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[ 6 posts ] |
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New Trap for Containment Missile and Hacking Option
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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I have two traps in mind. Both would be NPC drops.
One trap would make it so that all effects currently active on the users ship would have their timers reset and be immune to another containment missile for 2 hours. this would give someone an extra two hours of immunity or lock in their extra buffing artifacts for 2 more hours.
the second would drain 10% of the aggressors energy when triggered. that way unless they were willing to lose 10% of their current energy they would just take their chances.
The new hacking option would have a chance to disable an enemies trap. if this option were incorporated then new hacking traps would need to be introduced, but this would add a new level of strategy into the game other than having low levels eat traps so a higher level can get at the target without any problem. it would also allow hackers to serve a roll in legion combat that would actually be useful, again instead of just eating traps.
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Wed Feb 09, 2011 7:26 am |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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The new hacking option might be cool, as long as its balanced well (odds of success and such). The first trap could be interesting too. The energy draining one would be terrible. Losing 10% of your energy for attacking a random person would be ridiculous.
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Wed Feb 09, 2011 1:39 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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I have hacking traps for you-
Overclocking Data Trap: when triggered, you gain +10% to hacking success rate for 1 hour (making it harder for the opponent to hack you more than once)
System Stutter Trap: when triggered, prevents the hacker from hacking, raiding, or repairing for 30 minutes. (time manipulators won't work because they don't effect ship penalties)
Phase Codex Trap: when triggered, the hacker cannot install/uninstall any modules for 4 hours.
Sha'din Trap Code: when triggered, prevents the hacker from doing any missions for 24 hours.
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Wed Feb 09, 2011 2:19 pm |
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Chakotay
Joined: Fri May 14, 2010 7:30 pm Posts: 1529
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Phase Codex Trap: when triggered, the hacker cannot install/uninstall any modules for 4 hours.
Sha'din Trap Code: when triggered, prevents the hacker from doing any missions for 24 hours.
Ya you can test those traps out first on yourself. See how much fun of the game is if you can't lvl for 24hours.
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Wed Feb 09, 2011 4:37 pm |
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FerrusManus
Joined: Tue Nov 02, 2010 12:32 am Posts: 4524
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Yeah, traps shouldn't do anything that messes up your game quite so much. One hack doesn't deserve some of these things, and if they implemented some of these I'm pretty sure people would just stop PvP entirely, maybe even the game itself.
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Wed Feb 09, 2011 7:02 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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the way i figure, you spend at least 5 energy per buff. so you should have some way of protecting that. maybe not with the traps suggested above, but i still stand by my Worm trap, which works as a KV trap, except for defense. and it would be for hacking. so you hack and set it off you lose 90% defense, you hack agaiin and you could lose 100% cloaking.
maybe another trap that allows other players to see your exact health and shields.
i only suggested the extra traps IF the new hacking option was included that would allow players to disable traps through hacking.
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Thu Feb 10, 2011 12:58 am |
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