Any chance of making TF more fun?
I wonder if it's possible to make lead indicator a researchable tech without a code change. If so, make it a 5K item. See who buys it.
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
Or make it an item you can equipt...
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?


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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.
Except the big about dorjan being jelly, that's just spidey's ego.


You could do it as a ship upgrade, just have otherwise identical versions of the ship, and 'upgraded' after researching the tech. Possible, but not particularly easy.cashto wrote:QUOTE (cashto @ Nov 8 2008, 03:40 PM) I wonder if it's possible to make lead indicator a researchable tech without a code change. If so, make it a 5K item. See who buys it.
We've upped our standards. Up yours.
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Dark_Sponge
- Posts: 386
- Joined: Sun Dec 23, 2007 4:43 am
Yes, that'd be the way to do it. Not hard to do at all actually. Let's get a vote going on this + starting with Lt booster.Gappy wrote:QUOTE (Gappy @ Nov 10 2008, 12:15 PM) You could do it as a ship upgrade, just have otherwise identical versions of the ship, and 'upgraded' after researching the tech.



It's the same technic you use to overwrite scout with adv scout.Gappy wrote:QUOTE (Gappy @ Nov 10 2008, 09:15 PM) You could do it as a ship upgrade, just have otherwise identical versions of the ship, and 'upgraded' after researching the tech. Possible, but not particularly easy.
You will only double the TF ships (one with, one without lead indicator) in ICE.
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.
sailor, believe me, planting constructors is easy. what i'm most afraid of is the bomb runs that you won't be able to stop because you don't have prox and the mother$#@!ers can go straight at you.
i believe plas gens should be optional, that way they work as a perk not as a tradeoff. maybe don't let it get caltrops, but prox mines is something every faction must have (or an equally devastating mean of stopping a bomb run, which is the most dominant base killing tech in SGs)
i believe plas gens should be optional, that way they work as a perk not as a tradeoff. maybe don't let it get caltrops, but prox mines is something every faction must have (or an equally devastating mean of stopping a bomb run, which is the most dominant base killing tech in SGs)
Classifiable up to Trolleomorphism.
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CronoDroid
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Nanned, properly placed SC towers? They work quite well, not sure if it's as effective in an SG (Spidey didn't use it against us) but they work in PUGs fine...Evincar wrote:QUOTE (Evincar @ Nov 10 2008, 05:09 PM) i believe plas gens should be optional, that way they work as a perk not as a tradeoff. maybe don't let it get caltrops, but prox mines is something every faction must have (or an equally devastating mean of stopping a bomb run, which is the most dominant base killing tech in SGs)

