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Posted: Wed Jun 21, 2006 5:16 pm
Why are we even defending Earth in the first place, if we're Stralians or Zyans or whatever?
They coincidentally called their homeworld 'Earth', too?
Posted: Wed Jun 21, 2006 5:17 pm
surely the stralians are defending stralia, right next to new zealand
Posted: Wed Jun 21, 2006 7:27 pm
Zephyr wrote:I'd like to see a "Human" option in the next release...
Well, then there's the human pride issue, we don't like to get slaughtered, and we certainly don't like a human player slaughtering their own guys for another race of aliens. Maybe it should just be "defend own home planet."
Posted: Fri Jun 23, 2006 6:50 am
Posted: Sun Feb 04, 2007 10:09 am
Umm first post anyway i think we should have MWM's (Multiple-Warhead-Missiles
) and Delayed propulsion (the missile is launched then doesnt fire its propulsion till ship is clear of blast range) and the smart missiles are so STUPID, i think a smart missle should be able to dodge almost anything and track a SINGLE SPECIFIED TARGET all the way without getting misled by a guy who zips in front of it at light speed so in the process of turning the missle rams into a rock....
next, how about a Recharger (like a repair bot but only works on sheilds, recharges sheilds much slower than repair bot) also how about a blast cannon (infinite shots, fires straight ahead, 1 shot per turn, cant fire if firing missles as well on that turn, only 1 allowed, only does a single point of damage [enough to destroy one internal compartment]) AND a Giga Cannon
(does MASSIVE damage, 10 shots, VERY VERY VERY close range, 1 shot per turn only one allowed on ship takes up two spaces, weighs a relative TON, basically insta-kill weapon with pretty much NO range at all litterally) next how about some stuff thats more powerful against shields than internals and some that are totally useless vs shields but very powerful against internals, and how about afterburners
Posted: Sun Feb 04, 2007 2:16 pm
About land mines you already can almost do that. Drive backwards real fast and shoot some yataris. They will almost be stopped.
You can use this to defend bases and things.
Posted: Sun Feb 04, 2007 11:29 pm
I think they mean a mine that u can drop while accelerating at full speed in a dogfight
i just thought of something... we need a "test" mode that gives u the ability to make a custom fleet without regard to cost and select a mission to do so that u can test all your newly designed ships.
Posted: Mon Feb 05, 2007 3:42 am
Someone's already made a program like that; I've forgotten who it was, but look a ways back and I'm sure you'll find the topic.
Posted: Mon Feb 05, 2007 6:06 am
umm i just looked for that program. it exists. but. to download it you have to be a "proven mission/ship designer" ie u have to give a url that has a ship u designed on it then u have to wait until it is confirmed..... if ever.... and IF I CANT TEST THE SHIP HOW AM I SUPPOSED TO BECOME A PROVEN DESIGNER??????
Posted: Wed Mar 28, 2007 6:04 pm
Missile collision. If there are four plectrons coming at me, and I have one heavy shield, I want to fire my own salvo and pray that at least a couple of the warheads coming my way don't get too close.
Posted: Thu Apr 05, 2007 7:42 am
you know what, i kinda like that idea of blocking missiles with my own. i also want more max missile capacity so a ship can last longer in larger missions and have enough ammo to kills enough civilians and stupid factories and other structures.
Posted: Thu Apr 05, 2007 12:00 pm
Yeah, in the later missions I'm always a bit disappointed that I don't have the missiles anymore to do the damage needed for victory.
Especially if you consider that the further you go, the harder the opponents get and the more missiles you need just to take them out.
If you then still need to fly into a turret ring to win, you'll fail.
Either we need to have the ability to re-load missiles, or we need more missiles to begin with.
Posted: Fri Apr 06, 2007 5:32 am
More slots to load missiles into seems to be the easier of the two solutions to program and hence more feasible.
Posted: Fri Apr 06, 2007 6:08 pm
This one hit me today: An ultralight, cheap, fast missile load that costs 1-2 credits and has small warheads(1Mton or less) that are really maneuverable so they track well, and carry a decent fuel load. Said missiles should be incapable of harming shielding, and only damage internal components. That way you wouldn't have one of these take out the last super shield on one side with one strike. They would be ideal for finishing off unshielded enemies, and for arming cheap support ships for disrupting the enemy, even if only to a small degree. Even if each missile took out only one component, a small ship favoring more launchers rather than expensive missiles could rake a unshielded target and do noticeable damage. The AI would probably have to be adjusted slightly to not fire these at shielded targets, but you'd think it'd be a fairly simple change to the routines that tell them when to fire. They'd be useless ships almost in "Attack Enemy..." but in defending, their relative cost reduction would make for an entirely new class of light ships, which are fun to design but limited due to available parts. Any components that can increase teh diversity of budget ships would really be nice.
Posted: Sat Apr 07, 2007 6:00 am
man, the idea of docking into a resupply station sounds sweet, but looking at the state of the game now, i don't see that as a possibility in the near future. so ya, i vote on more missiles. again.