AseOfSpadez

AseOfSpadez

Joined Member # 4505337
2 Posts 445 Replies 641 Reputation

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3 Replies 2,977 Views

It would be especially fun if you use a mod that makes the pirates attack more often and with more deadliness and with capital ships and with starbases and with huge defenses and with... 'ok, breath deep, ya got this'... and with new abilities and with other crap. Whew!

18 Replies 23,162 Views

On the twelfth day of Sins my true love gave to me Twelve Green Suns! Eleven Stripped Worlds Ten Titans trolling Nine Pirates dead Eight turtled worlds Seven Orkies exploding Six Pirate Corsairs Five fleeing Desolators Four homing drones Three fried TEC Two dead Advent and a Vasari pierced by a beam... My problems with this so far are that there are two pirate references,

48 Replies 114,480 Views

The phalanx system would never be able to hit a railgun round. an object the size of a brick going at mach 5 would be damn near impossible to lock on to. Even atmospheric haze would ruin the lock.

35 Replies 111,462 Views

On the seventh day of Sins, my true love gave to me, Seven Orkies exploding Six Pirate Corsairs Five fleeing Desolators Four homing drones Three fried TEC Two dead Advent and a Vasari pierced by a beam...

48 Replies 114,480 Views

Got an idea. What if instead of making the other starbases move something more solid was done. At this point most of the starbases are irrelevant so in my opinion upgrading them would do good. How about the advent starbase gets like a 50% increase in its max starfighter capacity and instead of getting that psionic wave attack it gets beam weapons (which can be upgraded using research) The TEC starbase could get a 33% increase to health and shields and t

321 Replies 1,056,289 Views

Or you could be brave and eradicate the pirates. Pirate bases in base sins are rather lame. just bring a couple of battleships and aoe weapons then retreat before taking much damage. Do that a couple of times then bring your fleet and waste them.

5 Replies 4,187 Views