everyone gets 10k free tokens?
and we all have a big wacky race around some maze planet
Search found 140 matches
- Tue May 13, 2014 6:11 pm
- Forum: The Tavern
- Topic: Something awesome for 10 years of Starport?
- Replies: 18
- Views: 27472
- Wed May 07, 2014 11:49 pm
- Forum: The Research Lab
- Topic: Stuff is pretty bad now.
- Replies: 1
- Views: 6719
Re: Stuff is pretty bad now.
I agree about the turrets. There used to be that xp award /message when you killed a turret. Apart from being satisfying to see the little message pop up it also let you know you had killed the turret so you could reshield without leaving wounded turrets that will heal. Now there is no information s...
- Thu Apr 24, 2014 12:28 pm
- Forum: The Research Lab
- Topic: Don't count sleeper kills in the player kills total
- Replies: 7
- Views: 18846
Re: Don't count sleeper kills in the player kills total
definately would be nice to have combat kills counted separately from sleeper kills
- Thu Apr 24, 2014 11:24 am
- Forum: The Research Lab
- Topic: Increasing hardware on ships
- Replies: 4
- Views: 9886
Re: Increasing hardware on ships
12 hardware slots for all war ships would be so much better. 8 nukes cant kill anything, 16 nukes is o/p.
- Wed Jul 11, 2012 8:15 pm
- Forum: The Garbage Chute
- Topic: Baldurs Gate vs Diablo
- Replies: 9
- Views: 14698
Re: Baldurs Gate vs Diablo
I prefer the IWD games over BG. Both games have great level design. The main difference is that the IWD games allow you to create your own party. Where BG you have to recruit the oddball characters the game offers you. Also in BG its annoying because if your main character dies its game over (and he...
- Wed Jul 11, 2012 7:36 pm
- Forum: The Research Lab
- Topic: fix to overpowered mods
- Replies: 3
- Views: 7806
Re: fix to overpowered mods
I came up with an idea to fix the overpower issue with some mods...make a limit to how many of any one mod(s) that you can have at once. yes, this or the Starwynd idea both sounds like improvments. Also I propose scanners have their own slots which are not inter-changeable with other mods. There ca...
- Thu Mar 08, 2012 3:25 am
- Forum: The Tavern
- Topic: lol
- Replies: 14
- Views: 17611
Re: lol
greetings, prince of the bows that rain
- Wed Mar 07, 2012 2:48 pm
- Forum: The Tavern
- Topic: Nerfing the solars again? Really? =====POLL=====
- Replies: 28
- Views: 28586
Re: Nerfing the solars again? Really? =====POLL=====
10 shot solars are boring as you cant really dodge between them, you just have to walk right through the wall of fire coming at you. It just becomes about credits, or having enough players pile into the colony. Maximum solar should be triple-shot, this would be tricky enough to dodge but do-able. Al...
- Tue Jan 24, 2012 2:49 pm
- Forum: The Tavern
- Topic: IGS Firewave
- Replies: 13
- Views: 14329
Re: IGS Firewave
8 is a bad number, no central shot
- Fri Jan 13, 2012 5:37 am
- Forum: The Research Lab
- Topic: What Permanent Server should be bring back?
- Replies: 16
- Views: 21665
Re: What Permanent Server should be bring back?
huh?? Do you mean the landing zone would be different on every planet??Toonces wrote:randomized blast off points on planets is a large possibility.
- Tue Jan 10, 2012 5:38 pm
- Forum: The Tavern
- Topic: Y not new arties
- Replies: 24
- Views: 22091
Re: Y not new arties
Atleast artifact hunting and trading would become a more on-going part of the game, so some players might specialise in selling them, but artis should last atleast 2 months or it would be too annoying.
- Fri Dec 23, 2011 4:20 pm
- Forum: The Research Lab
- Topic: MORE IDEAS FOR BUILDERS!
- Replies: 5
- Views: 9529
Re: MORE IDEAS FOR BUILDERS!
building is not hard, so no to reducing resource req. having a shipyard could be neat, a bit o/p having spare ships all over the place though, so only 1 ship per yard and something like 100 spice per tick upkeep. Also if you want to add a ship there you have to add the ship youre flying and then you...
- Thu Dec 22, 2011 8:12 pm
- Forum: The Research Lab
- Topic: On Speedstars...
- Replies: 4
- Views: 8331
Re: On Speedstars...
I would say Anti grav bomb should knock the enemy back like half way across the system, last time I check it just seems to knock a ship back something like 5 ship lenghts, which is quite feeble, especially as its not easy scoring a hit with it. edit: sry bladerunner is me was checking my other forum...
- Thu Dec 22, 2011 3:35 am
- Forum: The Research Lab
- Topic: On EXP and most of the game...
- Replies: 7
- Views: 12318
Re: On EXP and most of the game...
You might have a point about xp being too easy to generate from colonies, the old style 'build xp' you want to bring back is good as you have to make a choice between producing xp or weaps or credits etc that makes it interesting. Ive always found 'building xp' a weird concept though, setting your c...
- Sun Dec 18, 2011 5:34 pm
- Forum: Engineering
- Topic: To old to play?
- Replies: 7
- Views: 11328
Re: To old to play?
go into the program folder and try launching with the different exe files; GEClient, Launcher, and NewLauncher
- Sun Dec 18, 2011 4:45 pm
- Forum: The Research Lab
- Topic: On Solars
- Replies: 4
- Views: 8438
Re: On Solars
sounds like a good idea, but Id say make it so you can have up to three solar shots, and damage multiplier up to 1.5x or 2x
- Fri Dec 16, 2011 5:15 pm
- Forum: The Research Lab
- Topic: Improve ISC and Sethdar!
