Search found 1773 matches

by JettJackson
Fri Feb 13, 2015 10:13 pm
Forum: General Discussion
Topic: Some random idea's
Replies: 6
Views: 11634

Re: Some random idea's

These are interesting ideas although I would probably be against stargazer/starblocker as one could make a warp at an op time for 100 turns that could be from planet to uno or conversely one could close a warp into a planet galaxy for 2 days allowing for no one to get in.
by JettJackson
Fri Jan 30, 2015 3:51 am
Forum: General Discussion
Topic: Limiting Alignment Change Issue
Replies: 6
Views: 12043

Re: Limiting Alignment Change Issue

Maximum Fed Benefit is 7. Great. All for it. BUT.... Landing in Fed is a Strategy. Dont kill strategy. Thats what this game used to be about. Many Great alliances have parked in fed. Permanently or temporarily. I beleive very strongly that it would promote fed alliances. [/color] Attitudes like thi...
by JettJackson
Fri Jan 30, 2015 3:37 am
Forum: General Discussion
Topic: Limiting Alignment Change Issue
Replies: 6
Views: 12043

Re: Limiting Alignment Change Issue

I'd like for alignment to be more changeable but I'd like a cap of 7/ for fed protection because no one should be able to fed with a level 5 weapon, it would promote fed alliances. However I do think alignment does need changing from the current model because right now the limited alignment change i...
by JettJackson
Fri Jan 30, 2015 3:16 am
Forum: General Discussion
Topic: Transfer money to player in sector
Replies: 4
Views: 8956

Re: Transfer money to player in sector

10 turns is fine, that is usually a bank distance in most neutrals. Only in a planet gal would it maybe be beyond 10 sectors.
by JettJackson
Thu Jan 29, 2015 10:52 pm
Forum: General Discussion
Topic: Raiding Rewards
Replies: 22
Views: 28160

Re: Raiding Rewards

Aendar wrote:looking at the logs of port raids and planet raids, once it hits 100% base accuracy, it has always laned a hit.
There are times it misses, but it is very rare and you need to be usually above level 25 for there to be a negligible chance of a miss on a turret.
by JettJackson
Thu Jan 29, 2015 12:29 am
Forum: General Discussion
Topic: Transfer money to player in sector
Replies: 4
Views: 8956

Re: Transfer money to player in sector

I would be fine if it came with a nominal turn cost maybe something like 5 turns.
by JettJackson
Wed Jan 28, 2015 1:44 am
Forum: General Discussion
Topic: planetary pulse laser
Replies: 5
Views: 10498

Re: planetary pulse laser

adam_phg wrote:i still say get rid of it, but yes nerfing it a bit would help make it less "easy" to get a good gun shell out.... same w/ WQSV... why is there a 250/o?? that needs to go way down
It is to equate to the CBD, just like the TSD is equal to the the Nij Claymore.
by JettJackson
Wed Jan 28, 2015 1:36 am
Forum: General Discussion
Topic: planetary pulse laser
Replies: 5
Views: 10498

Re: planetary pulse laser

I wouldn't say remove it but make it something like 100/100 and/or a 5% accuracy loss, such that those who use it incur a penalty compared to those who use HHG/Nuke.
by JettJackson
Wed Jan 28, 2015 1:29 am
Forum: General Discussion
Topic: Raiding Rewards
Replies: 22
Views: 28160

Re: Raiding Rewards

Experience lost to planets is way too much as it stands, it doesn't make sense to me. I can understand force deaths taking a lot of experience as the player has to really mess up to die to mines, ports are somewhere in the middle, but planets are ruthless killers and all it takes is for you to be s...
by JettJackson
Wed Jan 28, 2015 1:15 am
Forum: General Discussion
Topic: Raiding Rewards
Replies: 22
Views: 28160

Re: Raiding Rewards

I like player vs player exp gain/loss where it is Simple solution for planets is using the existing code. Currently planets/ports and forces are level 0. Ports "level" in the combat code equation should be 1-9. this will reduce loss of experience. as for Planets, My suggestion is their &q...