400 red badges (or 1000 dark badges), while not a lot for some, is a lot for most. The attack does not increase with invasions. The attack power increase is only 5%, 10% if the person performed an offensive action against you recently (thus it is defensive in a sense). The Anti-Gemini effect (the 2% chance and nullify enemy Gemini if they performed an offensive action against you recently) is the main part of the weapon. If the weapon ONLY had the attack increase, then it wouldn't be worth much in the end ... likewise if it only had a small chance for a debuff/nullify Gemini, it wouldn't be worth much. The reasoning for having them both is because it is meant to be an anti-gemini/trinity weapon. The trinity corresponds with the attack power increase when attacking, the gemini corresponds with the chance on hit (and nullifying enemy Gemini).
Vette/Spyder wrote:
Phoenix Stiletto System I like the name
Size: 30 Seems a fair size:attack ratio
Limit: 2 per ship
Effect: +250 Attack
Effect: Increases attack power by 5% when attacking in PvP 10.25% attack increase when attacking - seems fair. Should clarify if VS planets aswell or just PvP and/or NPC

Effect: 2% Chance on hit to reduce enemy defense by 6-12% for 1 minute This could be a new mission module - NOT part of the same one. I like the idea, but all rolled into 1 module makes it a bit OP. A continuation of the crimson or silithon chain or something could reward this.
Additional: If attacking a player that has performed an offensive action against you in the past 24 hours, this attack power increase doubles (10%) and the enemy's Gemini Cannons will be nullified during the attack
This little bit seems a little too much. This could work better as providing an ability called "gemini net" or something. This'd basically be a "counter trap" that nullifies 3 Gemini attacks once activated. Cooldown of 30 minutes to an hour.

Cost: 200 Red Badges -OR- 500 Dark Badges (these are two options, you can do 200 reds or 500 darks, which will make this module a little bit more accessible to both pvp'ers as well as npc'ers) 400 Reds or 1000 darks - seems like a pretty good price.
Requirement: Minimum Rank of 150 This is essential. I'd maybe even raise this to rank 200



Here are a couple of examples of how this module would work in different scenarios:

In NPC:
+250/+500 Attack (1 or 2)

In PvP:
+250/+500 Attack (1 or 2)
+5% Attack Power
+2% Chance to Reduce Enemy Defense by 6-12% for 1 Minute

In PvP (attacking a person who performed an offensive action against you in the past 24 hours):
+250/+500 Attack (1 or 2)
+10% Attack Power
+2% Chance to Reduce Enemy Defense by 6-12% for 1 Minute
-100% Chance for Gemini Retaliation on hit (nullify enemy Gemini)


Justification for all aforementioned effects:

1. Having only an attack and attack increase during attacking would result in a negligible difference in a particular battle, especially against people much higher than the 'defender'/'retaliator'
2. Having only an attack and a small chance at a debuff (which is slightly weaker to slightly better than an EMP) will result in next to no difference between this module and a normal cannon
3. Nullifying the Gemini only works on players who have performed an offensive action against you in the past 24 hours. This helps others obtain a retaliation badge, but it does not make Gemini useless since Gemini still work for those who do not PvP as much and also works when someone attempts to attack you randomly.
4. There should not be an invasion increase. These weapons are not for invasions, they are air-to-air missiles.
5. Gemini have a 2% chance at doing 10% of your hull (each one on its own does this!), so a 2% chance at a 6-12% defense debuff is weaker.
6. Trinity give an 8% increase to defense when defending, so a 5% increase when attacking (10% in the aforementioned situation) is weaker.
7. The above two effects are weaker than their defensive counterparts because they are together.
8. At its PEAK, the Phoenix would give an increase in attack power of 21% and decrease enemy defenses by 12% ... that is at its absolute peak and would only last 1 minute. That is not overpowered.

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Sun Feb 05, 2012 12:04 pm
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Big +1 to this! Although I don't meet the rank requirement yet, I have the reds ready, and I have been wanting a new module for PvP specifically. +1 to choice of red/dark badges.

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Sun Feb 05, 2012 2:08 pm
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Vette wrote:
A Stiletto is an Intercontinental Ballistic Missile ... there are many uses, it's technically a shoe as well. I am referencing the ICBM "Stiletto".


Yes and Ballistic Missiles are launched from the ground and goes after it's target, my idea was an AAM. This is a war game in space and it means when we find a ship in space we are in combat in flight, and since we are in flight u would use an Air - To - Air Missile. I came up with the idea, u just improved on it, yes i agree it was heading the wrong way but it is an AAM for the reason i just explained. Besides u can't fit this on your ship and yes this is the stiletto ballistic missile.

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My idea is this an AAM, but instead of one both of them will have 4 missiles each, basically a Quad AAM Missile Launcher.

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So the name will be "The Phoenix AAM Launcher". I agree with everything else with this idea just not the name, i've explained why and given pics of both.

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Sun Feb 05, 2012 2:58 pm
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