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Team: Bella Morte
Main: Lilith
Level: 840
Class: Speed Demon

Joined: Sun Aug 28, 2011 9:47 pm
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Post Sol's Sun healing gen
im proposing that the star of sol "the sun" having a Healing aura for neutral spacecraft and allied spacecraft. giving players whom stay here long enough a decent boost in shield regeneration.

the aura would not work for players currently marked as hostile to Earth Force. obviously...

this will help players whom travel through the madness and frigid depths of space, find a warmer area to call home..

i'm "suggesting" these stats ~


- TL n/a sol inbuilt item
- fields - shield recharge + 25 % visibility + 15 % transfer efficiency+15%
this of course would affect capital ships

all affects after 30 seconds lasting 15 seconds per emission meaning

15 seconds - aura kicks in - 15 seconds aura ends - 15 seconds- repeat

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Tue Oct 25, 2011 4:36 am
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Team: Strawberry Pancakes
Main: UrQa Vazuk Qii
Level: 2468
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Joined: Tue Dec 22, 2009 7:28 am
Post Re: Sol's Sun healing gen
I actually like this! :shock:

But well. I would like to see it have a hard-coded shield regen bonus, something like 200. Then it can be affected by neurotweaking, so higher level players gets 400 regen bonus pr second.

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Tue Oct 25, 2011 5:08 am
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Team: Dark Traders
Main: enkelin
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Post Re: Sol's Sun healing gen
What Thermal said.

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Tue Oct 25, 2011 10:10 am
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Team: Death Mental
Main: goett
Level: 2157
Class: Shield Monkey

Joined: Mon Mar 16, 2009 1:36 pm
Post Re: Sol's Sun healing gen
No. 2 reasons
- lag!! Auras always cause trouble.
- the characters I would like +regen have low regen. Maybe a solid number not a % ie 200/sec.


Tue Oct 25, 2011 10:21 am
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Team: None
Main: Pure Evil
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Joined: Fri Dec 31, 2004 7:20 am
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Post Re: Sol's Sun healing gen
Sorry but no it would promote LC tactics :x

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Tue Oct 25, 2011 11:03 am
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Team: Pax Romana
Main: Ghost Commander
Level: 1138
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Post Re: Sol's Sun healing gen
Markoz wrote:
Sorry but no it would promote LC tactics :x


Why would it? Being enemy/hostile to another player should not make it affect them, imo.

That means, you have to be MARKED FRIEND BY DM FOR LC TO DO IT. In which case, you'll know theres a traitor in your ranks.

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Tue Oct 25, 2011 11:16 am
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Post Re: Sol's Sun healing gen
Battlecruiser23 wrote:
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The topic poster said it will only not effect players hostile to Earth Force.

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Tue Oct 25, 2011 11:22 am
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Team: Pax Romana
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Post Re: Sol's Sun healing gen
Markoz wrote:
The topic poster said it will only not effect players hostile to Earth Force.


Then change the suggestion, dumby.

The suggestion is an unmodified, unrefined idea of a healing aura in sol.

Iron out the kinks like a smart person.

Evvverything that we can see and touch and affect has bugs and kinks.

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Tue Oct 25, 2011 1:07 pm
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Team: None
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Joined: Tue May 03, 2011 11:52 am
Post Re: Sol's Sun healing gen
i like the idea whit regen bost but not the idea to give + vis as some ppl use stealth for a reason and the sun alredy gives vis.

How about a aura cycle close to UDP and stats about +75 regen as well as +10% shield regen to make sure all classes benefit from it, To protect it from being broken i alsoe sudgest u give a -45% damage and -50% thrust aura whit a every 5-10 min for 5-10 min to prevent ppl from going in to regen fast then go out to pvp right away. As you said a +25% shield regen it would be awsome for Shm and posibly FC/enginner but worthless for all whom use Bank shields thats why i think it sould have 2 solid + regen but non NT and im sorry to say this but Only for Player ships no regen for Slaves, Pirate class AI, ppl who are agro to Earthforce sould get -75 regen and -10% regen just to make sure the "Protected" part stands out.


Tue Oct 25, 2011 2:23 pm
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