.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Warp openers/closers that can only be repaired at a space yard. (http://forum.shrapnelgames.com/showthread.php?t=7475)

Arkcon September 30th, 2002 10:33 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
Quote:

Originally posted by Suicide Junkie:
[neo]Woah[/neo]

Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.


<font size="2" face="Verdana, Helvetica, sans-serif">I dunno, it just still had the dotted line around it http://forum.shrapnelgames.com/image...s/rolleyes.gif

geoschmo September 30th, 2002 10:42 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.

Arkcon September 30th, 2002 11:37 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
Quote:

Originally posted by geoschmo:
That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh foo ... ok, how 'bout this. A use one super sensor, to detect cloaked ships. I dunno how useful that would be, but I'm reaching here.

Puke September 30th, 2002 11:55 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
no dice there, either. the sensors ability does not need to be 'used' to be effective, its 'always on'

you could have an item with a sensor ability, that also had some other ability that was destroyed on use. I dont know if you can make the sensor ability take supplies, so you could make a huge supply sucking sensor that would generate replacement supplies (so the ship could move again) when it was used (and therefore destroyed). but thats a bit sketchy.

mottlee October 1st, 2002 01:23 AM

Re: Warp openers/closers that can only be repaired at a space yard.
 
I did not know that I was not supose to be able to do that! I (at this time) not gotten to that level yet in this game with the patch yet, is it something MM did in the patch?? http://forum.shrapnelgames.com/image...s/confused.gif

Skulky October 1st, 2002 01:32 AM

Re: Warp openers/closers that can only be repaired at a space yard.
 
how about sat or base only sensors that detect highest level of cloak?

1FSTCAT October 1st, 2002 09:34 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
How about a 1 time use "pulse generator" (like an active sonar ping) that would reveal all cloaked units AND mines? Is that possible?

TerranC October 1st, 2002 10:34 PM

Re: Warp openers/closers that can only be repaired at a space yard.
 
Or a one time mass ship destruction weapon.

We could name it Tidalwave Generator!
Cowabunga!


All times are GMT -4. The time now is 12:15 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.