Badgerius
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Everything posted by Badgerius
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I can just see that in multiplayer: Commander X: "give me my corpse back you... Just wait till I get another ship!!!!" It's bad enough to have your ship blown out from under you, but to have the enemy's marines board your ship and steal your recently deceased body, now that would really suck. Hear's another possibility. Warning: I know how much work this would be, so if the SC decides to implement this, I vote we promote him to god. (Mind you that's what I thought about the Strike Pack) What if it wasn't your bridge that was hit, but engineering instead? There you are, sitting on the bridge of your now dead ship, watching the air run out, and THEN the enemy's marines board you and take you prisoner? Now that would be awesome!! (Patiently waits to be thrown in the brig with TAC) ------------------ Commander Badgerius, GCV Diligence
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Antimatter nacelles!!! Cool. I take it that the MkIII does not use Radine for fuel then? BTW I was right!! It IS the XO's still!!!! ------------------ Commander Badgerius, GCV Diligence
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Man, she's a beaut!! I take it those are the older intercepters. Or do the new intercepters look the same? Either way, this is one good reason to start bucking for a promotion!!! I'm curious, though... In the MkII, the outboard pods contained some of the engines. I see that these have been removed. Do you have a reason for keeping the pods there? No is a perfectly good reason, as is "Because they look cool, stupid." I'm just wondering if you have decided what they are for. If not, I will be glad to come up with some suggestions: Hyperjump engines Shield emiters anti-gravity thrusters for atmospheric use Emergency Batteries Location of the XO's still MkI Assault shuttles Between this and Everquest, my net charges will be close to what Bill Gates makes in a second!! (which is, you know, a lot) ------------------ Commander Badgerius, GCV Diligence
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I like it. It really gives a commander reason to get promoted. It should prevent most players from having a huge fleet at his/her disposal in Multiplayer. It also eliminates the need for each Command and Control enabled vessel to have a Supreme Commander on board just using up NutriPacks. He is much better suited to handing out patrol assignments and berating commanders who come up short on their assignments. I think, though, that to keep the game playable over a long period of time, that commanders who have their fleets shot out from under them a couple of times should be busted a rank or two. That will keep the Multiplayer Military Police (MP MPs) from busting everyone to commander when the playability drops to nill because everyone and their dog can command a fleet. My Canadian Penny ------------------ Commander Badgerius, GCV Diligence
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Ok, no problem, thought I'd ask
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I've noticed that updates to the political situation (ie Galcom-Vesperons - hostile) are now being logged in the comlink screen. Will there be a screen in 3020 where a captain could read who is at war with who, and who is allied to who? If I recall, Master of Orion had such a screen. This would be usefull when planning a strike or deciding whether or not to risk a flux point jump to avoid a region. My apologies if this idea has already been batted around. ------------------ Commander Badgerius, GCV Diligence
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Alright, that means a rougish captain like myself could, in theory siege a starstation, not to bring down its defences, but to drive up the prices of its commodities, then swoop in and make a killing (economically) by selling the cargo I got by destroying the cargo ships. I like it!! (Of course, these would be, umm, err enemies of Galcom. Yeah for Queen and country, and all that!) ------------------ Commander Badgerius, GCV Diligence
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It is a cool concept. Check out Independence War by particle systems to see a good example of what you can do with Newtonian physics (demo available at www.happypuppy.com), but IMHO I don't think that it is a concept for bc3000ad. I tend to think of the game more in terms of Star Wars movie physics myself. But if you want to see Newtonian physics in bc3000ad, fly just a little too close to an exploding Cap Ship... and hang on! ------------------ Commander Badgerius, GCV Diligence
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What language is bc3000ad written in, if you don't mind my asking? (now, about those macros, any comments?) [This message has been edited by Badgerius (edited 03-28-99).]
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Question. When a NPC ship docks at a station and is being readied for flight, does its missiles, spare parts, or whatever come out of the station's supply? In other words if you arrived at a station just after a large fleet was returning from an extended battle, would you find that station's missiles in short supply, having been requisitioned for the other ships? If this is the case, instead of requisitioning missiles, you'd have to take a back seat to cap ships stationed at that station, and you'd be limited to the amount of missiles you could buy. The PC's ship would have first crack at missiles form its home base, of course. This would also really drive the trading model, as well. You could run guns to the Vesperons after they had run out of missiles while fighting a prolonged war and make shuttleloads of GalCreds! This might already be implemented, I haven't really payed much attention to availability. If it is, my humble apologies for suggesting it as an improvement ------------------ Commander Badgerius, GCV Diligence
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Well, yeah, of course there's that. And my other favorite, because it is easy to learn, never crashes, has multiple variations for each game, and is mindlessly addictive, is PONG. (Of course, if you use your IOD right, you can play PONG with light fighters)
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With X4 time compression on, it only take 1/2 hour real time. Plus I usually get 2-4 engagements before I get there. It seems to be the only way to successfully collect that pay that Galcom is giving me. ------------------ Commander Badgerius, GCV Diligence
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Would it at all be feasible to have user defined macros for crew assignments. If we could simply assign the entire crew to BattleStations, RepairStations, or DockingStations, it would greatly simplify moving crew around. Especially if the crew assignment screen doesn't pause the game (which I imagine it won't in multiplayer). BTW Dr. Smart, this program is a monumental achievement. From one coder to another, nothing else, in any genre of games, even comes close! ------------------ Commander Badgerius, GCV Diligence
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Hello all. This is my first post, although I'm no stranger to BC3K. My V1.0 CD is now a collector's item! I have bought the v2.0, and am eagerly awaiting 3020. I'm all for disabling hyperjumps!!! I don't use them for my battlecruiser. I think that small craft (ie fighters, and shuttles) should have them, but not the cap ships. An example: A large force of hostiles jump into a region and begin an attack run on the local starstation. The forces fighters hyperjump to the starstation and engage the area defense fighters. The cap ships proceed under normal drive. They should get there in anywhere from 1 to 2 hours game time. Now here's what we really need to pull this off: a X8, X16 or X32 time compression. At X8, a two hour transit only takes 15 minutes. At X16, it only takes 8. This is certainly fast enough. Plus, you have time to get your crew to battlestations!!