PurplePaladin

PurplePaladin

Joined Member # 3040377
5 Posts 284 Replies 631 Reputation

Allowing the ability to build SB in enemy occupied wells is going to domino the game into a flasid (yes, I did just write that) exercise; let the other guy clear out pirates, colonize the planet, even spend tons of money/reaseach/time improving it, then all you have to do is build a "defencive" SB in his well, and bam, it's all waisted. No one is going to want to expand after the first half of the game, just gather a gaggle of SB contructors and wait to unleash them on the enemy. <

29 Replies 168,452 Views

Agreed, use Scouts or Flak ships to sweep; but slow the fleet WAY down when doing so; just like in real life, you can slowly/safely walk through a mine field, or run through and take your chances (and lumps).

21 Replies 28,179 Views

I don't think there is ANY way it's comming out on the first. The beta still has quite a few dings to bang out. And the more of a polished product they release in Entrenchment, the more they are likely to sell the next 2 Micro-Expansions. I'd guesstimate more Feburaryish.

26 Replies 56,462 Views

I playtested the SB engagement thing in my head for days now; although I do really want longer SB weapon range, it just won't work to make a SB useful or worth the money (for the second half of the game anyway, at first, they'd be perfect to take out scouts and Seige ships or small raiding fleets). Preventing the enemy from using "friendly" jump lanes with a SB is the only way I can think of to ensure engagement, otherwise, they enemy fleet will always just go around it,

29 Replies 168,452 Views

We've given up playing anything including Vasari (which we always use to include in every game, because you just got'a have a bad guy to blow up). But the mine spam and micro needed with mines makes playing/playtesting pretty much impossible for us. And if we can't play against or use Vasari, then we are not really giving that race the playtesting it needs either unfortunetly. Hopefully some kind of quick fix patch is needed for Varasi mines; nerf them to death (just for a

25 Replies 8,133 Views

You can't take a planet that has that speacial "Goverment" thing built in it; until you destroy the SB. Having a SB block jumping to other friendly planets (IF the SB has the upgrade and UNTIL the SB is destroyed) sounds like the same thing to me; just need a, like, lvl 7ish reasearchable. Also, anybody think of "Tractor Beams", a classic in most any Sci-Fi space battle; the SB can hold 1 or more ships in it; pull them slowly toward it; some can still get away, bu

16 Replies 6,280 Views

My brother was pretty spooked by "that Impulse Thing" as he called it. I was going to use his visit here to show him it (and Sins) to calm his paranoia and hope he'd consider getting Sins/Entrenchment; you can guess how that's going now [e digicons]:annoyed:[/e]

36 Replies 69,767 Views

That explains why I can't update my other computer to play entrenchment via my lan. I hope it works after you get the new server going. 6 hyperactive kids are depending on you to way-lay their "When can we open our presents!" syndrome. . .

36 Replies 69,767 Views

Oh PLEASE God, let them fix it soon. I have a half dozen neices and nephews comming over for X-mas eve, all were promised to get to play/try Entrenchment via my lan, but it won't let me update my other computer. If this is not fixed soon, I'll be used as monkey bars all night by annoyed hyperactive disapointed kids till midnight [e digicons]:(O[/e]

26 Replies 68,518 Views

Same problem here. My frist game Tec bases seemed to work great/fine, but my second, they never seemed to fire anything. Very odd. My seoncd game was with the hotfix, so I wonder if that's the problem.

8 Replies 2,403 Views

I personally like that scouts can see mines, it makes them useful the entire game. I really think their sighting range needs increasing though, double. If they destroyed mines too, that would be great; Flak seems to be made to order to destroy mines, and it would make them more useful finally (after they finish off SC, they usually go lay in hammicks and drink lemonade the rest of the game). At this point in the Beta, I can't (and won't) play against Varasi,

43 Replies 94,376 Views

Great comments; what if they called it "Jump Lane Barriers" or "Culteral Check Points" or "Jump Drive Neutralizer" and add it on for one slot or more use of a SB. 1 Slot could make it work like the Jump Inhibitors, 2 could totaly shut down all friendly jump lanes. Let them be able to jump back if they want (like EadTaes said). A lvl 7 Defence Tech maybe.

11 Replies 14,627 Views

I would not have been able to build my 4 Novalith cannons, that ended up winning me the game, if I was not able to build my SB. I had only 5 planets left, 2 of those Asteroids and 2 lava [e digicons]:\[/e] , falling back from a lucious ice planet I just lost. I was going to lose for sure (at least I would have in 1.1), so I spent everything I had on a SB and teched up to Novalith. I put all 4 of them on auto-fire, and spent the next hour trying to hold my planet wi

53 Replies 157,948 Views

As for more ideas, the slots could be used to increase range (or put a jump inhibitor in). For example, there could be a "Range Extender" to build in a SB, each slot used increases range by 10-30%. Allow it up to 5 times even maybe, for double (or even tripple) the range.

11 Replies 14,627 Views

No mine limit = stalemate. My last opponent put 1000+ mines at the point where you jump in. Not only can you not see a thing, in the grav-well or the Icon-bar on the left, but just jumping into a well can damage/destroy many ships. If he has carriers on the opposite side, good luck. . . . .

32 Replies 26,070 Views

Most so far agree, SB range is too short. You can go around it as easy as you would a turret. Some think SB shoud be able to move. Yeck, that really does not sound like a SB to me, or very "Entrenchmentable" (quick, launch the space-tugboats, we have to pull the SB closer to the enemy fleet!). Extending the weapons range of a SB sounds good, but you pretty much have to make it reach the entire gravity well to be effective. At a cost of $17k per SB,

11 Replies 14,627 Views

8 hours here so far. I agree, that stargbase range is WAY too short. A maxed SB costs about $16400 credits, and you can still just move around it like it was a turret [e digicons]:S[/e] If only there was some movement inhibitor to slow ships down; put one or two near the starbase and the enemy ships move like they are in the mud. Perhaps make some kind of upgrade to Jump Inhibitors or even a SB itself. Turrets too need more range imo.

225 Replies 562,385 Views

Ya, the mines need a cap, bad, my only game so far my opponent placed 1000+ mines crammed into the area where you warp in. If I warped in, my fleet was mega damaged just by warping in. This makes carriers/SC even more super spammable, since if you place a fleet of carriers on the other side of a well, the enemy fleet can't get to you, and your bombers/LRM just wipe them up. If the fleet chargest your carriers, he's half dead due to mines by the time he gets near you. <p

9 Replies 3,479 Views