I'd be happy with that, then use the executor as the titan. EDIT: Ha, I said executioner class last night.
ituhata
Well that's what Goa had already said in the previous post, but I was replying that I understood the problem. What I was suggesting is that if a titan was in the gravity well when STTC/scuttle is initiated that a particle effect/graphic could be implemented to shoot a beam from the titan to the planet as it is being scuttled to give the appearance that it was destroying a planet. As for scale, I dunno. I'm not a true SW buff so I don't know how big the
What are you saying, that we can't import a Death Star model for one of the Titans and treat it like a Titan class ship? Is it an intellectual property rights issue, or is there some sort of technical issue I am failing to grasp here?
[quote who="GoaFan77" reply="6" id="3191235"] Quoting ituhata, reply 5It just dawned on me this morning that a death star could use the VL titan's ultimate move. Please tell me this is the case, or if not seriously consider it. I want to destroy a planet named Alderaan. It is not possible. The Vasari Loyalist titan does not destroy planets (though this seems to have been the plan at one point). You destroy them simply by researching something then scuttling it. There is n
It just dawned on me this morning that a death star could use the VL titan's ultimate move. Please tell me this is the case, or if not seriously consider it. I want to destroy a planet named Alderaan.
[quote who="Seleuceia" reply="17" id="3190844"] The defending fleet and orky are going to group by the defending SB and tactical structures...mass bombers is a good strategy but if the defending player knows you are coming at him with bomber spam, he's going to switch all his carriers to fighters and most certainly will have multiple caps with anti-SC abilities (for example, I had two kols with flak burst, and both were level 6+)...bomber spam helps but it
[quote] [Quote]Bait the VL fleet if you outnumber them 3-2. Bring in 2 fleets and keep the third 2-3 jumps out from the target system, when his buddy gets overwhelmed and calls for backup jump in the third to engage the VL fleet and all 3 fleets go strictly for the titan and keep it disabled. That'd be my plan anyway. [/quote] Doesn't work in practice...entrenched player has 2 SBs (his own and orky from VL) plus a fleet vs. 2 fleets....entrenched player is going to
Bait the VL fleet if you outnumber them 3-2. Bring in 2 fleets and keep the third 2-3 jumps out from the target system, when his buddy gets overwhelmed and calls for backup jump in the third to engage the VL fleet and all 3 fleets go strictly for the titan and keep it disabled. That'd be my plan anyway.
I'm still partial to SMELL THE PLEASANT TREES! EDIT: Me and my roommate used to get a kick out of saying A GIANT SHOCKWAVE HAS RIPPLED THROUGH MY PANTS in a very convinving Vasari voice everytime one of us let one go. ...well, trade pants for a slightly more direct and vulgar word.
Oh, I was having a blonde moment, for some reason I was thinking it was an ability one could control. Disregard.
[quote who="Volt_Cruelerz" reply="18" id="3190375"]Flak Burst deals damage instantly, so MPA would do absolutely nothing against it.[/quote] I realize that, that's why its very situational, most likely useful against autocasting capital ships, rather than an intelligent player who would more than likely trigger it before the bombers release their payload. I just wonder what the effectiveness would be of dropping payload and getting them out of flak range, increasing
I don't really care for the ability as there are better abilities to spend points on for both advent and vasari carriers but have you done any testing with them going up against Kol Flak Burst? Might be a 50/50 shot on timing but if you observe bombers load launching you could phase them out of flak range, making it at least situationally useful. Just a thought, never tried or tested it.
I prefer the Alicebot.
Haha, I had the same problem. I miss impulse. [e digicons]X([/e]
Turn it into a Battlestar.
I understand where you are coming from. For me, I like to experience the story for myself. I heart Halo for that and I heart Homeworld. Yeah, it was annoying figuring out the trick to beating stages, but in the end it was worth it. The Gardens of Kadesh and the Karos Graveyard were two of the most memorable play scenes for me.
[quote] If you are not ready to accept the power of Teal in your lives, then I don't even know where to begin.[/quote] Gives a whole new perspective to Robes of Teal [video]http://www.youtube.com/watch?v=CtZs0MNF_90[/video]
[quote who="goodgimp" reply="21" id="3189519"] Quoting ituhata, reply 2I would love it if this were true and the plan for a sequel would be more story driven and explore the mystery of the Vasari nightmare. A story-driven strategy game? Bite thy tongue, heathen.[/quote] Well, Homeworld was arguably one of the best. [e digicons]:D[/e] I don't see why they couldn't make a strong multiplayer core that plays pretty much like the cur
Red, the color of damage taken.
I never seem to have this problem. I completely ignore other races in the beginning and eventually someone comes along and offers a trade alliance and I accept because, hey, money! Then some other race will annoy me by trying to attack my frontier worlds or launching FU bombs at my planets and I'll rustle up a space posse and go kick their ass and suddenly I'm getting likes and friend requests out the wazoo....which I begrudgingly accept. Truthfully I hate everyone but I have to give
[quote who="Sinperium" reply="10" id="3189293"]Any sort of ongoing tournament will take an honor system to acheieve no cheating--too many ways around to do it. You will definitely need a referee or campaign master to check save games for official victory determinations and communications, etc. [/quote] Yep, that's exactly what I thought, or at least someone that can watch what's going on, at least some abilities are graphically shown. But mo
Yeah, after reading through some of the mod edumacation stuff it sounds like something modders just don't have real access to to do all the features I was thinking of.I really wanted to have variables that could be changed on the fly in-game at the startgame screen that granted a decent starting fleet and could grant resources or pre-occupied planets somehow. Kinda like the multiplayer on Homeworld where you can start out with resources and a fleet. I also realize getting people to all ge
Well you'll have to educate me since I don't play multiplayer myself, but I'm assuming one could make a map for 5 players and the referee could simply surrender and be able to spectate from there, or does it kick you back to the ICO menu?