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 trap cooldown 
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Joined: Tue Feb 08, 2011 3:24 pm
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i like traps because they force teamwork to take out really well defended and active players. the problem is that what works counter to that is the ability to spam traps too quickly to block a whole team. seems like in order to fix this we need at least a 1 min cool-down when applying traps. 1 min is nothing for a delay for most people. the delay should be for all traps types. the message could be like "you need to wait longer before applying more traps." after the 1 min is up all they have to do is apply another trap and wait. re-applying 1 trap is enough to foil most attacks anyway.

in my opinion traps were designed to offer protection while offline. they were mot meant for online invulnerability.

please if you like this idea show support!


Sun Feb 13, 2011 7:07 pm
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Joined: Tue Nov 02, 2010 12:32 am
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It's interesting, but I'm not ready to say I fully support it. I'll think it over.


Sun Feb 13, 2011 9:36 pm
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FerrusManus wrote:
It's interesting, but I'm not ready to say I fully support it. I'll think it over.

Dude you comment on everything whether it is useful or not. In this case you seemed to comment just to comment.

I am liking the idea. Even though I have been one to be putting the traps on as well, but there are those out there that need to be taken down a notch or two because they attack your guys and it seem like no matter how coordinated you are you cant seem to get them.

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Sun Feb 13, 2011 10:15 pm
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I don't know, wouldn't you need a cool down on setting off other people's traps just as much?

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Sun Feb 13, 2011 10:17 pm
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Obscura wrote:
FerrusManus wrote:
It's interesting, but I'm not ready to say I fully support it. I'll think it over.

Dude you comment on everything whether it is useful or not. In this case you seemed to comment just to comment.

I am liking the idea. Even though I have been one to be putting the traps on as well, but there are those out there that need to be taken down a notch or two because they attack your guys and it seem like no matter how coordinated you are you cant seem to get them.


Well, you guys seemed to get mad that I only post if I have something to add. And I thought the thread could use a bump, though I now realize I was looking at the date he joined, not the date posted.


Sun Feb 13, 2011 11:31 pm
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Joined: Mon Nov 29, 2010 9:48 am
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i do not like this idea. the reason i have only 32 disables and over 250 kills is that i am able to put up traps to block the 'big brothers' that come after me. a 1 minute cooldown means i get shared to a legion. two people eat my traps (one for halc one for kv) and the level 300 comes in and kills me like its nothing. and if theres a cooldown then theres nothing i can do about it. i would say no, because if a player is active enough to be able to put up traps every hour on the hour then they dont deserve to be disabled. you just have to keep aafter em until they get bored and log off; they have to go to work/school; or they go to sleep. thats your cooldown right there.

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Mon Feb 14, 2011 10:34 am
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Vekno wrote:
i do not like this idea. the reason i have only 32 disables and over 250 kills is that i am able to put up traps to block the 'big brothers' that come after me. a 1 minute cooldown means i get shared to a legion. two people eat my traps (one for halc one for kv) and the level 300 comes in and kills me like its nothing. and if theres a cooldown then theres nothing i can do about it. i would say no, because if a player is active enough to be able to put up traps every hour on the hour then they dont deserve to be disabled. you just have to keep aafter em until they get bored and log off; they have to go to work/school; or they go to sleep. thats your cooldown right there.


That is a pretty good point, I think I agree.


Mon Feb 14, 2011 1:27 pm
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Joined: Tue Feb 08, 2011 3:24 pm
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Vekno wrote:
i do not like this idea. the reason i have only 32 disables and over 250 kills is that i am able to put up traps to block the 'big brothers' that come after me. a 1 minute cooldown means i get shared to a legion. two people eat my traps (one for halc one for kv) and the level 300 comes in and kills me like its nothing. and if theres a cooldown then theres nothing i can do about it. i would say no, because if a player is active enough to be able to put up traps every hour on the hour then they dont deserve to be disabled. you just have to keep aafter em until they get bored and log off; they have to go to work/school; or they go to sleep. thats your cooldown right there.


its still possible to do the re-trap every hour. what it doesn't do is allow trap spam. lets say there are 2 trap clearers. 1 gets Halc and the other the Virus. the 3rd will have a good run UNLESS you reapply a trap just in time. this is typically all it takes to stop a attack 90% of the time. that this doesn't do is prevent a 4th, 5th and 6th. i think ships should not be invulnerable. after being attacked they get the 1 trap in a 1 min period and thats it. if the team is too slow, you could easily have all the traps up in 2-3 minutes. what is unreasonable about that???


Tue Feb 15, 2011 12:17 am
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I'd rather just see a rare artifact added that sets off traps on enemy ships without causing you harm. That way you can still be actively defending, but if a lot of people want you dead it's still possible.


Tue Feb 15, 2011 1:21 am
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or a badge item that lets you bypass traps if you get a successful hack???


Tue Feb 15, 2011 4:22 am
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What I want to know is how is it that you all have infinite traps... (Actually, not really, rhetorical question hence no ?)


Tue Feb 15, 2011 6:51 am
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Well like containment missile but something that randomly takes off one trap only.

