[quote who="Darvin3" reply="5" id="2135783"]I'd agree that I'd like to see shared control, particularly as an option when a friendly player quits. Shared control isn't perfect, but it's better than leaving a stupid AI at the helm.[/quote] Could be extermly overpowering with the right ships. I shudder to think of a Malice/Cleansing Brillance/Missile Barrage combo.
CoBBQ
Sorry for making your blood boil, N3rull, but if a starbase is fully upgraded and well placed against a direct assault, there's not much you can do about it. It kind of sounds patronizing but the best advice to destroy tough starbases is not to let them get upgraded enough to stand up to a Vasari SB. On medium and larger maps, there are multiple phase lanes and it costs loads of money and rescoirces to put a fully upgraded starbase at each entrance to the emp
[quote who="eraser310" reply="13" id="2138677"]Perhaps instead of adding a weapon the the carrier, ironclad should add an ability that can can disable any ship attacking the carrier in a certain radius for 10-15 sec to allow it to escape. Now I know what you guys are going to say, the carrier couldn't just run into the middle of the battle and disable all the enemy ships, ONLY SHIPS THAT ARE ATTACKING IT. also the ability would be made so that is cost a lot of anti-matter so
The Vasari did face the comming darkness with the Dark Fleet, which consited of hundred of thousands of ships, 10,000 years ago and only a single ship survived heavily damaged and the crew insane with fear. Whatever is comming, in the Vasari's mind, cannot be defeated and they must go underway within a few years. This would make it very low chance for a diplomatic exchange with TEC and Advent especailly with 15 years of slavery and genocide.
Leave that planet to the AI and take everything else. Several super cannons surronding that planet will turn anything to dust.
If the AI has a large fleet guarding that base, you can bet that elsewhere, a vunerable planet exists.
The sci fi TV series, Lost, is based on a jungle island and is doing well.
A man goes to a monastary to become a monk and was told tath he must be silent except every ten years where he can speak only two words. He agrees and begins the arduous training for the next ten years and walks up to the head monk and speaks, "Bed hard." The head monks nods and sends him away. After ten years, "Food cold" The head monks again, sends him away Another ten years "Can speak?" "No, complainer." says the head monk.
There are still some vanilla Sins games hosted.
Any rules on how to suck? What's to stop me from spamming colonizers and taking most of the map?
Banned for being a Metroid fan.
You know you're playing too much when you get the hiccups and fear that you're gonna "minidump!"
[quote who="tyr222" reply="16" id="2130400"]you only thought you killed my cap, really i jumped it way with 1hp left. its repaired now[/quote] Quickly jumps a couple LRMs ahead of the cap, "Boom" goes the ship.
Read up on combat mechanics in the stickies above in the main forum. I think you're not sending the right ships for the job and it seems endless because you're not destroying them fast enough. For exapmle, fleets of assault frigates will destroy light frigates fast but will be destroyed easily if facing a carrier fleet.
[quote who="Darvin3" reply="13" id="2129694"] What are you talking about? You don't get extra constructors when you use the Akkan's colonize. You get extra extractors, the little resource buildings that cost a paltry 250 each. Zero at level 1 (yes, it does nothing special at level 1), one at level 2, and two at level 3. That's it, 500 credits worth of basic structures for a level 3 colonization ability. It's virtually worthless right now.[/quote] I w
Banned for speaking French
The Evacuator's support abilities is plain brutal that people believe that that's all they have to build to win but if you take away its anti-matter storages, its quite a weak ship. Without planet drain, it take over 45 minutes to kill a 6000 hp planet by itself. Its also ridiculous that players quit or force a lag disconnect when they lose a death egg.
[quote who="rhPieces" reply="9" id="2128028"]Simply resurrect it. I mean, you have a lvl 10 Progen, right?[/quote] What do you think that blew up? [e digicons]XO[/e]
[quote who="lich1989" reply="5" id="2129370"] Quoting CoBBQ, reply 4Build a bunch of Orgovs and attack the Vasari SB from the rear while laying mines around the Orgovs? Tec can build mines in enemy grav wells?[/quote] Once you taken the planet, yes.
Build a bunch of Orgovs and attack the Vasari SB from the rear while laying mines around the Orgovs?
The Akkan's colonization ability does not need a buff. The research tech, Expidite Permits, cuts structure build time by 33% and with extra contructors for every colonization level will make any attacks to regain the planet impossible.
Banned, because you shouldn't
Some animosities between the three factions as an option would be great. I like to role play a bit and think its ridiculous for a Vasari faction to offer a favorable deal to a TEC faction just as well as a fellow Vasari. [e digicons]*_*[/e] Combined effort treaties that would boost the productions of factories/contructors with a significant decline of income for both empires but think that would be hard to balance. The second option actually makes me think
Timed explosives is quite exceptional if you mixed a few scouts with your attacking fleet. Use them to hit a few lightly guarded structures so the fleet can focus fire on the defences and quickly wipe out the damaged structures later. To quickly wipe out a planet, bring seige frigates.
By the time you reach that point, you'll have enough money and tech reserached to pump them all to level 4 and send them individually to seperate enemy systems, gain experience points in battle and have them all use Finest Hour at the enemy homeworld.