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The do-run-run-run, the do-run-run.
Posted: Fri Oct 20, 2006 10:51 pm
Mission 909... Ender's Shadow... something harder at least... 4,687 credits and a mere 3,583 previous kills. I fill up my squadron with ships ranging in value from 510 to 546 credits and I've still got 969 credits remaining... of course the game is going to tell me that I still have enough credits to buy more ships and ask me if I am sure I don't want to buy any more?
Actually... yes... but I've got a seven-strong squadron...
I've still got to say "No" though, even though I don't mean it.
Posted: Sun Dec 17, 2006 4:41 am
Actually, I was thinking about that the other day; what if there was a way to get more than 7 ships in your squadron? Like basically if you already have 7 you can get more. Or maybe you can but extra slots for a bunch of credits or something. I'd love to fly into the enemy Radar base with like 20 ships XD
Posted: Tue Feb 06, 2007 7:18 pm
That would be heck'a cool. I can just see it now! Heh! Why exactly is there such a small ship limit. Other than getting better ships, there is not a whole lot of advantage to gaining superior ranks. (Only that of almost having a stroke every time you die...) I always thought you got to control more men the higher your rank was. (Thinking in realistic terms) Then, once someone reached like say, general, he basically plans the war strategy. That would be outstanding if Sean made it so that when you attained the highest rank, YOU choose where to attack, YOU choose who you fight, and YOU choose who flies in to attack. "Ok, fighter squad one, you're over here. Heavy demolition squad, you attack here. Scout squad, you're out here." I can see it already
Posted: Tue Feb 06, 2007 7:45 pm
wow yeah great idea! that would be awesome!
Posted: Wed Feb 07, 2007 5:26 am
It would be nice if there was something to spend all those extra credits on once you are maxed out with 7 really hot ships.
Posted: Wed Feb 07, 2007 8:17 am
yeah i know. what about a Megacharger? it would not take up space and it would supercharge the engines (ie it would superboost BOTH thrust and turn), so would cost a shitload, perhaps 200 credits? just trying to think of things to raise the cost of a ship.
WAIT!!!! i just had the GREATEST idea! The Spacial Compressor! (sorry im thinking of the TARDIS right now
)it doubles the number of internal compartments available, BUT its expenxive AND you cant put 10 items in if u use it. u have to use 16 each on all four sides.
Hey u know the corners in the ship design window, the ones that are empty when u have a ship with full internals and full shields? put the icons for these things there! its perfect! so how about 2 more items for the other corners? lets see....
how about a Recharger (recharges sheilds like a repair bot only longer time to repair) OR a Delta Flux Generator (2nd layer of shields, same thing as the Spacial Compressor, except for the shields)
lastly....ummmm....AH HA! the Spacefold Magazine (Spacial Compressor for your missles!) you get the picture! those 4 combined would be over like 1000 credits, plus cost of doubled internals, shields, and missles! think of the possibilities! and it would be simple to program! SEAN ARE YOU READING THIS!!! PERFECT IDEA! especially the Megacharger, i mean, isnt it frustrating that you cant have high acceleration unless you make it useless for dogfighting? if you cant turn sharply in a dogfight your dead, but all those dam hyperspacing ships that escape because the missles wont catch up cuz ur too slow....
Posted: Wed Feb 07, 2007 8:35 am
Well, actually, a shield-repairing bot might be interesting if it cost a lot, repaired relatively slowly, and, instead of being with the rest of your internal components, was on the same layer as your shields, forcing you to choose between more shields or repair. Though it would probably still end up being unfair somehow.
Come to think of it, if the shields are just physical shields and armor (which I'm assuming, for all we know, they're invisible energy shields that blow up when hit), then shouldn't the internal components begin to become damaged even when the armor is still there? Like, sensors and missiles launchers presumably are attached to the outside of the ship, so...
Posted: Wed Feb 07, 2007 11:44 pm
My point is that these 4 things dont technically take up space. they are more like that which you already have being enhanced in a certain way to make this possible (Megacharger) or, in the case of the Spacial Compressor, it compresses space to make not just twice the original space, but also enough added space to contain it. same for the Spacefold Magazine. as for the Delta Flux Generator, its an enhanced part of the standard shield generator. (btw, shields have weight because the more shielding, the more powerful, and therefore heavier, the generator has to be. (note, if a ship had all of these 4 things on it, then since full slots are required to use them (cept the Megacharger), think of the *Weight*! Even powered by the Megacharger, it would take a lot of engines to get anything more than the average thrust and turn for current ships!
also, as to how radar would function: i propose that because of the Spacial Compressor, put a limit on range, but it is applied only after the stealth part.
Posted: Thu Feb 08, 2007 5:52 am
Just remember that your medals are a function of kill cost vs your cost. If you added super anything at 1000 credits you'd never get another medal.
Posted: Thu Feb 08, 2007 4:04 pm
so? add more defaults at appropriate costs
Posted: Thu Feb 08, 2007 10:23 pm
BoxZone_Author wrote:Just remember that your medals are a function of kill cost vs your cost. If you added super anything at 1000 credits you'd never get another medal.
You make a good point. This situation is one of the reasons I like driving "under-dog" ships. Not only do you not need to kill as much to get a metal, they are cheaper and you can generally build a strong agile army out of them and get more experience. It really helps when designing ships because you know exactly what you'll be needing as a low-profile ship. You're ships will be more affordable, practical, and not just greedily "loaded" with shields and missiles. Besides that, you get more points for taking out civilian and non-military units. (EX: radars, observatories, fuel depots, etc.) Hehehe
Posted: Fri Feb 09, 2007 12:52 am
no civillian and non-military and anything that has no weapons at all count least of all, turrets count a little more (because they are easy to kill), while actual ships count to the most. a Super Turret counts about as much as a plain drone. civs are best left for obstacles and objectives. theyre useless for point-gaining
Posted: Fri Mar 23, 2007 6:32 pm
As you reach higher rank and can afford more than a single squadron, what if you also gained control of additional squadrons? Then you would be able to fit out an additional squadron or two to form your own battle groups/fleets. At some point, you may have a command ship, leading the first squadron(which should be smaller, perhaps 4-5 ships including yourself) but also having the ability to order the lead craft of the support squadrons. Perhaps the ship you choose for your command ship would require something like the C3 computer from Battletech, allowing you to command your support win leaders more efficiently.
Kinda on a related topic, wouldn't it be neat to be able to tell your wingmen to eject or hyperspace before the AI did it for them? If you know they are in danger that they haven't picked up on, for instance, or if you really want to ensure you don't lose that excellent scout, support fighter, or heavy bomber the wingman is flying.
Posted: Wed Jul 04, 2007 7:09 pm
I like the idea of extra squadrons.
What if they became available for purchase only when one of your wingmen got a gold cross?
The little guy did so well he bacomes a squad leader under your command (if you can spare the 50 or so credits). If it worked this way then it wouldn't just be a satisfying reward for lvl 9 billion players but a tactical consideration earlier in the game when you have fewer credits.