[/quote][/quote][/quote][/quote]BlackNova wrote:Toonces wrote:sinistrad wrote:
Search found 79 matches
- Mon Nov 03, 2008 3:03 am
- Forum: The Research Lab
- Topic: How about new strategy?
- Replies: 27
- Views: 21927
- Fri Oct 31, 2008 3:33 pm
- Forum: The Research Lab
- Topic: [Idea] Teleport ship threw makeshift Blackhole Generator?
- Replies: 18
- Views: 15476
- Thu Oct 30, 2008 2:09 am
- Forum: The Research Lab
- Topic: [IDEA] 1st annual Death Race!
- Replies: 7
- Views: 7972
would it be cinsidered against the rules for the runners to be packin nukes? I'm not sure how you would enforce a no-nuke law, but if a runner in a merchant ship is taking time to stop and fight an IGS, he probably won't win the race anyway. It would be legal to have as many friends with nukes esco...
- Wed Oct 29, 2008 3:46 pm
- Forum: The Research Lab
- Topic: [IDEA] 1st annual Death Race!
- Replies: 7
- Views: 7972
[IDEA] 1st annual Death Race!
1st annual Death Race The basic idea: “Runners” will start in Sol with a merchant ship. The first ship to reach a pre-determined star base wins the race (gawkers can loiter in UN space at the finish line this way). Prizes will be awarded for 1st, 2nd, and 3rd place finishers. Non runners will be all...
- Tue Oct 21, 2008 1:58 pm
- Forum: The Research Lab
- Topic: WARP FUEL
- Replies: 9
- Views: 10557
- Sun Sep 14, 2008 2:54 am
- Forum: The Research Lab
- Topic: Customizable ships
- Replies: 45
- Views: 38230
- Thu Sep 11, 2008 9:11 pm
- Forum: The Research Lab
- Topic: IDEA: New starport defences
- Replies: 10
- Views: 9491
- Tue Sep 09, 2008 4:05 am
- Forum: The Research Lab
- Topic: Customizable ships
- Replies: 45
- Views: 38230
Getting a balance through trial and error is not the way to go about this, I think. I'm not trying to be a smart alec, but that's the only way fine tuning ever works. Yes, what you said is correct about a puzzle type layout with no one perfect build. But you will still have builds that are more pow...
- Mon Sep 08, 2008 8:49 pm
- Forum: The Research Lab
- Topic: Customizable ships
- Replies: 45
- Views: 38230
Rare event....i agree with you. This is a wonderful idea but keeping it balanced would be tricky. Balancing it would require taking a best guess at what will work, implementing it, and taking feedback from hundreds of players over months of playtime. That also happens to be what successful game com...
- Mon Sep 08, 2008 2:08 pm
- Forum: The Research Lab
- Topic: Losing Reputation points for winning back Colony is WRONG
- Replies: 12
- Views: 11598
- Sun Sep 07, 2008 10:05 pm
- Forum: The Research Lab
- Topic: just some ideas bout pods
- Replies: 17
- Views: 16257
I think there should be a pod rescue career option. It could be something that alerts you where a pod S.O.S beacon has been activated and rewards you xp and money for hauling it somewhere. Killing a pod if you have this technology would lose a ton of XP though, kind of like a UN membership, but diff...
- Sun Sep 07, 2008 7:20 am
- Forum: The Research Lab
- Topic: Capital Ships
- Replies: 12
- Views: 11610
Like this?
- Thu Sep 04, 2008 6:32 pm
- Forum: The Research Lab
- Topic: [IDEA] Real Life Invasion Alerts
- Replies: 10
- Views: 9826
[IDEA] Real Life Invasion Alerts
How cool would it be to get a Real Life email, text message, or page when one of your colonies was captured? The email would be the easiest of the three to implement. Don't know about the others.
- Thu Sep 04, 2008 3:59 pm
- Forum: The Research Lab
- Topic: [IDEA] Integrate PAX and PVP properly
- Replies: 35
- Views: 29112
Probability
On the probability suggestion by Zoliax, here is a math formula that might work well to add some fun to the game: ((CA - CD) * 0.05) + 0.5 = ODDS OF INVADER SUCCESSFULLY CAPPING COLONY UPON ENTERING ENEMY DOME (The invader gets all the cash and resources he can carry regardless, plus maybe can sell ...
