*bump* interceptors would be great to have in here too!
litle_pet_slinki
firath, that is the easy, lazy, not worth it fix. hell, this could make a new damn mod. i didn't waste 2 hours typing this for some fatcat to wipe it off the table for a crappy solution. but still, thats a slightly effective way. however, i am sure my way is better. 'nough said, aswell as that, carriers would turn into a, yet enougher, useless unit.people would think why use a weak carrier cruiser when a cap ship is bett
*bump* wat about having pilots slowly gain experience so you get the occasional "ace" ? [e digicons]k3[/e] [e digicons]:moon:[/e]
Bobucles said: Quoting litle_pet_slinki, reply 14 this fits in with my fix option (witch isdamn good) as well as that, make different types have different amounts and make the amount of ammo researchable. solution found, thankyou.
wait so your saying, substitue ammo with antimatter? that actualy might damn well work! cause all carriers have Antimatter....... and if you drain that antimatter your "stealing" there ammo! wicked! and a little tweak for different classes, and your laughing. oh, and ive allready fixed up the thread by re-posting, check it out and post away!
Agree, there has been alot of arguments/debates over carriers and spamming them, nerfing them, blah blah blah. allthough, there must be a better way. after all - 1 compared to 2 squads can be life or death for an enemy ship - so, who not nerf SC's to 1/5 of there original strength, and make it so 5 squadrons is exactly the same overall stats and 1 squadron is now. that way, it would allow dev's to nerf carrier
geezes, my solution fixes this PERFECTLY! like come on, in not a stupid idiot giving suggestions that are as careless as breathing. oh, the link since the damned code writing pidgeon shits arent working https://forums.sinsofasolarempire.com/340413 if its not fixed in 1 hour, im reposting the whole damn thing.
*bump* more ideas : ammo limit SC's to there class. and make it researchable that they can take more ammo. and perhaps - build them in 3 ways - 1 that has highest hull/armour and speed and lowest ammo, 2nd that has middle everything, and 3rd highest ammo and lowest everything else. allthough, that might complicate things. re-arming ships to give carriers more ammo when there stores for their SC's have ran out. (maybe have a pewny slow regen, but virtualy useless; large
my solution a few threads down is a good solution to this.
this fits in with my fix option (witch isdamn good) make SC's have an ammo limit so they have to return ot the carrier to re-arm. common sense people! as well as that, make different types have different amounts and make the amount of ammo researchable. solution found, thankyou.
Agree, there has been alot of arguments/debates over carriers and spamming them, nerfing them, blah blah blah. allthough, there must be a better way. after all - 1 compared to 2 squads can be life or death for an enemy ship - so, who not nerf SC's to 1/5 of there original strength, and make it so 5 squadrons is exactly the same overall stats and 1 squadron is now. that way, it would allow dev's to nerf carriers but not too harshly that they are
wait - so this so called "life expanding" stretegy is a cash scoop? i smell a big rat. [e digicons]:annoyed:[/e] [e digicons]:banhammer:[/e] anyway, how much does this cost and when will i see it instore way over in australia?(oh sorry, canberra) [e digicons]>_>[/e]
wait wait wait - i am confused..... do i have to buy entrenchement even though i have the orginal version of sins? please explain. [e digicons]:S[/e]