Ah.... Oops.Catfish wrote: no.. thats kuka
Search found 104 matches
- Mon Apr 27, 2009 3:23 pm
- Forum: The Garbage Chute
- Topic: What SGE people looks like :O
- Replies: 1337
- Views: 1161838
Re: What SGE people looks like :O
- Sat Apr 25, 2009 2:19 pm
- Forum: The Garbage Chute
- Topic: What SGE people looks like :O
- Replies: 1337
- Views: 1161838
Re: What SGE people looks like :O
Lies, that's a pic of Biodome! As for myself, here's ye olde negative.MelKaven wrote:
RAWR
Don't revert the colors, it may result in optical nerve damage.
- Sun Apr 05, 2009 3:50 pm
- Forum: The Garbage Chute
- Topic: A million bright ambassadors of morning
- Replies: 55
- Views: 67259
Re: A million bright ambassadors of morning
May the music live on.
- Tue Feb 19, 2008 8:40 pm
- Forum: The Research Lab
- Topic: Genesis Device
- Replies: 11
- Views: 10997
What was the per-resource cap again? A consistent 50k is impossible if that's the most any colony can carry, unless you dump all but 5-10 colonists and keep a sharp eye on their consumption. I guess if the resources are all consumed upon starting construction it could work, though again, good luck w...
- Tue Feb 19, 2008 1:03 am
- Forum: The Research Lab
- Topic: Planet Defense Walls...
- Replies: 24
- Views: 19877
- Mon Feb 18, 2008 8:49 pm
- Forum: The Research Lab
- Topic: Planet Defense Walls...
- Replies: 24
- Views: 19877
This would become anti-slider defenses, standard on every single planet within a month. Even with limits in place, you'd only need 1-2 at the ends of key sliding routes to ensure people always have to bombards a hole in your defenses. Much like the EMP Cannon idea, this could at-most be a Rebang-onl...
- Fri Feb 15, 2008 8:02 am
- Forum: The Research Lab
- Topic: Nuke residue
- Replies: 44
- Views: 40014
Why should our ships take damage from nuke residue when we can travel across systems where the suns pump out hundreds of millions of times more radiation than the nuke does unscathed? Because Toonces has us all by the balls with SGE addiction, and if he decides to implement it, there's nothing we c...
- Fri Feb 15, 2008 7:54 am
- Forum: The Research Lab
- Topic: Planet Defense Walls...
- Replies: 24
- Views: 19877
- Fri Feb 15, 2008 7:48 am
- Forum: The Research Lab
- Topic: [IDEA] Hardware slots for extra weaponry
- Replies: 8
- Views: 9818
- Wed Feb 13, 2008 3:18 am
- Forum: The Research Lab
- Topic: [propositon] wondering
- Replies: 4
- Views: 6071
- Tue Feb 12, 2008 11:13 am
- Forum: The Research Lab
- Topic: [IDEA] Emp Cannon
- Replies: 72
- Views: 56606
Add these and they'll become standard on all planets. You'll probably need limits of 3-5 total per system to stem that tide, and then its just too much work. Barricades died to the same barrages of pessimistic flaming, and after a while here, even I can see why it had to. Good luck, but its going th...
- Thu Jan 31, 2008 10:40 pm
- Forum: The Garbage Chute
- Topic: A million bright ambassadors of morning
- Replies: 55
- Views: 67259
- Thu Jan 31, 2008 8:03 am
- Forum: The Research Lab
- Topic: Idea: rebang using the classic homeworlds settings
- Replies: 7
- Views: 7956
- Thu Jan 31, 2008 7:54 am
- Forum: The Research Lab
- Topic: Duel exp
- Replies: 10
- Views: 9360
- Thu Jan 31, 2008 7:40 am
- Forum: The Research Lab
- Topic: Trade Planets
- Replies: 5
- Views: 7208
killing or sacrificing as I prefer to call it is not a bad thing at all and its only neg rep cos well the amount of blood that splatters your ship when you do it makes the ship appear piratey. Yeah, hard to like the UN's strict cleanliness policy. You'd think wearing your hair in a fresh towel woul...
- Wed Jan 30, 2008 8:00 pm
- Forum: The Research Lab
- Topic: Trade Planets
- Replies: 5
- Views: 7208
yay in the future people are same as they were before slavery was abolished! We can toss them into deep space by the hundreds, and only get billed with - rep the first time for being 'wasteful'. I know we'd have some fun with it if we could fill up on colonists and feed the shield furnace. The futu...