- Wed Sep 03, 2008 10:43 pm
- Forum: The Research Lab
- Topic: [IDEA] Integrate PAX and PVP properly
- Replies: 35
- Views: 29112
This is my first post to the forums But BMF1000D has a point. Thanks! Why not just make it simple and let the invaders have the resources and money at base then put the col under Un protection for another 24-36 hrs. Point taken. Simpler is better. Make all Weapons Systems and Buildings left after t...
- Wed Aug 27, 2008 2:15 pm
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
- Thu Aug 14, 2008 7:57 pm
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
As you update ships you should put the latest version up above in the original posts, so people don't make off-base or confusing remarks. Good idea! Doing it now! It's a bit disorienting to have the "original concept" picture stuck on there (at least for me). I was thinking just have one picture pe...
- Thu Aug 14, 2008 2:10 pm
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
- Thu Aug 14, 2008 2:08 pm
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
Barge is perfect. Flagship is good. Speedstar looks a little bit like a X-wing, but I still like this better than the other design. It's good. Whale is OK but a little puzzling. Maybe needs fins? Someone else said it should look more organic. I'm not really sure what to recommend on this one, but so...
- Thu Aug 14, 2008 2:15 am
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
New images would be nice. IG definitely needs to glow purple though. Battleship doesn't look scary enough. Some are too dark. Dream Sower and Garbage Barge are too similar. Speedstar isn't sleek enough. I like the detail of the images. I agree with BS, i was thinking it looked more like Galaxy whal...
- Wed Aug 13, 2008 8:01 pm
- Forum: The Research Lab
- Topic: New ship graphics
- Replies: 72
- Views: 53395
- Wed Aug 13, 2008 7:52 pm
- Forum: The Research Lab
- Topic: [Idea] Fuel and Time and the chore of system maintaince.
- Replies: 23
- Views: 19383
- Fri Jul 11, 2008 3:14 pm
- Forum: The Research Lab
- Topic: No More Unfair D/C on Colony Deaths
- Replies: 23
- Views: 19846
- Thu Jul 10, 2008 7:21 pm
- Forum: The Research Lab
- Topic: [IDEA] logo benefits
- Replies: 16
- Views: 14201
- Tue Jul 08, 2008 2:57 pm
- Forum: The Research Lab
- Topic: [IDEA] Test Server
- Replies: 4
- Views: 5812
Re: [IDEA] Test Server
Just an idea on ideas :P. i See all these good ideas in this section, but so many people complaining that their overpowered, or could never be implemented in-game. More like "Don't want to take the time, money and effort to implement and balance". As a Blizzard developer said, "It's easy to balance...
- Wed Jul 02, 2008 3:17 am
- Forum: The Research Lab
- Topic: Birthday tokens??
- Replies: 54
- Views: 40799
- Tue Jul 01, 2008 9:30 pm
- Forum: The Research Lab
- Topic: [IDEA] Boba Fett kicks your donkey.
- Replies: 7
- Views: 7563
OK, I added an initial list for how the Wisdom attribute would affect some of the weapons/abilities. I will add/tweak more later, but post if certain abilities look overpowered compared to their level. Keep in mind that the incapacitance weapon might replace the primary weapon, and if the player use...
- Tue Jul 01, 2008 6:58 pm
- Forum: The Research Lab
- Topic: [IDEA] Fighters
- Replies: 11
- Views: 10312
Anyone like these added ideas? Toast I think the only way you can tweak stuff like that is to implement it and get feedback on balance. One of the best parts of his idea is just being able to put more things in slots that give different abilities. That might be an easier way to introduce a form of ...
- Tue Jul 01, 2008 6:05 pm
- Forum: The Research Lab
- Topic: [IDEA] Fighters
- Replies: 11
- Views: 10312
- Tue Jul 01, 2008 3:22 pm
- Forum: The Research Lab
- Topic: [IDEA] Boba Fett kicks your donkey.
- Replies: 7
- Views: 7563
When I get a chance, I'll add a scale for how wisdom affects abilities and weapons. This SHOULD help balance things. I'll just have to take time to delineate it. Gathering information will be sort of like how people find artifacts now. It would involve tipping for information and a probability, as w...