Shadows-802

Shadows-802

Joined Member # 3039461
3 Posts 29 Replies 6,480 Reputation

well lets see, !.)Enter the matrix- mostly because outside Time warp you cant kill anything 2.)Spore- like alot of ppl apparently i got the CE too, that lasted ohh untilthe space stage then you just do the same things over and over. 3.)Might and Magic IX- it just sucked on a side note i would like to see some of the older might and magics revamped for oblivion/crysis graphics.

209 Replies 561,270 Views

[quote]To those saying upgrades need to be cheaper, keep in the mind the current prices are clearly 'placeholders'. [/quote] YEs they are placeholders, because the devs want to see how the community reacts to them, and see where the community wants them to be. Hence why we are discussing it. [quote]As for mines...the buildable ones need a cap per sector for sure. Enhanced detection methods plus limiting minefields to 3 (or 30 per well) seems in order. [/quote]

47 Replies 12,334 Views

[quote]They don't necessarily have to be mutually exclusive. If the cost to build a starbase is low but the upgrade costs high and substantially increasing with every rank, then it allows both styles of play to be seen in the same game: one player places midgrade bases (10k or so invested in each) at several key points whereas another will spend the extra money (80k+) to upgrade a base to an 'ultimate' edition in a particular spot.[/quote] [quote]6) starbaes in enemy wells. large pena

47 Replies 12,334 Views

[quote]To top it off, if the stale mate is there, then both sides will have their fleets stationed at those locations and the chances of successfully invading become impossible.[/quote][ thats one of the reasons you still need to be able to build a starbase in an enemy well, given enough resources could turn the tide of the battle in that planet.

47 Replies 12,334 Views

Advent homing mines are built b squadrons however once they they set up they become mines and no longer count towards the squad total, the hanger then sees that you have a squadron qued and procides to build another, concevably giving unlimited mines for the price of a hanger.

7 Replies 1,597 Views

Actually i just had an idea on thePJI upgrade. What if we intriduced Pase mitigation(of sorts) where the larger the fleet the harder(or the more it effects them) for them to get through, but small fleets would have less of hard time geting through. The phase mitigation it should be calculated based upon the total number that are trying to jump out. then again you could just send some kosovos and bomb planets but the idea based on the idea the some raiding sho

47 Replies 12,334 Views

but starbases should be able to be built in an enemy well so it supports the fleet. Having said that they should not be increased to the point were they replace the fleet

47 Replies 12,334 Views

[quote]Read the beta disclaimer screen There should be lots of things like this that we will be wrapping up.[/quote] Okay, thats fine i was just wondering about it.

47 Replies 12,334 Views

Alright as the title sugget im going put my two cents in Starbases- need to increase in intial price, but as a converse decrease the upgrades slightly. Either their range should be cosiderably increased or given slow movement within the well and allow the Vasari one to jump(all with the bases being unable to fire for a set time during movement.execpt in the grav well for the vasari) These drive

47 Replies 12,334 Views

The starbases need to go up in intial price but the upgrades should come down alittle.

2 Replies 1,421 Views

[quote]First, I'd add an ability to celio cruisers (and other races equals) that makes mines self destruct. Make it an autocast ability. You would use Celios to escort your fleet and keep viewed mines from messing them up. Since Celios dont detect mines, they would be useless without scouts.[/quote] I do like the idea of having another support ship do the de-mining, on the tec i would add it to hosinkos since they do produce robots. The auto-avoidance would have its benifits a

37 Replies 15,083 Views

Personally i think that the starbases should be able to move with-in the well and just have the vasari be able to jump

225 Replies 559,012 Views

YOu get 8 upgrades for the entire starbase once you research one it changes to something else similar. For example the weapons module(which gives you KOL style beams two on each corner) later changes to missiles, so it isn't a direct upgrade( at least this for the TEC)

2 Replies 1,016 Views

Advent have a homing mine squadron, however if you manually delploy them i have yet to run into a limit(seems something to do with once their set they no longer count as the sqaudron. As far as the TEC 10 costs 1000/250/100 and use no tactial slots. [IMG]http://i717.photobucket.com/albums/ww177/shadows802/ScreenShot_3.jpg[/IMG]

9 Replies 3,635 Views

if you look at the up close picture the"bomber" bubble points to a fighter. other than that nitpick it is an interesting promotional post

22 Replies 64,395 Views

here is some video capture of the sound i caught using xfire. http://hosted.filefront.com/shadows802/ Music1.avi is the first load of the game from impulse music2.avi is me changing the other sound settings to show that its the music music3.avi is just more of the sound

1 Replies 1,426 Views

Okay i have v1.096 and i randomly get a one sec loop of the music, whenever i try to load something with the game i.e. loading the game from windows, loading a save and when a new game loads. As i said before this seems to occur randomly if i exit sins competly and reload it will stop, and then after a few more times it will do it again. even if i reload the same saveit wont do it again. i dont know if you have fixed this already or somebody already ab

1 Replies 1,426 Views