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 Calming Amplifiers 
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Joined: Sun Nov 07, 2010 12:15 pm
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So normally I hate the things, absolutely useless when you need them 'cause the other guy just pops off a Containment Missile and you're back to being screwed.

So I figured "Hey, maybe they can fix that"

And that's what I'm asking for here, making Calming Amplifier immune to the effects of a Containment Missile, 'cause what's the point of putting yourself into truce for 12 hours when they can just pop it off you in 5 seconds?


Sun Nov 07, 2010 12:17 pm
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Joined: Sun Feb 14, 2010 4:49 am
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Location: Cowland
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Valdimarian wrote:
So normally I hate the things, absolutely useless when you need them 'cause the other guy just pops off a Containment Missile and you're back to being screwed.

So I figured "Hey, maybe they can fix that"

And that's what I'm asking for here, making Calming Amplifier immune to the effects of a Containment Missile, 'cause what's the point of putting yourself into truce for 12 hours when they can just pop it off you in 5 seconds?

No, while I think it is a bit too easy to get rid of (thats why I suggested a missile trap), making the calming amplifier immune to everything would just lead to people going on rampages and then hiding behind the artifact.

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Mon Nov 08, 2010 3:17 am
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Joined: Sun Nov 07, 2010 12:15 pm
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So I came up with a compromise between one Missile clearing a whole Amplifier and complete immunity: each Containment Missile just reduces the time remaining on your Calming Amplifier by 1 hour. So you CAN go after someone who's just popped one, you just need 12 missiles to do it.


Mon Nov 08, 2010 5:00 pm
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Joined: Sat May 22, 2010 3:20 am
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12 missiles is an absurd cost to take out 1 calming amplifier. If this were to be the case, missiles would need to be more common, which unbalances other things, or calming amplifiers need to be much rarer.


Mon Nov 08, 2010 5:20 pm
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Joined: Fri Oct 22, 2010 10:33 pm
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12 missiles is absurd. What may not be absurd is the containment missiles reduce durations by a set percentage. Say the missile reduces it by 50%. If you pop a calming amplifier and get hit by a containment missile right away, then you would be down 6 hours. If he wants to pop you again, you go down 3 hours then 1.5. Basically, with this method, the player with the calming amplifier has SOME time to be relieved of being attached while keeping the containment missile relatively robust. What I would also suggest is having the ability to stack the calming amplifiers. if you stack, say 4, you effectively have 48 hours of protection from attacks which should be the basic maximum before you're wiped off the other player's history. Now if said player hits you with a containment missile then, you just lost 24 hours or 2 calming amplifiers. but at the same time it would take more missiles to take you out but not as much as the other person is putting on the amplifiers.


Mon Nov 08, 2010 8:36 pm
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Joined: Sat May 22, 2010 6:22 pm
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Location: On the bridge of the Vikiera
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I do like the fact that omicron nets can be removed with a containment cage. Though calming amplifiers are a bit easier to use, the idea that a player could use a whole bunch of them in a row to avoid retaliation sounds more like a strategy than an exploit, considering that they remove themselves from their own PvP as well and that it will take at least a few amplifiers.

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Mon Nov 08, 2010 9:57 pm
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Halcyon is much more irritating to random attackers, most people use the missile to remove calming amp only to find I've put the other traps on again waiting for them >:) then they say forget this and move on to another random target. I pretty much use all of them together defensively to say "leave me alone", and it generally works.

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Tue Nov 09, 2010 8:00 pm
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Joined: Sun Nov 07, 2010 12:15 pm
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Unless you're A, asleep B, got someone you really pissed off or C, a whole legion trying to turn you into pudding... which is what caused me to think of this idea.

There's another thread suggesting a cooldown timer on certain artifacts, which would help a bit, but still not enough to get you through a night.

In most games you can find a way to secure your ship while asleep, and traps are just a minor deterrent, not a full security measure. Making Calming Amplifiers (or a new artifact) take more than several containment missiles is one way to at least increase the difficulty to hit someone.


Thu Nov 11, 2010 6:22 am
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