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Tue Feb 15, 2011 6:52 am
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When fighting anyone over level 125, they have infinite traps so pvp 'sucks' because of the 40% thing.


Tue Feb 15, 2011 10:43 am
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Joined: Tue Jan 18, 2011 4:29 am
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sometimes traps are the only way to fend off a hoard of higher level players gunning for you at the same time. first, you'd have to be online and reacting to the attack in the first place. Second, your assuming a player has a unlimited supply of these. A cool down period would simply encourage mass barrage attacks, and thereby frustrate any newer players....possibly into quitting altogether.

so....yeah, very very bad idea.


Wed Feb 16, 2011 1:27 am
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arius_silverwind wrote:
sometimes traps are the only way to fend off a hoard of higher level players gunning for you at the same time. first, you'd have to be online and reacting to the attack in the first place. Second, your assuming a player has a unlimited supply of these. A cool down period would simply encourage mass barrage attacks, and thereby frustrate any newer players....possibly into quitting altogether.

so....yeah, very very bad idea.



traps for new players are RARE. you don't start to get them in regular enough quantities until mid rank 100ish. by the time your 150+ you have them on 24/7. for all the 300+ they have about 100-200+ in cargo. so for unlimited supply its pretty damn close. what about getting a "chance" to get traps in the daily reward or though GP. that way all ranks will have an equal chance at them, and they will be in reduced quantity for the upper ranks.


Wed Feb 16, 2011 5:08 am
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why would you want to reduce your chances of getting emblems and cubes? for everyone who wants to change traps JUST because of this combat badge thing, quit whining and just man up. i pvpd a long time before these combat badges, and traps dont bother me. the only good thing about this update for traps is they are burnt through alot faster so in a couple days alot of ppl will be out of them. if you dont like the way pvp is in this game then DONT DO IT. if you didnt pvp before, then dont start now. and especially dont whine about traps.

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Wed Feb 16, 2011 5:48 am
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Vekno wrote:
why would you want to reduce your chances of getting emblems and cubes? for everyone who wants to change traps JUST because of this combat badge thing, quit whining and just man up. i pvpd a long time before these combat badges, and traps dont bother me. the only good thing about this update for traps is they are burnt through alot faster so in a couple days alot of ppl will be out of them. if you dont like the way pvp is in this game then DONT DO IT. if you didnt pvp before, then dont start now. and especially dont whine about traps.


umm this problem existed long before the badge system... the higher in rank you go the more pointless PvP is without legion support. it gets even more pointless if the person is online. i personally dont think traps prevent me from killing. it just delays the killing. the point of this post was to slow down the ability to re-trap. i really dont think ships should be impossible to kill if a person is clicking the trap as fast as they can. i think the intent of traps is to give a reasonable amount of protection without giving total immunity from attacks.


Thu Feb 17, 2011 7:24 am
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Joined: Sat Sep 18, 2010 11:37 pm
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The mechanics of the traps are tough. I realize now that if the Firewall trap were to give you 5000 cloak you could turn around and hack anyone. A trap that boosts your own stats in anyway won't work. Another issue is the Truce Aura, this is pretty much pointless as for one if you use a Truce Aura on your self a cube can remove it. If someone attacks you and sets off your H Trap you can't attack them back and they are pretty much screwed. As the Firewall right now crushes hackers for two hours, while the Virus trap does the same thing to raiders but only last thirty mins.

So I would like to amend my original thoughts after some consideration. If there traps were to be changed they would need to be balanced, neutral and effective.

I think the best way to do that would be to adjust the traps as they are now. They do work but they hurt the attacker a lot more than they should. I would suggest a play test with all traps effective timer reduced to 10 minutes. Having to wait 10 minutes instead of 2 hours to hack, 1 hour to attack anything and 1 hour to be fish bait with -90% attack. Omicron Trap would be unaffected.

I still think that a new trap could be introduced for auto Legion Alerts. Another thought might be a trap that Alerts your friends only and doesn't use your Alert timer.


Thu Feb 17, 2011 7:44 pm
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They could just make it so the person can't come after you for a good amount of time. The Halcyon trap could make it so they can't attack you for 2 hours, but you and they can still attack (and maybe you can attack them back, maybe not, can't decide), and same for the Quantum Firewall trap. The Krionus could remain mostly the same, because they mostly seem to be there to allow you to retaliate, unlike the Halcyon. They could reduce the time though, so pretty much it's only good for when you know somebody's going to be hitting you and you want to take them out right away.


Thu Feb 17, 2011 8:16 pm
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Joined: Sat Feb 12, 2011 10:52 pm
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They should add in new traps, so that people think twice about attacking. Traps should also be adjusted based on the level of your attacker compared to you.

The higher level they are, the more severe the trap should affect them. The weaker they are, the less they should be affected.

Say a level 400 hits a level 200. A KVT should hit instantly. A level 20 hitting a level 80? Traps should never activate, because when that happens, you know a legion's just using multi's to crap on your traps.

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Thu Feb 17, 2011 10:22 pm
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