What if these super units required a constant resource cost? there would have to be a lot of people on these ships, and they have to feed them somehow... A steady flow of credits, perhaps 100-500 per second would leave an ECONOMIC counter- you'd still have a super ship, but a good opponent could counter you by attacking your economic structures and planets, leaving you're empire as a whole a bit more vulnerable.
FlyingTacoLord
Does RA always make you pay to activate the ability? I mean, do you have to pay each time, or is it a one time thing?
Raging Amish is one of the players I respect the most, I've never played online, but of all the forum users, he is consistently one of the most helpful, offering solid advice and tips and backing them up with statistics and/or replay's. There are occasions when I'll skip over comments looking only for those of a few select people, usually Amish, Volt, and Darvin, Imo easily some of the most knowledgable and experienced players. Idk about annatar, I don't always read his posts, althoug
"and the weather report for cloud city... cloudy" i think that's from robot chicken :) lol
if there were weapons like that, they would have to be extremely high tech, up there with the superweapons, possibly add another tech level above them, because fleets are meant to be the main deciding force in sins, if they could be destroyed so easily, it would change the entire game. The idea has merit imo, just tone it down a bit, maybe make a ship that is uber good against shields, and another that's good against hull (possibly convert the building destroyers...), similar to the human/cov
just go to florida- there's so much humidity and heat, they'll decompose before they can get anywhere. I wonder what the improved diplomacy will entail...
yea! go starwars nerds! chimaera is my favorite ship name i think, also devestator, harbinger, leviathan, deaths head, storm hawk, and other names. mostly it depends on the class for me, not the race though
My fav. is Tec i think. I like the econ boom and cheap ships. The vasaari are nice too cuz of the space eggs and early tech, but something weird with my version of the game or something, cuz i researched returning armada and i had to pay 2500 creds plus metal and crystal to activate it, and it only gave me a Hc, 2 lf, and a lrm advent are cool but i don't play them much cuz of they're bad econ imo and their early civil tech
I've seen several threads on Lrm's, cap's, lf, unit guides, and others of the sort, but none have mentioned MINES. Personally, I was ecstatic when i learned that mines would be available for use in entrenchment, in my head i envisioned massive, thick fields of mines ripping to shreds any ship daring to enter. The strategic possibilities were endless, especially with the vasaari's mobile minelayer ships- completely blocking off a world from invasion, discouraging enemies from using or
I think a lrf range buff would be better, I've never seen the actual statistics for them but in-game it seems like its not much longer than the lf, maybe x2 what they have. it would be nice if they could shoot farther, maybe a quarter of the way across the grav. well, but with debuffs to health, shields, and armor, as has been mentioned repeatedly by raging amish and top vasari. Btw, thank you guys for your quick responses, especially Raging Amish and Top Vasari who's input was
I was thinking about the previous post on LF vs LRMs and I thought of a situation that might make Lf worthwhile. I've never played online so I've never been able to test it against players, but i was thinking, what could a Lf do against a LRM if the Lf got into range before taking ANY damage? none, zero, neither shield or hull damage. If that would make a Lf work against Lrms then i have a suggestion: what if a Lrm blob could be lured to where a Lf fleet could simply phase in fr