Search found 274 matches

by DarkLStrike
Thu Jul 03, 2008 8:12 pm
Forum: The Research Lab
Topic: buildings on planet
Replies: 16
Views: 12769

Builders can just put these structures in harder to reach places. And with around 5 more solar cannons blasting away at you, it'd be pretty hard to land 50+ nukes on it.
by DarkLStrike
Wed Jul 02, 2008 10:56 pm
Forum: The Research Lab
Topic: Birthday tokens??
Replies: 54
Views: 41116

Always liked that Seinfeld sketch on birthdays.

here's something to cheer you up: (Alternative birthday song)
http://www.youtube.com/watch?v=OzXO_5e8oO0

Why is this thread continuing anyway? :?
by DarkLStrike
Wed Jul 02, 2008 10:50 pm
Forum: Engineering
Topic: black screen
Replies: 7
Views: 9890

This happens sometimes when I alt-tab back to starport, but rarely.
by DarkLStrike
Wed Jul 02, 2008 10:09 pm
Forum: The Research Lab
Topic: buildings on planet
Replies: 16
Views: 12769

I don't really see the point in this except to make invasions harder. There are already impregnable colonies on rebangs, we don't have to make defending easier than it already is.
by DarkLStrike
Wed Jul 02, 2008 10:06 pm
Forum: The Research Lab
Topic: (idea) starport
Replies: 15
Views: 13260

Server wide is fine. Account wide is a nono. This is a great idea, it would certainly make some players' lives easier but one thing that I'm against is the trading of warp fuel. Acquiring warp fuel through trade would certainly encourage more multi'ing, less token purchase and unbalance the game pla...
by DarkLStrike
Wed Jul 02, 2008 10:03 pm
Forum: The Research Lab
Topic: PB taxes
Replies: 6
Views: 6922

This idea as been suggested quite a few times in the past couple of years. It is logical to make the pirate base system more "pirate"y therefore I don't know why the devs haven't implemented this yet. NOOOOOOOOOOOO!!! this makes what I did on P1 normal!!! Stop talaking the forums, I thought you said...
by DarkLStrike
Wed Jul 02, 2008 9:59 pm
Forum: The Research Lab
Topic: [IDEA] Choose what type of Corporation you will run.
Replies: 8
Views: 9047

A little easy to abuse and would severely unbalance rebang game play: Start off with Exploring Corporation. While fighting and "pirating" in general, switch to Pirating Corporation. When you're not doing that, make your corporation Colonial. When collecting bounty or attacking known pirates, switch ...
by DarkLStrike
Wed Jul 02, 2008 2:36 am
Forum: The Research Lab
Topic: [IDEA] Boba Fett kicks your donkey.
Replies: 7
Views: 7607

well this would certainly make oracles of wonders useful in permas.
by DarkLStrike
Tue Jul 01, 2008 12:51 pm
Forum: The Research Lab
Topic: [IDEA] Terraforming
Replies: 2
Views: 3401

Can you give us the specifics? Such as how much morale or population increase per hour or how much resources per hour? How many of each kind of resources are required to build it, build time required, etc.
by DarkLStrike
Tue Jul 01, 2008 12:32 pm
Forum: The Research Lab
Topic: [IDEA] Fighters
Replies: 11
Views: 10392

Pretty nice idea, could bring some variety into the game play. It's very hard to implement though :(.
by DarkLStrike
Tue Jul 01, 2008 12:43 am
Forum: The Research Lab
Topic: starport: single player
Replies: 15
Views: 13182

no arguments there, but I would like to clarify that the regular warcraft's are RTS games that, starting from WarCraft II: Battle.net Addition, can be played online. WoW is an entirely different game.
by DarkLStrike
Tue Jul 01, 2008 12:15 am
Forum: The Research Lab
Topic: starport: single player
Replies: 15
Views: 13182

Yeah I agree that the game is a little harsh on the newbies. However, new players can be easily directed (maybe by a future feature) to join the newbie rebangs first to get to know the game better. New players who start off on permas will certainly fail. My advice to the new players has always been ...
by DarkLStrike
Mon Jun 30, 2008 11:57 pm
Forum: The Research Lab
Topic: starport: single player
Replies: 15
Views: 13182

Re: starport: single player

i think there should be a starport option to where u can play by yourself. for new players, or for players that want to better there skills without having to worry about other ppl invading there colonies. there could be colonys already built that have strong defenses that you have to take over and ...
by DarkLStrike
Mon Jun 30, 2008 12:14 pm
Forum: The Research Lab
Topic: Post Your Ideas Here On Ways To Make This Game More Fun!
Replies: 14
Views: 12275

