XC03

From the Dark Nebula, a new star is born.
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

QUOTE Rix and TF TTs mount one stinger or anti-shield cannon with greatly reduced energy and recharge relative to their heavier counterparts.[/quote]
Broodwich
Posts: 5662
Joined: Fri Oct 19, 2007 3:48 am
Location: Raincity

Post by Broodwich »

this is like watching celebrity jeopardy on snl
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
cashto
Posts: 3165
Joined: Mon Sep 10, 2007 5:40 am
Location: Seattle

Post by cashto »

Specifically, this one.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
SpaceJunk
Posts: 759
Joined: Wed Apr 06, 2005 7:00 am
Location: Collision orbit

Post by SpaceJunk »

Edit: Nvm.
Last edited by SpaceJunk on Thu Feb 24, 2011 4:40 am, edited 1 time in total.
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BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

I like treasures, makes me feel happy when I scout.



Presuming your interested in anyway;

1) Cash; Can you simply reduce the amount of cash so that you the random spawns so that most cash spawns as $250 and the more rare $500, not sure how this is done code wish but by having let's say four cash treasure three of which are $250 and one is $500 then you'd have 3-1 of getting the smaller cash. Use big/small "$".

2) Tech; By increasing the different techs possible to pu (so that there are more less desirable techs like emp mines) then the impact of the tech on the map will be less. There is a setting for treasures and it would be nice to leave it there.

Having said that, I'm glad to finally see TT's being useful and many of the other changes, and I know this isn't CC in spirit (a community driven core per se), I hope you'll kindly consider the above.

Thanks for the hard work.


EDIT TO ADD; Even less fuel for ints would be nice.
Last edited by BillyBishop on Tue Mar 08, 2011 3:56 am, edited 1 time in total.
Elzam_
Posts: 2242
Joined: Tue Nov 17, 2009 8:30 pm
Location: Here

Post by Elzam_ »

Dude this core is awesome. Nice work!
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
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ChaoticStorm
Posts: 894
Joined: Sat Sep 05, 2009 2:38 pm
Location: .

Post by ChaoticStorm »

I was suprised that TTs could cap techbases its abit strange that such easy to get tech was able to cap a techbase the tt requires exp and to research it thats all for something that was prevoisly endgame and dragged the sbility into midgame, is there any way to make it small base only to cap?
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

I guess I need to make bombers only able to kill small bases because being able to neutralize an enemy techbase before "endgame" is unfair
Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

Night I don't know if you saw the Res1 thread.

But I had the thought that allowing RegBbrs to use res1 would help keep both Exp and Sup/Garr OP.
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NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

it's a pretty terrible idea actually for many reasons already outlined.

it is a change that would rely entirely on the incompetence of the other team in order to have any potency, which is poor design
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