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brownassociate

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  1. I can enter into quick matches no problem, but whenever I try and host a custom game, the NAT doesnt register. Is it me or the other guys?
  2. I am not saying fighters are worthless, I am not saying things are unbalanced, all I am saying is that perhaps the Imperial space station cost should start at 1200, and go up from there. That way, it would be a viable strategy to send in a handful of squadrons to take it out. Rebels should have to specialize in hit and runs until they get the bigger ships, that's all I am saying. I would gladly spend 1200-1500 credits worth of fighters to try and take out a space station lv1 that costs 1200, well worth the risk and has a decent chance of succeeding. The way it works now, even if you do suceed, the Imperial player can just spend 600 credits to rebuild it, and chances are he just destroyed more than 600 credits worth of fighters. Does all this make sense? I tend to ramble, haha EDIT: Oh yah, the main point I was trying to get at is that the game should be so it makes more sense for the REBELS to launch hit and runs. whew.
  3. Imperial space stations are only 600 credits, with level two being 1200. Now, to destroy a lv1 station (by itself), you would need 3 or 4 Ywing squadrons an da couple xwings to fight off the ties. So basically you are investing more than double the amount of credits to destroy the station. If it's a level 2, then it also gets a tartan to help defend, making it REALLY hard to do a hit and run with fighter. I really wish they would make hit and runs for the rebellion more viable in the future. Thoughts?
  4. It is possible to build ships while you have room in your pop cap, and then lose planets to the enemy and have a pop cap of 103/87 (for example) I have yet to come even close to the pop cap in the imperial campaign. So if you figure that the rebels own 5 or 6 planets, their pop cap is pretty high. Just my thoughts.
  5. I can connect to the multuplayer server just fine...but each time I enter a game, I will click on "accept game settings" and it won't stick!!!. DOes this have to do with my connection or is it just a bug that hasn't been fixed yet? Thanks.
  6. Here is my "simple solution" to the persistant damage debate... Why not just use the game clock to determine repairs? -Each day is broken down into, I think, 6 squares. Why not allow each ship to repair 5% of EVERY hard point when a time sqaure fills up. -By oversimplifying it, there would be no need to micromanage. You could also build buildings which aid in repairing, say adds 5% each time square. If there are 6 sqaures per day, each ship repairs 30% a day, which I think is feasible. -Hard points that are 80% damaged would take about 2.5 days to fully repair. -Of course, ships in hyperspace would not repair. -You could also make smaller ships repair faster than larger ships. Just some thoughts.
  7. Here is my "simple solution" to the persistant damage debate... Why not just use the game clock to determine repairs? Each day is broken down into, I think, 6 squares. Why not allow each ship to repair 5% of EVERY hard point when a time sqaure fills up. By oversimplifying it, there would be no need to micromanage. You could also build buildings which aid in repairing, say adds 5% each time square. If there are 6 sqaures per day, each ship repairs 30% a day, which I think is feasible. Or you could just make smaller ships repair faster than larger ship. Just an idea...
  8. I think one of the only ways to solve this problem with logistics would be for a team of two to be able to control ANY unit, fleet, planet, etc. on his own side. You could have different colors for each player (just to differentiate who built what ships and took which planets, as well as to see which units they control in combat). Otherwise, it would be impossible to launch a simultaneous attack on an enemy planet unless both teammates moved their fleets at EXACTLY the same time, otherwise you have two planets going. So in summary: Galactic map: can move any ship on your own side, can only build things on planets your units take over (side with the most ground units left gets planet if attacked jointly, the other side's get put in space). Oh, and I think it would be fun to have to watch every battle even though you arent a part of it, that way every player's screens switch/load at the same time. Plus, since you will be able to move around your allies ships, chances are you will ahve a fleet that consists of both your units, thus both are taking part in combat.
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