Catfish wrote:Have jtak banned from forums :P
seconded :P
by DarkLStrike
Tue Jun 24, 2008 9:39 pm
Forum: The Research Lab
Topic: {IDEA} Did some digging
Replies: 13
Views: 13828

Make it so that some warp holes are not UN protected and can be camped. But also make it so that there will be multiple warpholes going to the same sector with UN protection.
by DarkLStrike
Tue Jun 24, 2008 9:36 pm
Forum: The Launchpad
Topic: How do you find an artifact?
Replies: 4
Views: 7495

I've heard that spice water and the $50 drink (whose name I cannot recall at the moment) can get you some artifact location as well. I have not acquired anything useful from those two drinks yet, but if they do give out arti locations, the chances of them doing so is very small.
by DarkLStrike
Mon Jun 23, 2008 1:15 am
Forum: The Research Lab
Topic: idea for expanding galaxy, the solution (for permas)
Replies: 5
Views: 6499

KiT wrote:I guess the problem of people rarely meeting each other because of galaxies' large sizes was somehow solved when i was away, or wasnt it?
That's the reason I'm against this idea.
by DarkLStrike
Sun Jun 22, 2008 2:56 am
Forum: The Research Lab
Topic: arses
Replies: 12
Views: 10889

Yeah... I sorta agree with M2 on this one.
by DarkLStrike
Wed Jun 18, 2008 12:27 am
Forum: The Research Lab
Topic: New title for #1 players
Replies: 11
Views: 11141

make that Intragalactic Tyrant :)
by DarkLStrike
Tue Jun 10, 2008 1:14 am
Forum: The Research Lab
Topic: Developer/Coder/Alpha server
Replies: 26
Views: 80125

digital painting with photoshop, no pro, etc etc.
by DarkLStrike
Mon Jun 09, 2008 3:13 am
Forum: The Research Lab
Topic: [IDEA] Gas Stations
Replies: 23
Views: 19538

Grimoire wrote:They should just make the game pay to play and give us unlimited fuel.
they'd lose 90% of the users though...
by DarkLStrike
Mon Jun 09, 2008 12:30 am
Forum: The Research Lab
Topic: [IDEA] Advanced Warp Drives
Replies: 14
Views: 11505

I wouldn't...

Who would want to go 63 hops for 3k creds?
by DarkLStrike
Sat Jun 07, 2008 9:16 pm
Forum: Engineering
Topic: [Critical Bug] Reproducible game freeze on hostile colonies.
Replies: 8
Views: 9899

Packet loss is usually at 0.00%, don't know about FPS and I don't know if I saw lag or not. I'll pay more attention to it next time.
by DarkLStrike
Sat Jun 07, 2008 8:56 pm
Forum: Engineering
Topic: [Critical Bug] Reproducible game freeze on hostile colonies.
Replies: 8
Views: 9899

usually 100 to 200 or so, not that high and not that low.
by DarkLStrike
Sat Jun 07, 2008 8:39 pm
Forum: Engineering
Topic: [Critical Bug] Reproducible game freeze on hostile colonies.
Replies: 8
Views: 9899

not fixed yet, just met another one of those planets.
by DarkLStrike
Sat Jun 07, 2008 5:13 pm
Forum: The Research Lab
Topic: [Idea] Revised
Replies: 2
Views: 3020

The game is fine as is. I doubt it will bring a lot of people back even if we had a true classic server.
by DarkLStrike
Sat Jun 07, 2008 12:37 am
Forum: The Research Lab
Topic: [IDEA] Mothership / Assault Landing Craft
Replies: 12
Views: 11694

I concur
by DarkLStrike
Thu Jun 05, 2008 10:15 pm
Forum: The Research Lab
Topic: {IDEA} Rebang/Tournament rules vs Perm
Replies: 10
Views: 9302

No contractors is a must, it defeats corp limits on rebangs.
by DarkLStrike
Tue Jun 03, 2008 11:40 pm
Forum: The Research Lab
Topic: [IDEA] Inactivity Penalty
Replies: 24
Views: 18687

Caia wrote:Generally speaking, anything that forces players to work to keep their colonies is met with sarcasm, threats, and very sharp objects.
And that, sir, is a truth of life.
by DarkLStrike
Mon Jun 02, 2008 3:02 am
Forum: The Research Lab
Topic: [idea] POST NEW SHIP IDEAS HERE!!
Replies: 258
Views: 227881

Creator: “Jtak” Type: “YOU PICK IDC” Price: (include any requirements) 1M Shields: 16k Primary Weapon: (only include if other than the default) Scanners: (only include if other than the default) Cargo Holds: 200 Equipment Bays: 16 Max speed: 9.5 Turning: 9 Thrusting: 9 Energy Regen: (IDK MAKE IT GO...