Tereanan Empire Mod - CANCELLED!

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posted on August 17th, 2010, 6:37 pm
TCR_500 wrote:So much for that surprise!


who would be surprised, it looks just like the vanilla gate. u can see it coming a mile away. :P
posted on August 17th, 2010, 6:43 pm
What do you mean by "vanilla"?
posted on August 17th, 2010, 6:43 pm
The original version. In this case, stock A2.
posted on August 17th, 2010, 7:07 pm
Well, I think I'm the one that's surprised.  So, it's back to the old drawing board.  How much of an advantage would the Tereanans have because of that transwarp gate?
posted on August 17th, 2010, 7:15 pm
TCR_500 wrote:Well, I think I'm the one that's surprised.  So, it's back to the old drawing board.  How much of an advantage would the Tereanans have because of that transwarp gate?


lots and lots.

you know how annoying it is when warpins arrive and blow stuff up, imagine a fleet of strong ships doing that, killing stuff, then retreating back to the other side of the conduit, right into their base, where following them would be suicide.
posted on August 17th, 2010, 7:19 pm
The enemy following you back is the only potential downside, which is negated by simply turning it off.
posted on August 17th, 2010, 7:20 pm
Tyler wrote:The enemy following you back is the only potential downside, which is negated by simply turning it off.


i would love for them to follow back, because then they have to deal with your fleet and your starbase, all while you have a repair yard and they dont.

unless their fleet was massive, then maybe turning it off would help.
posted on August 17th, 2010, 7:27 pm
Oh.  How would the gate be countered?  Assuming that the enemy is smart enough to defend the generator with the best that they've got.  Following them through the conduit would put you between every defense turret that has been built and possibly dozens of ships.
posted on August 17th, 2010, 7:31 pm
you couldn't stop the gate, it could appear anywhere, any time, and drop off a whole fleet, decimating mining and bases.

its like warpin, but warping in a whole fleet.

maybe only allow the gate to work between two gates, like a stargate. that way u have to build an expensive structure somewhere to get rapid defence response. but wouldn't be able to use it on the offence.

this race would need terrible turrets then, as their fleet will be defending stuff.
posted on August 17th, 2010, 8:54 pm
Don't worry, the gate can only last a couple of minutes and if you close it, you have to wait a while before it can be re-opened.  Then you have to wait some more time if you are really low on special energy.

And don't worry about the turrets, they don't do any damage to the shields. :D
posted on August 17th, 2010, 8:58 pm
a couple of minutes will be enough to send a fleet through which can decimate a whole expansion, then disappear back into the conduit.

they can then sit next to their starbase and not be chased.

the only way chasing would be of any help to the enemy is if their fleet was already good enough to walk in the front door anyway.

i dont like this conduit idea.

its just like warpin in that it can be used on the attack.

maybe if it had a mass limit on how much can go through.

so 3 scouts or 2 destroyers or 1 cruiser or 0 battleships.
posted on August 17th, 2010, 9:05 pm
:P
posted on August 17th, 2010, 9:09 pm
Now that's going to be an interesting balancing issue.  I could make it so that the special energy recharges slowly.  So that even if you close the conduit, if you open it again too soon, it won't last as long.
posted on August 17th, 2010, 9:13 pm
the thing is though, when you build it, it will be ready to maintain an active conduit for quite a while. maybe if the conduits lasted only 5 - 10 seconds then its ok.

but longer and it becomes nuts offensively.

even if it's completely 1 way only, its still worse than warpin as u can bring a massive fleet down on the enemy, anywhere any time, with no chance of warning like with cloaks.
posted on August 17th, 2010, 9:15 pm
What about an obscene supply cost to open in the first place?
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