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 Dark badge NPCs remove Halcyon Traps? 
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Joined: Wed Aug 04, 2010 12:22 am
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I was disabled last night even though I had put up a Halcyon Trap two days before. No one had tripped it to use it before the player who disabled me, and I have not been fighting anything except NPCs for over a week (and the trap no longer showed on the effects tab). No PVP attacks, raids, hacks or planet attacks. The only thing I did differently was to kill a couple of Stryll Assassins that yielded Dark Badges.

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Thu Oct 06, 2011 12:41 pm
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Joined: Sun Jun 19, 2011 6:24 pm
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Qualon wrote:
I was disabled last night even though I had put up a Halcyon Trap two days before. No one had tripped it to use it before the player who disabled me, and I have not been fighting anything except NPCs for over a week (and the trap no longer showed on the effects tab). No PVP attacks, raids, hacks or planet attacks. The only thing I did differently was to kill a couple of Stryll Assassins that yielded Dark Badges.


I killed several people over the past few days even though they had a halc trap on, just luck that the hit that triggered the halc also happened to be the one which disabled the person.

What was the time difference between the trap being triggered and your ship being disabled, if they were the same time then the above is what happened.


Thu Oct 06, 2011 12:49 pm
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Joined: Tue Jun 08, 2010 6:52 am
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i was attacking a ship today and on the 3rd attack the ship was disabled and halcyon also triggered. Good for me bad for him Halcyon should pop on the 1st attack so ships are truly protected and that would not waste null traps too.

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Thu Oct 06, 2011 1:32 pm
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kirkeastment wrote:
What was the time difference between the trap being triggered and your ship being disabled, if they were the same time then the above is what happened.


I could understand if that was the case, but there is nothing in my ship's log saying the trap was triggered at all, and it wasn't still active.

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Thu Oct 06, 2011 2:00 pm
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Remric wrote:
i was attacking a ship today and on the 3rd attack the ship was disabled and halcyon also triggered. Good for me bad for him Halcyon should pop on the 1st attack so ships are truly protected and that would not waste null traps too.


I don't think it wastes null traps anymore since the effect is applied to the ship being attacked now. But it does waste energy. You could attack several times, have them almost disabled, and then it would fire, which would really irritate me if I was the attacker (and the attacked, as I'd have to spend credits or use an artifact to repair my hull).

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Thu Oct 06, 2011 2:03 pm
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Joined: Wed Nov 10, 2010 2:44 am
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Qualon wrote:
kirkeastment wrote:
What was the time difference between the trap being triggered and your ship being disabled, if they were the same time then the above is what happened.


I could understand if that was the case, but there is nothing in my ship's log saying the trap was triggered at all, and it wasn't still active.

have you sent Dan an in-game message via the Contact this App link at the bottom of the game?
maybe there's something screwy with your game account

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Thu Oct 06, 2011 3:02 pm
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I woke up this morning to find this....annoying as all..gah, how??

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Thu Oct 06, 2011 4:32 pm
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TheSpartan wrote:
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I woke up this morning to find this....annoying as all..gah, how??

Heh sorry about that Spartan, look at the time difference though, halc trap only lasts 2 hours, there is more than 2 hours between you cycling back through on my BT.

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Thu Oct 06, 2011 4:35 pm
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Funkycorgi wrote:
TheSpartan wrote:
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I woke up this morning to find this....annoying as all..gah, how??

Heh sorry about that Spartan, look at the time difference though, halc trap only lasts 2 hours, there is more than 2 hours between you cycling back through on my BT.

you're right, it is more than 2 hours....it's 2 hours and 20 minutes

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Thu Oct 06, 2011 4:46 pm
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Halcyon Traps are disabled by the use of offensive artifacts, so if you used a Crimson Obelisk while NPC hunting for instance, then the trap disappears and cannot be reset until 24 hours after the offensive artifact wore off.

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Thu Oct 06, 2011 6:04 pm
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Annabell wrote:
Halcyon Traps are disabled by the use of offensive artifacts, so if you used a Crimson Obelisk while NPC hunting for instance, then the trap disappears and cannot be reset until 24 hours after the offensive artifact wore off.


I had a halc trap on this morning before i began an NPC run and i activated a crystal foci, crimson obelisk & crimson amp and my halc trap was still there after i finished.


Thu Oct 06, 2011 6:06 pm
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Annabell wrote:
Halcyon Traps are disabled by the use of offensive artifacts, so if you used a Crimson Obelisk while NPC hunting for instance, then the trap disappears and cannot be reset until 24 hours after the offensive artifact wore off.

that is false. buffing yourself does not remove the halcyon trap, nor does it remove the effects of an active one on you. Offensive Artifacts only count if it is fired at another ship, not used on yourself (flares, clouders, emp, disarming etc.)

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Thu Oct 06, 2011 6:07 pm
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did you debuff the assassins? it could just be that since you get badges from the assassins, dan counts it like he would pvp

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Thu Oct 06, 2011 7:16 pm
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Its most likely that you missed the trap report in your ship log. Note: There were some ship logs missing from 10/3 - 10/4.


Thu Oct 06, 2011 7:20 pm
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