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Dark Light Posted: 13:30:13 23rd Oct 2005

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see i'm full of bright ideas it brings my number of ideas now to a whopping ONE :D

but wouldn't deflecting hyperjump into systems make spies virtually useless all that would create is a higher price on spies because people would need to build bigger spies so they could F into the system to spy :D it is a good idea though :D




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Dark Light Posted: 13:32:49 23rd Oct 2005

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i don't think this is an overly great idea but still lol how about a upgrade that could tell you the IF flight track of enemy ships on their way to your systems and a ship that could intercept and pirate (not destroy i think that would be slightly to powerful) :D




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Bert2 Posted: 13:50:25 23rd Oct 2005

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Ok commander ship is what we are currently looking at for December intro we need cost and number of ships it can control.

Repost from MoM........
Commander - A Detector, with ability to command fighters in a 5 parasec range and
have them autoattack any ship that doesnt belong to you, when
Commander is moved manually, all fighters under its controll also
move... auto attack function is automatic and active at all times
(whenyour off line)so don bring your commander to a clan attack.....
main Idea is a def system for you HW......


Ideas:
Costs...... Lots of silicon/lots of Gold.
min size......1000 (new minimun for all ships)
max size...........:shrug:
controlls no. of Ships...... 5 :shrug: (it takes that many to kill off a fully trained transport)




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14th Sep

Dark Light Posted: 13:56:29 23rd Oct 2005

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i agree with the only being able to control 5 ships at one time but the other points i have no ideas for them




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Professor Posted: 14:21:06 23rd Oct 2005

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Spies could jump to the area, and upon being deflected, could walk in or perhaps might want to be careful about entering the area, as they would therefore be warned that there are likely to be fighters on auto attack mode with a command ship in that area. So, walk in at your own risk.

Probably better to come in with a high exp transport or with a few fighters in that case.




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Dark Light Posted: 14:27:42 23rd Oct 2005

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lol :D what are you thinking on being the range of the auto attack sensor?

how far away can you be to be safe from attack ??
and how close so you can attack?




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Bert2 Posted: 15:59:29 23rd Oct 2005

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The numvber from MoM was 5 spaces centered on the Commander but this can be changed. I'd suggest 3,4, or 5 as long as your ships have the U if not then they are SoL

How about max size of 50k

100k of sil and gold base,

10k attack and 50k def but can only attack if attacked, like a transport.




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14th Sep

JusticeDragon Posted: 17:51:08 23rd Oct 2005

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not many people are going to like their fully trained 500k assaults getting destroyed by and auto attack ship


Bert2 Posted: 18:00:21 23rd Oct 2005

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Well then they are just going to have to send in fighters to protect them. :shrug:
If you jump to the coords without checking its your own dumb fault. You have over a month's notice.




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14th Sep

PrimalFusion Posted: 08:34:43 24th Oct 2005

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ow abou this a cpital ship

all ships need a base correct and capital ship which could act as a mobile base
it could also transport non-hyperjump ships eg fighters
as well as be like a survivor carrier in fatelord


also it could open up a wole new area of game play mercinerys
players who start with a cap ship instead of planets and work for res
also it could have like and special ability so it could go to an enem controled planet (with no def.) and could extract large amount of res mabe even determining that amount by prod points
after defeating a world ths ship uses any spare prod points say over 8 to transfore into res

i no its a little far fectched but it would make this game a lot more interesting dont u think?




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