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December 05, 2008, 03:19:49 AM
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Star Trek Armada II: Fleet Operations
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Weapon modifiers
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Topic: Weapon modifiers (Read 664 times)
ewm90
Good old dyslexic
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Posts: 5504
Weapon modifiers
«
on:
July 22, 2008, 07:05:50 PM »
I would like to see a option to the sinons ships that lets it collect tiny bits of dubree from enemy ships collecting this it will left the fleet gain adapt agents the enemy weapons for a
short time.
What do you think?
I think a cool option would be to add a option in the skirmish games that lets the a player get a weapons bonniness when one fleet straight fall to a cretin level to make the game last longer. and to give the other player a chance this would only we a option at the setup screen for skirmish.
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Last Edit: July 22, 2008, 07:11:33 PM by ewm90
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Dominus_Noctis
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'Tis braver to live than to die.
Re: Weapon modifiers
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Reply #1 on:
July 22, 2008, 10:36:42 PM »
I'm a little confused by your post... what does "sinons ships" mean? Anyway, I guess you mean you have some time to use the debris of enemy ships to use their special weapons for a short amount of time.
Sounds interesting, but seems weird except for particularly resourceful races (as in the Borg)
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I have not yet begun to fight! -John Paul Jones
We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Strength is irrelevant, resistance is futile.
Blade
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Re: Weapon modifiers
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Reply #2 on:
July 22, 2008, 10:50:29 PM »
pretty useless for races like 8472
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ewm90
Good old dyslexic
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Re: Weapon modifiers
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Reply #3 on:
July 22, 2008, 10:51:04 PM »
"science" pore spelling
8472 is not a full race in fo so that will be ok.
«
Last Edit: July 22, 2008, 10:52:35 PM by ewm90
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Dominus_Noctis
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'Tis braver to live than to die.
Re: Weapon modifiers
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Reply #4 on:
July 22, 2008, 11:00:41 PM »
Thanks
... but the noxter might be back eventually
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I have not yet begun to fight! -John Paul Jones
We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Strength is irrelevant, resistance is futile.
Tyler
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"Great men are Conqerors, not Peacmakers!"
Re: Weapon modifiers
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Reply #5 on:
July 23, 2008, 12:04:16 PM »
Speaking of weapons bonuses, do the Klingons fire faster when crew is in the red?
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ewm90
Good old dyslexic
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Re: Weapon modifiers
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Reply #6 on:
July 23, 2008, 12:12:16 PM »
That is up to the fo team.
The dettales can be worked out this is just a idea.
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Tyler
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"Great men are Conqerors, not Peacmakers!"
Re: Weapon modifiers
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Reply #7 on:
July 23, 2008, 12:30:57 PM »
It would seem odd if a stock feature that fits the Klingons so well were left out.
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Pappy63
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Re: Weapon modifiers
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Reply #8 on:
July 26, 2008, 03:43:46 AM »
For a later on mod It would be nice to have heavi sheilded Mining ships. they would basically mine(strip) opponent ships for resourses. Why destroy a opponent whey you can simply Remove the ship from around them.
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