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Messages - Perseus

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1
Battle Reports / Re: Attn: Turtle Crackers
« on: May 06, 2010, 04:58:28 AM »
Quote from: "Callum roberts"
well 6 people in a group attack could take it perhaps less

Yeah, but they would take HUGE losses and 70% of the defenses would rebuild, so no, attack someone like that with a group attack wouldn't be a good idea.

2
Feature Suggestions / Re: Monitor class ships
« on: May 06, 2010, 04:19:00 AM »
Quote from: "furemer"
the concept of a monitor is similair to that of the ares yes,  but the areas is for the most part strictly a planetary assualt craft

a monitor would in most games also be able to assist in that role but likely not be as proficient as the ship designed specifically for that role...

Ok fist is this just a game of numbers? Yes Or is this suppossed to be a game simulating real in a theritical sense space plaentary assualts and fleet actions?  

In a strict game sense.  A monitor type ship would provide another option of play.  A ship that surrenders speed and potential range, i.e. requiring a fuel ship for mulit galaxy travels.  For extra defense and weapons.  
Turtles don't need ships besides flreighters?  Yet how many times have I read players compalin cuase turtles won't make ships, and that should somehow be forced to?  Why? Especially when all the ships presented are specifically for fleeter/raiders.  
Many turtles might like to have a selection of such ships of various sizes recieved at differenet stages of tech just like the raider ships.  Many turtles and some balance players might be inclined to build some as escorts for their fleets of frieghters.  Why do I need escorts that can travel how much faster than my freighters? I don't know, since your fleets can't be attacked in transit...  If this IS a war game you are going to try to say no one would be smart enough to use escorts?  
Used a as "mobile defense" monitors allow a player to go into a unprotected zone and mount a presentable defense.  Such as dropping a new colony in.  The monitors do NOT replace ground defenses the are used to enhance and support those defenses. Defenses that give DSP's and don't respawn, fleeters would love that.  

Further there are people that play, and more than a few that have left that dislike the entire concept of FS or nothin.  OK SO ITS SUPPOSSED TO BE A WAR GAME.  Well not all of us agree with the concept of leaving our planets open to be plundered.  That means building multiple layers of defenses.  Stationary and mobile.  Sure wee would still fleet save protect resources.   But there are those of us that find the whole concept of running away distasteful.  Then you'll lose your fleet, whether you "agree" with having to fleetsave or not.

Whats the point of having a space fleet if you are just going to run away and let your planet die.  If this was a realistic game and not one that was just about gaining points for status if you were to leave your planets like that you would die fast. Unfortunatly, it isn't realistic, and the whole purpose of it IS to gain points.  




Does the concept potnetially change the balance of the game? YES
It might actaully make it a true war game.  

You want to play a game about gaining status? Go play the fasion game , models something or the other.
Feature requests are where we express what we would like to see, not just what fits the current model.  I want I die hard, empire building, fleet smashing, blood drawn battle game.

My comments are in red, and I still don't really get what you're trying to accomplish with this ship.

3
Battle Reports / Re: Close shave Time for D mode >???
« on: May 06, 2010, 04:10:29 AM »
Quote from: "NerdRage"
Quote from: "Capt Harlock"
When you fleetsave slow the speed down so it takes a while for the fleet to get where it's going.  I constantly move my fleet from one colony to another as a deploy and set it to arrive when I know I'll be able to get to the computer to check on it and deploy it again on to the next colony.  One thing I find in Extreme is that I'll have to spread my colonies out because in system transit times are too short for me even at 10% speed.  When I can spend some time online I'll used 100%, then 10% for offline times.

FRS'ing as a deploy is a good way to get oracle locked

you're gonna get got eventually
You can also get oracle locked again if you have to recall the deploy because of said oracle lock.

4
Feature Suggestions / Re: Cancel Shipyard/Defense/Factory builds
« on: May 06, 2010, 04:08:30 AM »
Quote from: "darkangelMSM"
sometimes you don't have enough to build or research something, or you are currently doing so, and you have extra resources that you cannot ship on a harvest.  It would be in line with the game's mantra to be able to queue up a bunch of ships that you know will take a while to build and be able to come back in an hour and cancel so you save some resources.

