Warpcore X2

Discussion / Announcement area for WarpCore development
IANF
Posts: 34
Joined: Wed Jul 01, 2009 1:34 pm

Post by IANF »

New plan: a TF stealth fighter with 4 slots all capable of any gun from the garrason, sup, tac, or exp tech trees (nanites too) (not sy). 1 skycap/ac turret a super unlimited cloak. it also is fast with a large sheild and pulse probe scan range. 50 quickfires (SPAM N' LAG TIME) 20 proxes. don't forget the super booster. :roll: :doh:
^EPIC WIN^EPIC WIN^

*BEEP*....Robot:Fallacy generator online....*BEEP*

QUOTE (MythBusters)I reject you reality and substitute my own[/quote]

more sig stuff on the way
Heyoka
Posts: 864
Joined: Mon Aug 09, 2010 5:06 am
Location: Cottonwood, AZ

Post by Heyoka »

I want a super fast scout (like incredibly fast) that can only fly back wards.

You of course are still facing forward and must guestimate (or use rear view) to see where you are going.

If should be visible to all (huge sig) but neigh uncatchable. It is the ultimate prize ship to try and kill.

It's maneuverability is also superb.

It's only weapon (if this is even possible) is like a pulse or something that comes from the ship with a pretty limited range, which instantly forces all the craft hit by the pulse to only be able to fly backwards for a short period of time, also at incredible speed,.

The ship would of course be called "The Heyoka".
Camaro
Posts: 2418
Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

I want a ship that takes up 1/4 of a sector... moves 10 mps, is completely invincible, and can ramkill any base.
Image
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Icky
Posts: 1436
Joined: Sat Jan 21, 2006 8:00 am

Post by Icky »

Camaro wrote:QUOTE (Camaro @ Jan 19 2011, 09:32 PM) I want a ship that takes up 1/4 of a sector... moves 10 mps, is completely invincible, and can ramkill any base.
We shall call it "Your Mom"

ZING
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
SgtMajor
Posts: 1446
Joined: Sun Apr 13, 2008 12:51 am
Location: Albuquerque NM

Post by SgtMajor »

I want a BFG pod that moves at 300mps with med shield 3
Last edited by SgtMajor on Sun Mar 06, 2011 11:20 pm, edited 1 time in total.
The Last ACS Student
Doc Izzo wrote:QUOTE (Doc Izzo @ Sep 21 2012, 06:34 AM) k10, when people fear you like they fear me, you can get at me.
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IANF
Posts: 34
Joined: Wed Jul 01, 2009 1:34 pm

Post by IANF »

a scout with a cloak, lots of energy

4 guns 2are ac/sc/longtom and the other 2 are same but with skyrip option.
4 turrets, 1 skyrip the others are same as first 2 guns.
it will have 1 ab missle or 4 of any other fig mounted missle
and 2 prox


or an int with 4 int guns and 4 minigun turrets (one gun and turret with emp optional)
must also have 2 emp missles per rack and ability to cap bases
^EPIC WIN^EPIC WIN^

*BEEP*....Robot:Fallacy generator online....*BEEP*

QUOTE (MythBusters)I reject you reality and substitute my own[/quote]

more sig stuff on the way
cashto
Posts: 3165
Joined: Mon Sep 10, 2007 5:40 am
Location: Seattle

Post by cashto »

I want a pod, with chaff.
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
apochboi
Posts: 1744
Joined: Sun May 28, 2006 7:00 am
Location: Dundee, Scotland

Post by apochboi »

cashto wrote:QUOTE (cashto @ Apr 27 2011, 05:59 AM) I want a pod, with chaff.

Haha If only ;)
jamie96
Posts: 20
Joined: Tue May 24, 2011 4:41 pm

Post by jamie96 »

Is it possible to create dockable carriers? (As in you stay inside, rather than just popping back out) Cuz then it would truly be a carrier.
pkk
Posts: 5417
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

jamie96 wrote:QUOTE (jamie96 @ May 25 2011, 11:13 PM) Is it possible to create dockable carriers? (As in you stay inside, rather than just popping back out) Cuz then it would truly be a carrier.
No, that needs a code change.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
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