Search found 963 matches

by B.O.B.
Mon Mar 23, 2009 1:02 pm
Forum: 1.6
Topic: Newbies fix
Replies: 17
Views: 9294

Re: Newbies fix

I'd like to see anyone who is rank "Newbie" get 500 newbie turns after each death. And anyone ranked "Beginner" get 300 newbie turns after each death, and everyone else the standard 100.
by B.O.B.
Mon Mar 23, 2009 12:31 pm
Forum: General Discussion
Topic: 1.6 Anonymous Forces
Replies: 55
Views: 21043

Re: 1.6 Anonymous Forces

Maybe I misunderstood the original concept we were going for in beta, but only passive forces should be anonymous (ie if a stack has scouts and cds, no name, but if it has even 1 mine = name). As to strategy, it also helps traders. Traders can also put scouts on their routes without having to pick t...
by B.O.B.
Mon Mar 02, 2009 1:49 pm
Forum: 1.6
Topic: Planets?
Replies: 14
Views: 7455

Re: Planets?

I have a great idea: why don't we make it that you build weapon slots instead of turrets, and then allow people to install ship-based weapons on planets? :) Seriously, I really liked the principle behind OR's planet ideas, which was that planets work together, and that you need to build up differen...
by B.O.B.
Sat Feb 21, 2009 2:37 pm
Forum: 1.6
Topic: Combat Changes
Replies: 3
Views: 2522

Re: Combat Changes

I believe main reasoning were double deaths... If attacked one's ship is already destroyed he cannot return fire. Difference between connection speeds isn't that huge nowadays and no fight ends in a single shot. Now, I believe Page can explain this better. I disagree. I'm in Afghanistan and earlier...
by B.O.B.
Sat Feb 21, 2009 2:28 pm
Forum: 1.6
Topic: Combat Changes
Replies: 3
Views: 2522

Combat Changes

1. Player combat - rewritten 2. Port comabt - rewritten 3. Forces combat - rewritten ... 6. Planet combat - rewritten Means attacker now shoots first and defender can't fire if destroyed before their turn. This used to be this way, but for player vs player (at the very least), it was changed so tha...
by B.O.B.
Thu Feb 19, 2009 2:47 am
Forum: 1.6
Topic: Hunting has become too difficult
Replies: 71
Views: 30605

Re: Hunting has become too difficult

Here's an idea to make invisible scouts stupidly expensive: make it so you have to buy a normal scout, then you go to a shop and buy a cloak for the scout at 500k, you have to do this for each scout you want invisible.
by B.O.B.
Wed Feb 18, 2009 3:44 am
Forum: 1.6
Topic: Keeping New Players
Replies: 26
Views: 11284

Re: Keeping New Players

The Lazy Trader, which is in Java is platform independent. And if you've seen the MGU you wouldn't think it would be easy to be platform independent. It'd need a major rewrite in a different language.
by B.O.B.
Tue Feb 17, 2009 12:26 pm
Forum: 1.6
Topic: Keeping New Players
Replies: 26
Views: 11284

Re: Keeping New Players

Edgecrusher wrote:Auto-mapping is a no-no, not a dodo.
An auto-mapper is quite easy to build. Azool used to have the names of the image files garbled with a hash and what not, but even that wouldn't really stop someone determined to build one.
by B.O.B.
Tue Feb 17, 2009 3:13 am
Forum: 1.6
Topic: Hunting has become too difficult
Replies: 71
Views: 30605

Re: Hunting has become too difficult

I still like the idea of having it based on level like a cloaked ship. If you're high enough level, have them always visible. Mix it in with the fade effect so that 1 hour = 1 level. So if you're lvl 50, in 1 hour, anyone lvl 49 can see it, and 2 hours anyone lvl 48 can see it, all the way down in 4...
by B.O.B.
Tue Feb 03, 2009 4:59 am
Forum: 1.6
Topic: Referral System
Replies: 7
Views: 4139

Re: Referral System

Have them get above newbie status, and have it maybe something like 20 credits.