151
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Feedback Terminal / Suggestions / Re: Another go at planets :)
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on: December 30, 2007, 05:22:30 PM
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i dont think 5 mill stone is to bad and what if you can litterally build 'death star' type ships able o take out whole planets that cost something like 100 trill. also another thing if you get lvl 20 cloaking why cant you cloak a planet, but more than 1 lanet can be built in a system so they end up like solar systems, and someone said it on a previous post about bases, the first planet is the best, better growth/production rates etc and planet 9 or 10 are really bad so they end up like pluto (which was declassified im sure someone will say but this is an example) which is basically dead and would therefore mean no body would want it. This would increase compitition over planet 1 -4 or 5 as these would be the best, then you could include natural disasters, metor storms and even space debris coming from pace from battles so they would interact with planets, segs have to go some where.
moons could have defenses on them to protect planets and allainces could work to take control over planets
just some quick thoughts, made them up as im writin g them
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153
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Space Odyssey Info Terminal / Add-on projects in progress / Re: Fleet commanders
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on: December 29, 2007, 07:22:16 PM
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how will it affect CP mods and motherships mods because take the example you gave Specialty: Marine Veteran Bonus / penalty / level: +5% to fleet hitpoints, 1% for marines power, -5% to fleet attack Special Abilities (when this fleet is attacking or is attacked. Penalty goes to the paired enemy fleet): -> Level:5 Name:Evade Action: -20% to target attack -> Level:10 Name:Penetrate Action: reduce target shields by 1/4 (note: reducing their shields will make their marines more vulnerable, because ship shields are also the marines personal shield level) -> Level:20 Name:Disable Action: Disable the enemy weapons ![laugh](http://spaceoforum.etvirtualworlds.com/Smileys/new2/laugh.gif) ( note: at this level you would have a -100% attack penalty, that means 0 attack so the enemy should too ![laugh](http://spaceoforum.etvirtualworlds.com/Smileys/new2/laugh.gif) so say i put 5% in attack mods would this cancel out that penelty because it would make ship mods a lot easier to get because if you can get a lvl 20 commander you have doubled the power of your ship by only 1 commander and mods in attack also can you use commanders in missions
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158
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Space Odyssey Info Terminal / Add-on projects in progress / Re: Project Incursion
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on: December 06, 2007, 11:45:41 AM
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have a 30 seconds to 1 minute neb this would stop you being attacked and to rebuy fleet, or just to get out if its that bad of an attack. also how do you know how strong the invasion will be, if its been said i havent understood is it like encounter wher it will reach a certain fp or just keep going up ![confused](http://spaceoforum.etvirtualworlds.com/Smileys/new2/confused.gif)
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159
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Feedback Terminal / Suggestions / Re: Alliance board sticky's
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on: December 06, 2007, 09:45:10 AM
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yh it would be good also being able to mail everyone in your allaince, someone said it before and a contacts list instead of either looking up or remembering peoples numbers, having sub boards so its more like a forum maybe
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160
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Feedback Terminal / Suggestions / Re: Free warp to your bases
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on: December 03, 2007, 06:31:06 PM
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but then you could have a wormhole open up for 5 minutes (or some time period as you will want to attack soon otherwise they may log on and move meaning you bought a contract for nothing) after you buy the contract to get you to the person you attacking and getting back so you end up in the same place hense costing you no turns or something along those lines, otherwise it can be explotied as you can just jump from base to base using the other players turns up untill they cant attack you as they have no turns. also free base jumps means the person with the most bases can do the most missions using the least turns and most playr log off over a base so you will go back to yours or alliance members base so still protected
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161
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Feedback Terminal / Suggestions / Re: Free warp to your bases
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on: December 03, 2007, 05:15:44 PM
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theres a simple way to get around this i think, this will tie in with http://forum.spaceo.net/index.php/topic,3343.0.htmlwhere you have 1 button to unload your base, why not unload ALL bases at once. This will mean no free warp to each base stopping all exploits like getting free mission jumps and hiding so it still costs to move to bases but no cost for unloading your base, although you wont get charged for travelling whilst unloading. but this will mean that if you want to physically change anything on your base you will have to go there, and also, you will need to turn up at a base to unload ores.
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162
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Feedback Terminal / Suggestions / Re: SOWARS - server adjusting to mission multiplyer
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on: November 29, 2007, 07:57:37 PM
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the free warp to bases is good as it uses 200 turns to collect from 7 bases and thats a lot out of researching as it takes 4k plus turns to research a base in its completeness without new cloaks so if you are doing intensive research it will make it much better, and 2-4 weeks sounds good for no atacks ![1](http://spaceoforum.etvirtualworlds.com/Smileys/new2/1.gif)
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163
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General Talk / SO Wars Awards / Re: Top Hell-Raising Players for Oct 2007
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on: November 29, 2007, 09:06:16 AM
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this is going off topic a bit now, for multi account attacking start a new thread in report abuse, but i think that the hell raiser awards should go to AI and AoF as both alliances are centred around attacking anyone and everyone, and they do as i have been on the receiving ends of both alliances more than once
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