- Replies: 5
- Views: 9038
Re: Improve ISC and Sethdar!
I hear what youre saying, but I think 8 nukes is not enough seeing as it cant kill other 16k ships, upgrade to 12 nukes would be optimal and not overpowered.Mel'Kaven wrote:If you upgrade then everything just gets better and better until there is no curve on anything.
- Wed Dec 14, 2011 10:38 pm
- Forum: Engineering
- Topic: Servers Not Responding
- Replies: 2
- Views: 5687
Re: Servers Not Responding
same Im having problems, havent been able to log on to Golden Age since last night
- Wed Dec 14, 2011 9:00 pm
- Forum: The Research Lab
- Topic: Improve ISC and Sethdar!
- Replies: 5
- Views: 9038
Improve ISC and Sethdar!
Ever since IG and CEO got 16 missile bays the ISC and Seth have been horribly inferior. So... upgrade them to 12 hardware slots each (and probably upgrade battleship too). 8 slots is no fun anyway, you cant kill 16k shields with 8 nukes, even if they all hit the enemy will limp away with 1000 or so ...
- Sun Dec 11, 2011 5:24 am
- Forum: The Tavern
- Topic: Duece's 100,000 exp cap
- Replies: 70
- Views: 62583
Re: Duece's 100,000 exp cap
remember combat deaths can be numerous just like invasion death, i.e. large battles where players will kill and be killed, or fighting off mulitple players who are invading your planet etc, etc, . So the xp loss shouldnt be TOO different, Id like to see 200k cap for invasion death (increased from 10...
- Wed Dec 07, 2011 1:59 pm
- Forum: Engineering
- Topic: Old Nuke-Energy Bug Returns
- Replies: 7
- Views: 9688
Re: Old Nuke-Energy Bug Returns
I get this with defences sometimes but not with nukes, how fast are you mashing that nuke key?
- Mon Dec 05, 2011 2:36 pm
- Forum: The Research Lab
- Topic: Retool the fusion blaster
- Replies: 5
- Views: 9016
Re: Retool the fusion blaster
fusion still has some use on no-mod servers, I like the weapon youre suggesting though, could make it some kind of big plasma ball which has good range and can bounce of walls. Still though, in this age of multi shot solars the anicient skill of killing things with primary weapons is pretty redundan...
- Mon Dec 05, 2011 2:25 pm
- Forum: The Tavern
- Topic: BRING EXP BACK FOR DEF
- Replies: 17
- Views: 17428
Re: BRING EXP BACK FOR DEF
yes please bring back the notification, its nice to know you destroyed your target. If its going to stay zero xp for lazer kill it could just say "You have destroyed a lazer cannon"
- Sun Dec 04, 2011 5:05 am
- Forum: The Tavern
- Topic: fixed shield prices
- Replies: 8
- Views: 8591
Re: fixed shield prices
tweak it so prices start at $10 and gradually work their way to $30 instead of the crazy extremes we have right now.
- Fri Dec 02, 2011 9:47 pm
- Forum: The Tavern
- Topic: Duece's 100,000 exp cap
- Replies: 70
- Views: 62583
Re: Duece's 100,000 exp cap
force players within a certain xp/follower threshold to sleep on their cols and no longer allow them to sleep in ports my simplistic solution. Now thats an interesting idea, although unrealistic that a + rep captain couldnt stay in a port. Id say let them stay in ports, BUT make it so you could fin...
- Fri Dec 02, 2011 3:40 pm
- Forum: The Tavern
- Topic: Duece's 100,000 exp cap
- Replies: 70
- Views: 62583
Re: Duece's 100,000 exp cap
25% xp loss for dying was too harsh, as fighter/invaders plummet down the rankings which become dominated by builders and inactives as deuce said. HOwever, the 100k cap is too low, infact there shouldnt be a cap at all, otherwise someone with 100mill xp is untouchable and will NEVER drop down teh ra...
- Fri Feb 11, 2011 3:14 pm
- Forum: The Tavern
- Topic: Growing Galaxy
- Replies: 68
- Views: 56696
Re: Growing Galaxy
This idea could potentially be fun, with a small starting galaxy the early days could be quite action packed, then new systems appearing would keep things from stagnating, the new systems should branch out equally in every direction, and sometimes a new starbase should appear. Also biodomes should c...
- Fri Feb 11, 2011 4:51 am
- Forum: The Research Lab
- Topic: personal following stat
- Replies: 5
- Views: 6208
Re: personal following stat
ah I didnt realise you made a thread on it before, and yes Prometheus your pic is how I imagine it being
- Thu Feb 10, 2011 8:07 pm
- Forum: Engineering
- Topic: Crash to Desktop
- Replies: 4
- Views: 5686
Re: Crash to Desktop
did you delete the SGE folder in prog files after doing the unistall?
done a virus scan?
tried launching game with firewalls turned off?
done a virus scan?
tried launching game with firewalls turned off?
- Thu Feb 10, 2011 4:54 pm
- Forum: The Research Lab
- Topic: personal following stat
- Replies: 5
- Views: 6208
personal following stat
When you're in a corp you have no record of your personal following and cant see what progress your own colony growth is making and how your personal following compares to other people. I think it would be nice if we were given our personnal following in addition to the actual following figure when ...