That's the exact reason you currently can't do it.

5
General Starfleet Discussion / Re: longer then 24 hour mode change?
« on: May 06, 2010, 02:16:33 AM »
Quote from: "whiteboy 1975"
could this consider a cheat? this person is always saying that everyone in my guild cheats and tries to ban us after we catch him gaurd and wipes out his fleet or one of his guildmates. and if it is i think BFG should remove the cancel button and make you wait the require time before you go back into d mode

No, it's definatly not cheating, and BFG is not going to remove the cancel button because someone keeps refreshing their (d) mode exit.

6
Original Universe / Re: A General Plea to all players...
« on: May 06, 2010, 01:58:21 AM »
For some reason, all the (v) mode haters don't realize that people go (v) when they quit so that people don't get a chance to farm them. It isn't an accident they go into (v) mode and can't be attacked, it's done on purpose with the intention of angering players who've always wanted to raid them.


I get a kick out of this subject every time I see it.  :lol:

7
Original Universe / Re: question:
« on: May 05, 2010, 10:12:41 PM »
Quote from: "Badrash"
Quote from: "Maloar"
Quote from: "Badrash"
I had an alliance launch a 7 person group slow-attack against me last week.  Composition: 1 Arties from each of them (plus one of them had a dino in the attack.)  22 Hours for it to land.  They let it go the whole way and recalled in the last minute.  The funny thing to me about it is that I had FS'd so that if it did land, they had to wait the whole 22 hours for the ships to come back to them!  Why oh why would you waste a fleet spot doing that...

I considered it a salute.

Oh, and I did not report them because - WHO CARES!  Its part of the game!

I agree to an extent, I'd probably report it if they did it to one of my MACs just to lock me down though.

Why would you care?  You can abandon a planet under attack...
He could have a ton of ships being built on his colony that he doesn't want to lose by abandoning it.

8
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 09:46:27 PM »
Quote from: "Kimbahlicious"
Quote from: "LunarAvenger"
I am sorry... the only difference I see is that the Zeus has 2 bands around it

What are you kidding?

One has all those pretty colors and the other one is all dark and gloomy  ;)

 :lol:  :lol:  :lol:

that and the buildings on the bottom are the only real differences.

and the two trenches equal two exhaust ports... lol

9
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 09:09:40 PM »
Quote from: "Vastet"
Quote from: "Perseus"
Quote from: "Vastet"
As to the pic, the crater is both different and off-centre (and isn't a weapon either), AND there's superstructure underneath, which the Death Star never had.
Thanks for pointing those 2 obvious things out.

you know what?

they still look the same though.  :roll:

Not to me. Not even close. :roll:
Not even close? I think you might need to schedule an eye doctor appointment then. lol

10
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 09:04:31 PM »
Quote from: "Vastet"
As to the pic, the crater is both different and off-centre (and isn't a weapon either), AND there's superstructure underneath, which the Death Star never had.
Thanks for pointing those 2 obvious things out.

you know what?

they still look the same though.  :roll:

11
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 08:46:45 PM »
Edit #1: oops, messed my image up... hang on...

Edit #2: LunarAvenger just posted the exact 2 images that I was trying to.

12
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 08:38:45 PM »
Quote from: "Vastet"
"Is that a joke?"

Not even remotely. It is vaguely reminiscent of the Death Star, but it doesn't look like one.

lol, that's rich.

13
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 08:26:08 PM »
Quote from: "Vastet"
It doesn't even LOOK like the Death Star. :roll:

Is that a joke?

14
Feature Suggestions / Re: Cancel Shipyard/Defense/Factory builds
« on: May 05, 2010, 08:24:17 PM »
Not being able to cancel ships is the price you have to pay for being able to queue a lot of them at the same time.

15
Feature Suggestions / Re: Could we actually be more like Starfleet?
« on: May 05, 2010, 08:17:57 PM »
I don't think those ships flying into the Zeus are any ship in the actual game.

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