Any chance of making TF more fun?

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cashto
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Post by cashto »

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.
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Dorjan
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Post by Dorjan »

Or make it an item you can equipt...
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Ramaglor
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Post by Ramaglor »

See: PT Bombers and Rocket Targeting.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
Gappy
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Post by Gappy »

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.
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.
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Dark_Sponge
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Post by Dark_Sponge »

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.
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.
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pkk
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Post by pkk »

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.
It's the same technic you use to overwrite scout with adv scout.

You will only double the TF ships (one with, one without lead indicator) in ICE.
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Evincar
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Post by Evincar »

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)
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HSharp
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Post by HSharp »

But nothing is more fun then stealing a prox mine as a TF scout and plopping it infront of an enemy bombrun going full speed.
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djrbk
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Post by djrbk »

HSharp wrote:QUOTE (HSharp @ Nov 10 2008, 09:33 PM) But nothing is more fun then stealing a prox mine as a TF scout and plopping it infront of an enemy bombrun going full speed.
:lol:

They'll never see it coming!
CronoDroid
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Post by CronoDroid »

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)
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...
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