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 2 New Traps 
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Joined: Sun Feb 14, 2010 4:49 am
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Location: Cowland
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1: Containment Trap: Acts like a containment cage, 2 charges per trap. (AKA it can get rid of 2 debuffs before being used up)
2: Missile Flare Trap: Acts as a counter to Containment MIssiles, 1 charge.

Yes? No? Game Mechanics destroyer? DISCUSS!

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Thu Oct 21, 2010 12:10 am
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Joined: Thu Oct 14, 2010 10:57 pm
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All I want is an anti-Halcyon trap... LoL

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Thu Oct 21, 2010 12:57 am
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Joined: Fri May 14, 2010 7:20 pm
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I was hoping the stryll racial bonus would be immunity to traps.

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Thu Oct 21, 2010 4:23 am
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Joined: Thu Apr 22, 2010 1:37 pm
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I like them. Except combine them, call it Countermeasures, and let someone activate as many as they'd like. They would still expire within a week, though, so you'd have to decide if you wanted 10 active counter-measures, and MAYBE have some for next week, or only use a couple, and save 'em up.

Countermeasures
Has a chance to nullify the effects of an offensive artifact. (offensive artifacts being the ones labeled 'enemy ship' :) )

I'm pretty sure this wouldn't break the game at all, as there are likely to be more offensive artifacts than traps in play at any given time. Plus, maybe there wouldn't be a huge surplus of certain artifacts if you had to shoot 5 missiles at someone instead of just one.


Thu Oct 21, 2010 12:26 pm
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Joined: Tue Jun 08, 2010 3:47 pm
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I like them. I would love to have these. But I would like them to be used in just PVP because when I fight NPC's I get hit by a lot of debuffs and a charge of two would do nothing unless you add another artifact that is the same but just for NPC and last for say five min or has a charge of 15 then it may be worth it.

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Thu Oct 21, 2010 1:26 pm
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