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