JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Sep 9 2011, 01:54 PM) Would be quite funny to balance the output from a spec to the total ammount of playing, wouldn't it?
Funny/Smart.
First you could tie specs to the sy flag and have a low/high or no/yes access to specs.
Add a 'Big Game' radio button in game settings seperate or like the sy flag for certain techs.
Or add a game size dropdown menu small/normal/huge in game settings that could affect a variety of things similar to the above.
Regardless, even in normal size games those specs were a bit silly.
I would like to propose binding a special refinery to any of the available in advanced stage tech-bases around; and yes, even the hippoyard gets one! Let us say here that capships only can ripcord to their own special ones ... when possible to set, I do not know if these stationary teleporters are possible to bind a summ of energy.
Beschenkt die Starken!
Schröpft die Schwachen,
und die Armen schlagt ans Kreuz!
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Sep 9 2011, 06:11 PM) I do not know if these stationary teleporters are possible to bind a summ of energy.
This would require 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.
MrChaos wrote:QUOTE (MrChaos @ Sep 12 2011, 05:20 PM) .... do you mean a spec mine perhaps???? cause lt bases are the standard for gigglepoofs and well they never pay for themselves
imagine i didnt post in gameplay thread cause really it's just Im simply confuzzled and dazzled by Jimmy's charms... again
Night changed it.
Spec mines are disabled.
Light bases generate revenue. OP $125/m. Tele and Ref $75/m.
Light bases can now be upgraded to standard bases. They stop producing income, but they'll be immune to regular weapons (They still keep their @#(!ty shield repair rates, 30 instead of 66)
Supposedly there was a bug that let you get off two bases in quick succession? I haven't seen that used yet.
DonKarnage wrote:QUOTE (DonKarnage @ Sep 13 2011, 02:29 AM) Supposedly there was a bug that let you get off two bases in quick succession? I haven't seen that used yet.
It's not a bug technically, once the base tech is researched it removes the old op/ref/tele options from f5 and adds the new op/ref/tele, as such they can be built again and you can have two of each out for that initial time, thereafter it performs like normal.