- Wed Jan 30, 2008 9:40 am
- Forum: The Research Lab
- Topic: Nuke distractors on Classic Homewords
- Replies: 20
- Views: 15937
- Thu Jan 24, 2008 9:59 am
- Forum: The Launchpad
- Topic: newb questions
- Replies: 9
- Views: 13038
1. NPCs have first and second names, while players may have only one 2. Yes 3. No 4. Mines are one shot defenses, while lasers/flak work well in groups, and can recover from minor injuries if not outright destroyed 5. What you saw was likely a dead colony, which will disappear within a week to allow...
- Tue Jan 22, 2008 10:12 pm
- Forum: The Research Lab
- Topic: The General's Megaverse
- Replies: 13
- Views: 11548
I back Madace's presumption on originating that idea. I backed it then, I'd back it now. As to merging permaverses, carrying over/picking new names between servers may be a problem if its more than a first-come first-serve basis. Everyone would bicker over some overly complicated setup where seniori...
- Tue Jan 22, 2008 10:01 pm
- Forum: The Research Lab
- Topic: We'll call it the "Skill Server"
- Replies: 14
- Views: 14825
Here's a thread that dropped onto page 2 on unique servers. As to this idea, I'd say we already have tourney point servers, and their player counts are d@nm sparse.
viewtopic.php?t=10111
viewtopic.php?t=10111
- Mon Jan 21, 2008 11:11 pm
- Forum: The Research Lab
- Topic: [IDEA] Personal Distress Call
- Replies: 34
- Views: 26610
- Tue Jan 15, 2008 11:19 am
- Forum: The Research Lab
- Topic: [IDEA] make pollution optional
- Replies: 6
- Views: 7513
Problem: Inactive players own 95%. Solution: Pollution recycles held goods for reuse. A few patches later... Problem: Pollution requires exorbitant amounts of time. Solution: Cleaning methods that require more fuel, but less time. Quality, speed, efficiency; pick two. Currently available is quality-...
- Sun Jan 13, 2008 12:03 am
- Forum: The Research Lab
- Topic: Gearing servers for different environments
- Replies: 19
- Views: 18812
As to Deathreape98's 'millions of servers', we need only figure out the # of general playing directions permaverses can be tweaked towards, and change a dozen or so existing ones. No need to make indistinct fractional changes when you could drastically alter a handful for variety. :mrgreen: Examples...
- Tue Jan 08, 2008 11:01 pm
- Forum: The Research Lab
- Topic: Idea- Mine killing ship
- Replies: 9
- Views: 10887
Re: Mine removal ship
Also, how to you get a ship with 1 shield? get a falcon with 1 shield and 60 metal ore, hit a mine and you go to 0, jet 1 metal ore, hit a mine and u go to 0, jet 1 metal ore, hit a mind and u go to 0 again ---repeat if necessary Micool's idea for the taxi seems alright. As far as ship design goes,...
- Tue Jan 08, 2008 5:22 am
- Forum: The Research Lab
- Topic: Test Planet Defences
- Replies: 19
- Views: 19441
I still support an old thread of mine about this. Make a Newbie Server, heck lets even toss the indepth tutorial idea Luna proposed into it. :mrgreen: Newbie Server http://www.starportgame.com/sgeforum/viewtopic.php?t=7380 Indepth Tutorial http://www.starportgame.com/sgeforum/viewtopic.php?t=11370 A...
- Fri Jan 04, 2008 4:21 am
- Forum: The Research Lab
- Topic: [IDEA] Contracted List
- Replies: 3
- Views: 4769
Ya ok, and can u pls differentiate in the galaxy map the corporate cols into two: corp cols contract cols Its confusing and a lot is wasted thinking its your corp when its a contract col... this is specially when in time of war lookin for nukes nearby... Nomad has your problem covered over in this ...
- Wed Jan 02, 2008 9:20 pm
- Forum: The Research Lab
- Topic: [IDEA] Contracted List
- Replies: 3
- Views: 4769
- Wed Jan 02, 2008 8:00 pm
- Forum: The Research Lab
- Topic: [IDEA] Extra money for new players
- Replies: 6
- Views: 8013
I'd agree with everything here but Talak's forced tutorial completion. After going through the steps a dozen or more times, you'd want to skip it if it wasn't very profitable for the 30 minutes you 'must' burn. Also, if you already have been playing for a while and know what you're doing, this could...
- Wed Dec 26, 2007 7:04 am
- Forum: The Research Lab
- Topic: corp fortresses
- Replies: 5
- Views: 6978
- Wed Dec 26, 2007 6:58 am
- Forum: The Research Lab
- Topic: Bring BACK the Double Domers!
- Replies: 48
- Views: 42842
Predetermined quantities could work. I'm guessing that colonies lost later to the UN remain normal singular domes, or do they have a slight chance of turning DD? This would be rather limiting on their quantity, as someone would practically need control of an entire servers invading population withou...