I think Shadowhal it the nail right on the head when he said that the alternatives are just too good compare to this ability. I like the idea of the normal 1, making this a passive ability is fine by me.[e digicons]:thumbsup:[/e]
Dargoon999
First, I would like to say that I LOVE this game & I love Entrenchment, I really do, and I would like to thank everyone for making/helping this game grow into the BEST RTS ever. And since we’re in BETA right now, I would like to make a few recommendations: <span style="font-size: small; font-family: Times
For me, the best looking ships are Frigates Vasari Jarun Migrator/TEC Krosov Siege Frigate/Advent Purge Vessel Cruisers Vasari Skarovas Enforcer/TEC Cielo Command Cruiser/Advent Domina Subjugator Capital Ships Vasari Kortul Devastator/TEC Sova Carrier/Advent Radiance Battleship But the one I prefer when playing is the Sk
Yes, I do know all about the special abilities & current upgrades, I'm talking about having the option to research better engines to increase the speed of ALL ships for ALL factions. At first, I too thought like Ue Carbon, but after rethinking about it, it makes no sense, because if it was for balance reasons, then all the weapon/hull/shield/etc. upgrades would also cause an imbalance. Bottom line is, I would like to know why IC did not do it!
[quote who="BrikLeader" reply="20" id="2055151"]I too would like to voice my support for re-vamping the missions. I too would like to see AI happyness with me influenced by non-mission actions. If I come to the rescue of an AI's colony, I'd like them to be a little more happy with me. Even if it is just a few percentile points. Give me something! As far as things missing from Sins, I think Intel is the biggest one. When running an empire, I want as much information about my opponen
I really like the idea of adding new planets, Here are a few possibilities: - Gaia: could have 400+ population, but only 1 metal & 1 crystal asteroids - Ocean: could be colonized, but only by TEC (after research) - Swamp: could have 100+ population, population growth: +25% - Tundra: could have 200+ population, population growth: -25% - Barren: could be colonized, but only by Advent (after research) - Radiation: could be colonized, but only by&
Like the title says, why no upgrade to increase the speed of ships? We can upgrade hull, shields, armor, weapons, but why can't we upgrade their speed & acceleration? it could go like this: - Speed upgrade 1: +5% for all frigates - Speed upgrade 2: +10% to all frigates, +5% to all cruisers - Speed upgrade 3: +15% to all friigates, +10% to all cruisers, +5% to all capital ships And why do all the ships have
TojKa said: Losing full shields would be crippling for Advent, as many of their ships have stronger shields than hull. And not too heavy armor either. You're right, thanx for the answer!
Well, maybe flak frigates should cost more, but they should all have a special ability like - TEC : Flak Burst (just like Kol) - Advent: Telekinetic Push (just like Halcyon) - Vasari: Jam Weapons (just like Kortul) or any other kind of special ability, like any strikecraft passing near a flak frigate could have its speed reduces by 50% for 30 seconds or any strikecraft passing near a flak frigate could have its hull restoration disabled for 60
This may sound dumb but, I'm curious, why not 100% antimatter & 100% shields instead of 100% antimatter & 30% hull?
Here are the best changes/ideas so far: GHenrikG A spying system would be cool. You could sabotage the assembly of an enemy capital ship (th
Why not give TEC/Advent starbases an upgrade that will give them the option to move, but the speed should be half that of the Vasari starbase, plus the Advent/TEC starbases should have all their abilities/shields/weapons disabled when moving.
I'm not looking for a moving starbase. I'm looking for a balanced game . Well said OW Athena!!! Giving one of the factions a big advantage like that and the game becomes unbalance. Thats why the other 2 races should have the option to UPGRADE their starbases, rebalancing the game, or stardock needs to come up with something special for the other 2 races. Everyone understand the need for each race to be
Why not make a tech that players have to research to be able to move thier bases in the well. That is a great idea! I am wondering why TEC & Advent have anti-structure ships and the Vasari dont, I know that the Vas starbase is considered an anti structure weapon, but I would like to be able to create a FLEET of ships to raid and destroy enemy structures, move in kill all, move out again without having to build a sta
How about making phase jump inhibitors an anti-Kostura Cannon. Negating the Kostura's ability to allow ships to phase jump to that system. I also agree that the advent deliverance super weapon is uber crap! I want a weapon capable of damaging planets deep inside enemy territory without having to use my fleet.
Like you said Vernon Harris, the price of the scout ship could be increased or this new ability could be researched three times. Level 1: give the scout this new ability, Level 2: increases the detection range Level 3: increases the damage done to mines (for example passing from 5 shots to 3) if anyone has any other idea, please post them! DEVS anyone?????
Those are relly good answers. Keep it up PoppaWedge.[e digicons]:thumbsup:[/e] Really hoping Devs are reading this!!!
Like Shady010 said, why not give the scout ships the ability to detect, target & destroy mines with 2 or 3 hits. That way the scout ships will play a larger role in the fleet. The scout should also view mines as a priority target.
Sole Soul is correct. But I dont understand why they never made the shipyards take up Military slots. What I would have done is make the shipyards take 10 military slots each. That way you could build more research/trade/broadcast/refinery at your home planet. Just my 2 cents.
Proof that scout can kill caps 100010010100011000010000111000010010001110010111001011000101000010101000101001000101001010010100100100101001010010100101010110101001010101010101101010101010110101010101001010010010100101010110101001010110
[quote who="CobraA1" reply="13" id="1986595"] I don't like mines. They just bog the game down. The computer goes crazy with them makes 1/2 a planet system filled up with them. If you do include mines in the final version I suggest you add an option to disable/remove them from the game. Or just limit how many of them you can have around a single planet. </strong
All I can say is BOOOOOOOOAAAAAAAAAAAAAAAAHHHHHHHH!!!
This question was developped before and here was my answer: Does anyone remember Babylon 5’s TV movie Thirdspace, in it the Vorlons created a portal to a third space (phase space??) where they encountered a race more powerful then they were, capable of MIND control (the crew went insane on B5 just like the Dark Fleet did) Plus, lets looks at the story (if we can call it that), P
I have not played Entrenchment, but I thought I could bring in my 2 cents. How about granting Starbases a weapon jammer affecting ALL ships inside a gravity well. Only a medium radius around the starbase would not be affected by the weapon jammer. Meaning that all enemy ship would have NO CHOICE but to destroy the starbase before trying to outflank enemy defensive positions.
IQofSpam, what are u trying to do here??? it looks like you are trying to give this thread a purpose. You are trying to destroy the hole point of the thread. Let me remind you that this thread is perfect in its pointlessness. It is a work of art. Only the true believers of the coming Apocalypse will die, all the rest of the non-believers will continu living pointless lives, but we the chosen ones will die with honor. Long live the Apocalipse.