Page 4 of 5

Posted: Thu Apr 27, 2006 11:55 pm
by BoxZone_Author
Zephyr wrote:
BoxZone_Author wrote:Bots beyond four do not repair.
:shock: Is this a fact or a speculation?
I believe Sean has stated it before somewhere on this forum (when repair bots were debated in length)

Posted: Thu May 25, 2006 6:42 pm
by Fusion_power
The maximum number of repair bots that are effective is 4. You can put more repair bots on the ship and in some conditions, it might be desirable. If you lose one or more bots, as long as you have at least 4, you will get the maximum probability of a component being repaired on a given turn.

Repair bots can repair other repair bots. And I have observed this numerous times.

Repair bots cannot repair sheilds. Sean felt this would be too much sugar for a nickel. A ship could just keep on rebuilding itself.

Fusion

Posted: Sun Jun 25, 2006 9:09 pm
by Zephyr
(...just wanted to post a post to keep this thread alive, as I think it's really cool...)

Posted: Wed Sep 13, 2006 8:41 pm
by Aaedien
I want to see that Defend Politician bug fixed.

You know, the one where when it goes off the map, you lose?

Eit eis le suckh.

Posted: Thu Sep 14, 2006 12:54 am
by umeboshi110
thats not actually a bug, so u have to win before that happens

Posted: Fri Sep 15, 2006 4:00 pm
by ichbinsehselber
@ umeboshi110 - this is intentional? I thought, that for "Attack Politician" you must kill it before it leaves the map. So it would be logical for "Defend Politician", that you have to defend the politician until it leaves the map!

Posted: Fri Sep 15, 2006 10:55 pm
by TheKangaroo
Maybe not intended, but the point of the mission is to have the shuttle alive and happy in the sector when the mission ends.

Posted: Sat Sep 16, 2006 2:25 am
by Aaedien
TheKangaroo wrote:Maybe not intended, but the point of the mission is to have the shuttle alive and happy in the sector when the mission ends.
I don't think it's very happy when under fire. ;)

Posted: Sat Sep 16, 2006 2:51 am
by umeboshi110
so sometimes u cant find the shuttle after destroying all enemy squadrons, meaning its close to the edge. u can just fly around shooting a missile every 30 turns to waste time so the shuttle moves off the map and u win. im pretty sure sean said this was intended

Posted: Mon Oct 29, 2007 10:44 pm
by Conzul
I have an idea.

I like the way asteroids deter missiles, and can therefore be used to shake missiles off your tail. That adds a strategy element. But what if you were to add 2 new kinds of asteroids for a diversity in strategy? Keep the old ones, and add a new destructible type that's a different color. Add a final type that actually explodes forcefully when hit by a missile, resulting in an area damage effect. Well, the latter might be harder to do, but I like the idea of having "wild card" asteroids. You don't know if they are destructible or not.

Posted: Mon Nov 05, 2007 4:17 pm
by Legacy
Conzul wrote:I have an idea.

I like the way asteroids deter missiles, and can therefore be used to shake missiles off your tail. That adds a strategy element. But what if you were to add 2 new kinds of asteroids for a diversity in strategy? Keep the old ones, and add a new destructible type that's a different color. Add a final type that actually explodes forcefully when hit by a missile, resulting in an area damage effect. Well, the latter might be harder to do, but I like the idea of having "wild card" asteroids. You don't know if they are destructible or not.
Sounds fun if you ask me!

Posted: Mon Nov 05, 2007 6:03 pm
by Empty Hat
You could overpopulate the fuel depot mission with the exploding kind.

Posted: Tue Nov 13, 2007 9:09 pm
by Conzul
I meant the destructible asteroids more seriously. Say if you were hiding behind one and a flock of plectrons was coming at you, you would not know if the asteroid would shield you or blow up and expose you.
Another idea I had would be a "free roam" mode. You could fly around different sectors, meet up with allies, and fight random enemies. In this you should have the ability to stop at a ship factory and repair all parts of your ship. Electing to hyperspace would bring you up to a map where you could choose which sector to hyperspace to. The map could be divided up into 4 quadrants, one for each race. In between there would be nuetral sectors were most of the fighting would be.

Posted: Sun Jan 04, 2009 10:18 pm
by Conzul
Oh, and we seriously need a "hold fire" command. I have been thinking of several easy changes/additions.
1. "Hold Fire" command
2. Side Firing tubes, allowing for true capitalship battles.
3. Minimizeable mini-map. That thing takes up alot of space IMO. Even make your ship schematic minimizeable.
4. In addition to the money you get, how about a "renown" currency, ala "Silent Hunter III". Sort of like tickets that you earn for amazing actions (multiple kills in a turn, long range missle hit, stuff like that). You could trade these tickets in during a round, at the end of the turn. One "ticket" could spawn some light reinforcements at your location, or perhaps a supply drop with missles/repair packages. Use a ticket for a supply drop, then click on the place on the map that you want the "drop" to appear, and it drops supplies there. A "recon drone" ticket would be cool too. Indestructible, 3 turn duration radar beacon.
Just some stuff that would be easier to accomplish than some of the other ideas I've heard. Oh BTW, I made it to admiral and the top for the first time a couple days ago. It's almost no fun having a ship with 8 supershields perside. But it's fun seeing the look on the enemies' faces, or imagining it XD.

Posted: Mon Mar 22, 2010 2:11 pm
by kaycedelson46
Thanks for the information! Great idea! :)
Gonna try this.