Search found 151 matches

by Steve!
Tue Jun 07, 2005 3:46 pm
Forum: Critical Mass
Topic: End of mission.
Replies: 4
Views: 3879

Hmm, I'm in two minds about this. Firstly yes, I'd love to see a box saying, primary objective complete, particularly on attack asteroid base! Those turrets are excellant at hiding. But, how would you know the objective was complete? Long range radar is obviously terrible saying things like: 'theres...
by Steve!
Tue Jun 07, 2005 3:35 pm
Forum: Critical Mass
Topic: Little Red Dots
Replies: 17
Views: 9945

Yeah, but I'd love to see 3-4 way battles in future, has Sean got any plans for these?

If so, red dots wouldnt work

I'm almost always orange, so I dont have to tell green and red apart :)
by Steve!
Tue Jun 07, 2005 3:33 pm
Forum: Critical Mass
Topic: Top scores and Pilot Career records
Replies: 41
Views: 24917

I can?t bring myself to kill any of my wingmen, not even the one who emptied 4 plectrons into my back at point blank range! I imagine he was court marshalled and executed in a grisly yet strangely hilarious way.
by Steve!
Tue Jun 07, 2005 3:28 pm
Forum: Critical Mass
Topic: Abandoned Ships
Replies: 11
Views: 5857

That would be good, though I doubt the missiles would be left in a dangerous state, they would need to be armed before being able to harm someone, and if not destroyed in the ships explosion they wouldnt pose any threat, as they wouldn't have been armed. I would like to see more than one escape pod ...
by Steve!
Mon Jun 06, 2005 9:09 pm
Forum: Critical Mass
Topic: AI should prioritise
Replies: 9
Views: 5270

Not quite sure what that has to do with AI.... :?
by Steve!
Mon Jun 06, 2005 7:57 pm
Forum: Critical Mass
Topic: An ejected ship initiated hyperspace
Replies: 1
Views: 2564

An ejected ship initiated hyperspace

Title says it all, I flew round behind an ejected eagle, next turn it initiated hyperspace, despite lack of pilot. I let it continue on to see what would happen, but as usual with ejected ships, the hyperspace counter didn't decrease and stayed on 8 turns.
by Steve!
Mon Jun 06, 2005 7:52 pm
Forum: Critical Mass
Topic: AI should prioritise
Replies: 9
Views: 5270

AI should prioritise

2/3 of my wing decided to devote all its energy to tracking down and destroying an ejected watcher, that I'd forced to eject, meanwhile the convoy, we where supposed to be protecting was destroyed. Its quite pathetic to watch two, immensely powerful and heavily armoured battle cruisers spend their t...
by Steve!
Mon Jun 06, 2005 7:26 pm
Forum: Mother Of All Battles
Topic: Map designer?
Replies: 5
Views: 9297

Definatly, then I can give myself an island with 15 cities on to start with! :twisted:

Map design would be great fun. I could build specialised maps, like massive naval wars, or maps without any sea at all.
by Steve!
Mon Jun 06, 2005 7:18 pm
Forum: Critical Mass
Topic: Abandoned Ships
Replies: 11
Views: 5857

cept my custom ships almost always have maximum triangles, that would mean they would produce lots more wrekage than simpler ships. I imagine a set number of little triangles would be better, perhaps related to the number of componants on the ship
by Steve!
Mon Jun 06, 2005 7:16 pm
Forum: Critical Mass
Topic: Missile Ideas(Again)
Replies: 14
Views: 7694

cost 1,000

so not necessarily, though I'm happy with the current missile selection.
by Steve!
Mon Jun 06, 2005 4:52 pm
Forum: Critical Mass
Topic: Static, static, static
Replies: 10
Views: 5263

Sean O'Connor wrote:You're right OMJ it's the default text. I can't believe I hadn't spotted that before!
My thoughts exactly! Once I spotted it, it was glaringly obvious. Hard to believe I hadn't noticed it already, though it does vanish when you start doing things.
by Steve!
Mon Jun 06, 2005 4:47 pm
Forum: Critical Mass
Topic: Upgrading ship and randomisation
Replies: 9
Views: 4809

No one outranks me, I'm forever in a ship, far surpassing anything any other wingleader flies. Plus i always lead the fleet on attack/defend planet and assult starbase and sector base.
by Steve!
Mon Jun 06, 2005 8:44 am
Forum: Critical Mass
Topic: Suggestions from an addicted newbie...
Replies: 19
Views: 10803

First you have to remove the command points from a ship, by filling up a side without a command point with 8 components and dragging the command point across. Then if you fill the front of the ship with 8 components and bring a command point into the center of the design, the picture of your ship, t...
by Steve!
Mon Jun 06, 2005 8:40 am
Forum: Critical Mass
Topic: What is maximum velocity?
Replies: 7
Views: 4916

I?m thinking in terms of thrust. If your ship starts from stationary and accelerates for a thrust of 50, then its travelling 50 units per turn. Then if it accelerates 50 again, it must be travelling 100 units per turn.
by Steve!
Sun Jun 05, 2005 8:57 pm
Forum: Mother Of All Battles
Topic: How do paras move?
Replies: 8
Views: 11624

Bah, it takes me two turns to build that damn transport plane, and it only gets one use! If I order it to fly to maximum range and drop the paras, It should do it! Never liked those pilots anyway, their useless at battling fighters! :) Bombers can't fly to maximum range either! Thats a bit daft cons...