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 Adaptive combat systems 
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Joined: Wed Sep 19, 2012 9:44 pm
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Basicly this is my attempt to reduce halcs in the galaxy but still make it so that they are useable without any real large downside

Adaptive Combat System
Size 20, Scan 50 Cloak 50, Energy 50, Attack 50, Defence 50
Special. if you have performed an offensive action in the last 24 hours this module provides a 1% all attack boost. if you have not performed any offensive actions in the last 24 hours this module provides a 5% defence boost.

Make of it what you will... ;)

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Sun Jul 13, 2014 10:38 pm
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Joined: Tue Oct 09, 2012 4:55 pm
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Interesting idea... What about something that rewards for doing specific offensive actions instead/as well? For example:

  • If you disable an enemy ship, then you get +1% all attack boost for the next 8 hours
  • If you successfully raid an enemy ship and steal minerals, you get +3% mining production for the next 8 hours
  • If you successfully raid an enemy ship and steal artifacts, you get +3% artifact production for the next 8 hours
    -> This could maybe just be a raiding bonus as well/instead?
  • If you successfully hack an enemy ship, you get +3% research production for the next 8 hours
    -> Or maybe a hacking bonus as well/instead?
  • If you successfully invade a planet, then you get +5% planet defense for the next 8 hours.
  • If you have not performed any offensive actions for the last 24 hours, then this module provides a 5% defence boost for the next 8 hours.

These abilities DO NOT stack, so you have to decide which one you want to do first in order to get the boost you want/need. You also have to be careful and plan when you want to do your offensive actions, as you could end up with the 5% defence boost activating just before you do a raid (for example).

Note the raid/disable are intentionally different, as you then have to either fish or raid an alerted player in order to get the raiding bonus... Times and percentages are obviously just estimates, and are just there to show that this wouldn't be a permanent effect!

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Sun Jul 13, 2014 10:59 pm
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Joined: Sat Oct 15, 2011 5:09 am
Posts: 3473
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Marvin42 wrote:
Interesting idea... What about something that rewards for doing specific offensive actions instead/as well? For example:

  • If you disable an enemy ship, then you get +1% all attack boost for the next 8 hours
  • If you successfully raid an enemy ship and steal minerals, you get +3% mining production for the next 8 hours
  • If you successfully raid an enemy ship and steal artifacts, you get +3% artifact production for the next 8 hours
    -> This could maybe just be a raiding bonus as well/instead?
  • If you successfully hack an enemy ship, you get +3% research production for the next 8 hours
    -> Or maybe a hacking bonus as well/instead?
  • If you successfully invade a planet, then you get +5% planet defense for the next 8 hours.
  • If you have not performed any offensive actions for the last 24 hours, then this module provides a 5% defence boost for the next 8 hours.

These abilities DO NOT stack, so you have to decide which one you want to do first in order to get the boost you want/need. You also have to be careful and plan when you want to do your offensive actions, as you could end up with the 5% defence boost activating just before you do a raid (for example).

Note the raid/disable are intentionally different, as you then have to either fish or raid an alerted player in order to get the raiding bonus... Times and percentages are obviously just estimates, and are just there to show that this wouldn't be a permanent effect!


+1 to an adaptive module with a timed effect. but perhaps each positive effect maybe should come with a negative effect ?

the defense boost is pretty meagre. anyone who needs the defense won't benefit much from a 5% boost, while those of us who do not need it will not avoid offensive actions to get it. make it a 50% boost and then you have a more reasonable choice ... the negative effect could be a 25% decrease in cloak.

so, for the planet invasion one .. i think a successful invasion ... you could get a 1% production boost from all planets for 4 hours ... at the expense of a -10% planetary defense for 4 hours.

the hacking / raiding ones could increase the hacking / raiding odds at the expense of -3% production.

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Mon Jul 14, 2014 1:05 am
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Joined: Wed Sep 19, 2012 9:44 pm
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the idea of the module wasnt to remove halcs but thats actualy quiet a good idea. so instead of a halc players get a 50% defence boost meaning they are a lot tougher to kill. calming amps ofc would still exist though.

I dont think that the hak and raid odds should be increase maybe instead it could be a 50/100% increase in volume of production raided, making the hit to production more bearable because you could make it up and more with the resources stolen.

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Mon Jul 14, 2014 3:56 am
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forgive me but fail to see how this does not inspire more halc's. Example I am a hal player I will put it on and no offensive actions later get free defense,.


Mon Jul 14, 2014 9:19 pm
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draxsiss wrote:
forgive me but fail to see how this does not inspire more halc's. Example I am a hal player I will put it on and no offensive actions later get free defense,.

Because if you want more attack for NPCing or basing, you'll have to do an offensive action.

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Tue Jul 15, 2014 3:47 am
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I say no bonus for not pvping. That would just encourage those who halc up to continue to do so. Way too many players halc up as it is.


Tue Jul 15, 2014 4:25 am
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Joined: Fri Sep 16, 2011 12:04 am
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Plagueis wrote:
I say no bonus for not pvping. That would just encourage those who halc up to continue to do so. Way too many players halc up as it is.

+5% def isn't exactly "useful". Heck, it's not even 5e worth as it's below the effect of a single debuff. It isn't even useful for guarding planets, my planet's structure defense, when I'm walling it, tend to be 5+ times more than that of my ship. I usually don't guard planets that I don't wall.
If it was 50% then maybe it got some uses....
attack bonus, on the other hand, is useful for vast majority even if it is just 1%. There probably is some NPC where it can give a chance of saving a shot and hence energy. If nothing else, a quick hack will yield a total energy saving in the end.
The only problem with it is that by performing the action you open yourself to CM while you buff up for NPC or base. It doesn't happen that often thou so it's not a huge deal.

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Sat Jul 19, 2014 10:52 pm
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Joined: Wed Sep 04, 2013 2:56 pm
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Best way to reduce number of halc users is to count base attacks and depopping planets as offensive actions. Never understood why that isn't already the case.


Sun Jul 20, 2014 1:12 am
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well a base is more like joining in arm's of comradary. Its not offensive you are uniting under the banner of your legion going in to noble cause, you are not attacking a base for you, but for the glory of the legion, the team! I totaly agree with you on the planet bit however.


Sun Jul 20, 2014 2:06 am
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draxsiss wrote:
well a base is more like joining in arm's of comradary. Its not offensive you are uniting under the banner of your legion going in to noble cause, you are not attacking a base for you, but for the glory of the legion, the team! I totaly agree with you on the planet bit however.


Personally, I feel base attack should break truce and remove halc but does NOT count as offensive--they can reapply whenever they wanna stop attacking.
I feel it's a rather cheap trick to hide behind a truce when attacking a base. As unlikely as it might be, any and all means of base protection, including seeking out the attackers and disabling them, should be fair game.

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当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Sun Jul 20, 2014 11:01 am
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