Search found 140 matches

by Drifter101
Tue May 13, 2014 6:11 pm
Forum: The Tavern
Topic: Something awesome for 10 years of Starport?
Replies: 18
Views: 27472

Re: Something awesome for 10 years of Starport?

everyone gets 10k free tokens?

and we all have a big wacky race around some maze planet
by Drifter101
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...
by Drifter101
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
by Drifter101
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.
by Drifter101
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...
by Drifter101
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...
by Drifter101
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
by Drifter101
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...
by Drifter101
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
by Drifter101
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?

Toonces wrote:randomized blast off points on planets is a large possibility.
huh?? Do you mean the landing zone would be different on every planet??
by Drifter101
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.
by Drifter101
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...
by Drifter101
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...
by Drifter101
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...
by Drifter101
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
by Drifter101
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
by Drifter101
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!

Mel'Kaven wrote:If you upgrade then everything just gets better and better until there is no curve on anything.
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.
by Drifter101
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
by Drifter101
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 ...
by Drifter101
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...
by Drifter101
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?
by Drifter101
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...
by Drifter101
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"
by Drifter101
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.
by Drifter101
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...
by Drifter101
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...
by Drifter101
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...
by Drifter101
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
by Drifter101
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?
by Drifter101
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 ...