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Posted: Tue Apr 10, 2007 9:23 am
by Old Man Johnson
I'd like the ability to have more than 4 missile launchers for a steep price. Like, 50 credits each. It would be impractical, but unloading 6 or 7 Plecs in a turn would be well worth it :)

Posted: Tue Apr 10, 2007 10:04 pm
by umeboshi110
actually, i'd like options to make ships much stronger but limiting their max speed. i feel tanks should be sluggish in this way.

Posted: Tue Apr 10, 2007 11:01 pm
by Legacy
I'm in favor of anything that adds variety, hence my suggestion for the lighter, cheaper fast missiles. Also, what about an unguided, unpowered bomb? They fire from missile tubes with an initial charge to put them ahead of the firing ship, but after that they float at roughly the velocity they were fired at? Since they don't have fuel onboard, they could have a much larger warhead. They'd make good mines and excellent dive bombs.

Posted: Tue May 08, 2007 6:19 pm
by StealthSuitStanley
I'm surprised that I haven't read this one already... :shock: :shock:

What about the option to control all of the ships in your squadron? Or even all the ships on your side?

Posted: Tue May 08, 2007 11:38 pm
by Hadean
Dunno if it's already been said. But... MULTIPLAYER!

Even hotseat man.

Posted: Wed May 09, 2007 12:38 pm
by Son Johan
Son Johan wrote: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.


I've always wondered: there is a missile factory & a shipbuilding facility: Why don't you have those 2 buildings produce what is needed?

Missile factory: allows you to reload. (you need to bump into it/fly through it.)
Shipbuilding facility: regularly emits ships (small), those new ships will hyperspace if you leave(your side) or when the last opponent leaves(enemy side).
Wormhole: pair them and travelling in it allows you to pop up on the other one.

Adding these functions would allow creating scenarios, where you need to:
1. Protect coloniser.
2. (New) Protect building unit. while it constructs the necessary buildings.
... several defence missions, increasing opponents & increasing size of your base.
... After heavy fights, protect hospitals
Once your base is succesfully completed: start attacking neighbouring systems to attack your opponents.
n. Destroy sector Base.
.....
Restart from 1 in a new sector. Keeps the game from ending, but adds somewhat of a storyline.

Posted: Wed May 09, 2007 11:02 pm
by Old Man Johnson
I think being able to put custom ships in a custom mission would be nice. Or maybe just an option to put any single specific ship in. Right now, the only way to do that is to put in crippled ships, which doesn't work, for obvious reason.

Posted: Mon Jun 04, 2007 4:59 pm
by poke840
i think the shields should regenorate or something like that, if anyone has played Halo or Halo 2 then you should no what im talking about.

another should be that you can upgrade systems so they do things quicker or are more powerful before you start the mission, so you can get rid of those 30 or 40 creds that you cant spent on a ship, some of the upgrades should be so your engines will be more powerful or your repair bots can do its job quicker and things like that.

Posted: Mon Jun 04, 2007 8:59 pm
by eromrab
i would like to be able to control all of the ships in my squadron... i bought them, i want to control the darn things! :-)

Posted: Tue Jun 05, 2007 3:57 pm
by TheKangaroo
i think the shields should regenorate or something like that, if anyone has played Halo or Halo 2 then you should no what im talking about.

I don't think so, I like them the way they are. After all they give the repair bot a little more sense. But that may also be because I always understood the shield elements more like armor plating and less as star-trek-like force field.
i would like to be able to control all of the ships in my squadron... i bought them, i want to control the darn things!

I disagree there, too. You can buy two cars but driving both at the same time is somewhat tricky.

Posted: Tue Jun 05, 2007 5:28 pm
by poke840
I don't think so, I like them the way they are. After all they give the repair bot a little more sense. But that may also be because I always understood the shield elements more like armor plating and less as star-trek-like force field.


by regenorate i meant like 10 turns after they are wiped out or so.

Posted: Thu Jul 05, 2007 5:19 pm
by Fighter_Ace
Fighter_Ace wrote:What I would really like to see is multi-race battles. You know... more than two "sides" on the on the board at once.

I would LOVE to be able to ally with a side and use their resources 8) . I also would like you to "need" fuel. If you are low or have lost loads of it due to battle damage, you gotta go fuel up, repair, or both!

Also, as someone said before, ship factories should output a drone every five turns. Not only would that make attacking a base harder, but it would also be way more realistic and surely make use of the ship facilities.

"Tugs" could perhaps come out of their "zone" and actually tow you if you get broken down. There should be repair stations in the base that repair you inside and out... meaning you would heal internal components and also shields. Shields should repair much slower though :wink: . Currently, destroying civilians has VERY little value. Adding this would remove this adverse situation!

Oh, and please, you gotta make hitting astroyds damage you! It is soooooo stupid that when you hit one, it does absolutely nothing!!!! You can just hide in them and fry the turrets. Take that away and it would make it way harder and also way funner!

I would die for these upgrades, man :x !


I remember posting that a while back... and although I may have been a little hyper, I still hold to alot of it. Seriously, fuel depots serve no purpose. Same goes for the factories. And the science base isn't even used. It would be very interesting if someday alot of these features could be utilized. But hey, maybe I'm just experiencing a bad case of wishful thinking and this goes beyond the scope of CM. A guy can dream though, right? Just wish CM went that extra mile. Would be well worth it.

Posted: Fri Jul 06, 2007 7:50 am
by Empty Hat
Fighter Ace, fuel limts would be insane

Insanely Awesome! You'd need to be really carefull about how much you ac/decelerated and running out of fuel on a tight evasive turn would be brutal. Fighters would have to balance fuel load against manuevering and you could blead fuel after being hit.

Would make the whole thing a bit harder for newbies though

Posted: Fri Jul 06, 2007 3:16 pm
by Empty Hat
Legacy wrote: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.


Wouldn't you be able to use them to locate hidden ships? Somtimes I fire geenees into an area I know an enemy is lurking to try and get an idea on which way to turn, the occaisions it will work are rare but that's because the blue fireworks don't have enough fuel/turn for it.

I'd like to see WWII style cannons. An ammunition pack could take up several missile slots but hold fifty rounds, they'd be unhoming and detonate after a couple of turns but pack a punch, a dogfighting equivelant to plecs (though I believe some masters have become quite proficient at that). To balance it perhaps the gun ports would be in competition with your missile launcher limit.

I imagine it would take a bit of programing but once it was done then ammuntion varieties could be added, like the chafe someone was asking for.

They would also increase the in-action time for your ships when you have a lot of targets.

I'd rather they were as cheap as but not as efficient as missiles

Posted: Sat Jul 07, 2007 12:54 am
by Fighter_Ace
Empty Hat wrote:Fighter Ace, fuel limts would be insane

Insanely Awesome! You'd need to be really carefull about how much you ac/decelerated and running out of fuel on a tight evasive turn would be brutal. Fighters would have to balance fuel load against manuevering and you could blead fuel after being hit.

Would make the whole thing a bit harder for newbies though


Oh wow! You really got me going, Empty Hat! I must say though, seems like fuel depotes serve no purpose. How can you make a huge war over something no one needs? "Destroy fuel depotes"... sheesh, what a waste of time/ammo/resources!

Ok... now I'm really going over the top! :x