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wpriester
Joined: Thu Sep 29, 2011 12:29 am Posts: 67
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Why is the ability to send a null fuse blocked? We can send devices that create a trap, like a krionus, but we can't send a null fuse.
I have a guy that keeps attacking me. so i set traps, and attack him back and get caught in his trap. we'll now we're engaged in a battle going back and forth with the darn traps, but i'm out of null fuses. what is the purposes behind blocking the fuse? Is it to try and make people buy them once they run out? If I were Capt Kirk wouldn't I be able to transport a null fuse (beam it aboard) from my sister ship?
If i'm able to transfer a krionus, I should be able to transfer a null fuse.
And the same goes for the Temporal Flux Orb... its almost useless. If you're gonna let us create a plant flux, let it be a real planet flux. But of course, if you "buy" galaxy points you can get one.
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Fri Feb 17, 2012 3:35 pm |
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Chloron
Joined: Fri Dec 09, 2011 5:47 pm Posts: 1513
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It slows down multi's. You don't want it to change.
_________________XxDarthDexterxX wrote: You deserve a cookie, and earn yourself one cookie point. 
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Fri Feb 17, 2012 3:54 pm |
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wpriester
Joined: Thu Sep 29, 2011 12:29 am Posts: 67
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What is multi's????
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Fri Feb 17, 2012 4:11 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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wpriester wrote: What is multi's???? 
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Fri Feb 17, 2012 4:13 pm |
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Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
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_________________ Inventor of Invisible SandTM
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Fri Feb 17, 2012 8:14 pm |
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wpriester
Joined: Thu Sep 29, 2011 12:29 am Posts: 67
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Bluecifer wrote: http://en.wikipedia.org/wiki/Facepalm http://en.wikipedia.org/wiki/Finger_%28gesture%29
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Sat Feb 18, 2012 2:56 am |
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wpriester
Joined: Thu Sep 29, 2011 12:29 am Posts: 67
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all responses are short of an ideal logical one. no responses would have been better.
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Sat Feb 18, 2012 2:58 am |
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StolenPlanet
Joined: Sat Jun 05, 2010 1:54 am Posts: 1208
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wpriester wrote: Why is the ability to send a null fuse blocked? We can send devices that create a trap, like a krionus, but we can't send a null fuse.
I have a guy that keeps attacking me. so i set traps, and attack him back and get caught in his trap. we'll now we're engaged in a battle going back and forth with the darn traps, but i'm out of null fuses. what is the purposes behind blocking the fuse? Is it to try and make people buy them once they run out? If I were Capt Kirk wouldn't I be able to transport a null fuse (beam it aboard) from my sister ship?
If i'm able to transfer a krionus, I should be able to transfer a null fuse.
And the same goes for the Temporal Flux Orb... its almost useless. If you're gonna let us create a plant flux, let it be a real planet flux. But of course, if you "buy" galaxy points you can get one. Slowing down multi ships IS a logical answer, but I will also give you a couple of more.
_________________
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Sat Feb 18, 2012 3:02 am |
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StolenPlanet
Joined: Sat Jun 05, 2010 1:54 am Posts: 1208
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Ok, that was weird. It cut the last of my statements off. hahaha
Anyway, the Temp Orb is absolutely NOT useless. It is a very cost effective way to not only protect your own planets, but even to hide an enemy planet if you can take one and hold it for 7 days (assuming no further attacks upon it).
Perhaps someone will be kind enough to search the links and post them for you, but the Null fuse debate was done a while back when they first came into play. Ultimately it was determined that they needed to be more rare than the current set of traps or else why have traps at all? It was likewise decided that they needed to be a non traded item to increase their ability to be rare. Just as a quick for example, I have 577 Kvirus in my cargo right now, but only 133 Nulls; and I pvp all the dang time! 5 to 1 seems about right to me.
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Sat Feb 18, 2012 3:10 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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The reason you cannot send null fuses is because some players have multiple ships (multis). This is like having exponential artifact production. its against the rules, but most mega multis arnt popular enough in the game for dan to give a #&$# about, so he ignores em, and i'm past the point where i could give a #&$# either. So, while it may be 'nice' in a perfect galaxy, this is very far from a perfect galaxy.
If you wanted to see a frustrating player fight, go back to when halcs were offensive and neither trap could be removed... yep, 90 minutes of being penalized, hoping they didnt reset their traps. Honestly, i liked it like that, and without the forced refresh.
But anyway, yeah. sending nulls would negate traps altogether. Its best theyre left untradeable.
_________________ 
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Sat Feb 18, 2012 10:46 am |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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Haha. Reminds me of when I was fighting someone. I hit some 20 KVTs, and then they put a halc up.
It's worth mentioning that I did not null fuse a single one of those KVTs, but instead bombed their defence to 0...
It's worthwhile not being able to send Null fuses. I would join a passive legion and get them to send me all of their null fuses, then go on a mega-rampage using GP refills until my BT did not show any more targets. Do you want me to do that?
_________________ ...Yawn... sleepy dragon.... Umm... rage!
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Sat Feb 18, 2012 11:15 am |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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strm avenger wrote: It's worthwhile not being able to send Null fuses. I would join a passive legion and get them to send me all of their null fuses, then go on a mega-rampage using GP refills until my BT did not show any more targets. Do you want me to do that? Don't you do that anyway?
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Sat Feb 18, 2012 11:28 am |
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strm avenger
Joined: Sun May 29, 2011 8:41 pm Posts: 2369 Location: You don't wanna know...
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I try. 
_________________ ...Yawn... sleepy dragon.... Umm... rage!
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Sat Feb 18, 2012 11:30 am |
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