Jump to content

whitewolfmxc

Members
  • Posts

    6
  • Joined

  • Last visited

whitewolfmxc's Achievements

Cannon Fodder

Cannon Fodder (1/15)

0

Reputation

  1. so any news or update ? happy X MAS by the way to the team and others here
  2. i agree on being optional too , but there is a good reason for it to be compasary for AI I did say that all refinaries are all buildable after destroyed by repiar ships (medical/construction ships maybe ?) , it can either let us build it back by them , or a new UNOCUPIED refinary station will AUTOMATICLLY pop up at the place where it was destroyed after a perioid of time ( as will the collectors working spawn along side the station ) , so you still have to spend money to capture it AGAIN by ships or what ever , how does this sound ? and i did say this is to especailly make the AI more though ,the i idea was to stop bad player to destroy all the stations (and the collectors inside) just to think that should murder the AI cause he thinks the AI wont be smart enought ( usually very true) to rebuild the econamy while still having resorces making other units , this will make skirmish quite boring wouldnt it ?
  3. Identic87: no i mean ONLY for mother ship to have minimal RU injection something like 5000 RU per 5 mintes( thats a long time in game) , it not a big help but will help you have at least a expectable income if your other incomesource is under attck or what ever cercomestances casued it to make you broke and nothing your could do about it XD the major income will still be the refinary stations i suggested above XD (imagine your just spend your last RU on a craft , and suddenly your found out that all your refinary stations are captured or destroyed by enermies (need RU to rebuild station or build capture ship again) , so that means your game over since your dont have any RU left to do any of those, so this idea will at least give youa last chance of survival)
  4. thks for the comments , so is all the units being textured ? and maybe the colletors will be SPAWN from the refinary station (atomaticlly but they can be destoryed but the station will still keep spawning them after a period of time if the collectors are under limit and every station has a limit to collectors you can only increase the limit through upgrades to it ) so once you captured the station it will do the job it self ( more upgrades spawn more collectors maybe) , and pelase make the station have a MODERATE ability to defend it self......i dont want to spend half my vfs just to protect them and what do your guys think of the idea for ships have all nessecary sub systems arleady built when purchased a ship ? ( i explained in my last post ) , and the production facilty as a built in system ( not a subsystem so you cant destory it from the OUTSIDE ) ?last that a small amount of RU injection every given time period from your mothership or fortress ( its better for helping the AI also)
  5. so i guess everyone here thinks my last post was just crap.....ok......hows the progress of the mod ?
  6. Hi im new to this mod and i love macross (sorry not robotech due XD) , keep up the good work on this good mod and hope it will be out soon ( i can smell beta XD) sorry if some of my words are spelt wrong , i dont do much spell check XD , and the folowing writings FIGHTERS will include all VF series and its oponints/enermies But i want to say instead of space harvesting ( which isnt macross style gameplay and not fun ) why cant we have refinary stations ( each asteriod feild will be repalced or added with one space refinary station beside them) they are not moveable but its upgradable with sub systems (self defence systems and improve ru injections) . when your tropps catptureing ship ( the only reason why the mod keeps that kind of ship XD) catpture it it gives your RU (a sum of money) injections per every time period you set in game ( up to creators of this mod) . while also your enermy can destroy it or recapture it from you ( but the station MUST be rebulidable after destroyed or game play will turn dead) , so a repair ship ( or droid what ever it is in the mod that does the job) should also be able to repair it too , also your mother ship should t least giver you a small amount of RU injection per a time period to give you minimal run budget. please consider this option , as it makes the players focus on fleet batlle and not be over extraced from dumb harvesting problems GOT SOME OTHER QUESTIONS/suggestions FOR THIS MOD : 1) is the green pumkin large space fortress in " DO YOU REMMEBR LOVE" going to be with the green dudes ? you know the big boss dude XD sorry i forgot the offical name of it., it will be cool to see it fire its primary gun. 2)sound like the macross itself cant be transformable in skirmish mod , heard about in might happen in champian due is it ? 3)so will teh fighetrs at least be transformable ? ( just two models is already enough , the figter mod and the robot mod) will it be manully triggered or auto by AI ? 4) how is the sheild fucntion in the animations be inplented in this mod ? ( using the sheild sepecail function in the orginal game ? ( does it only block beam weapon or all weapon , whats the recharge rate or in what form ?) 5) how are main weapons system be like in the mod ? will it have a reasonable recharge rate ? power ? hit rate ? visal and sounding effects ? 6) hope most ships dont need us to BUILD SUBSYSTEMS when they are produced ( as by common sence a military product should be a complete product not a SEMI product XD ) , unless theres good reason to upgrade it ( exp like vf1 heavy armour system ? or any examples ?) , anyway i really dont want ships have to buy every basic weapon or rader or any commonly equiped stuff to let us waste time and resorce on building it on a ship. BUT weapon/engine/rader/comunication systems should be destroyable , so a rebuild option should be included on ships once the sub system is destoryed 7) so how about the reasearch systems ? any feature said ? please no cost(RU) for hyperdrive jump in game.( i mean actual hyperspcace jump on the stratigic map )........its just funny.........but recharge time should be very long once used, and different kind of ship should have DIFFERENT recharge rate , so planing will be more done ( oh and hope fighters have to be in dock to hyperdrive , so no single fighter will suddnely pope up but maybe for samll scout ships/fighters having the system is reasonable XD) , maybe two bar under the health bar can show the recharge rate of the hyperdrive and main weapon fire rate 9) Hope AI will be improved ( actually i mean macross style , mother ships act more battleship like , fighters act fighters and not like platforms and hit and run tactics used for fighters too ,AI docking will be more frequnt at least for hyperspace time , any comments on the AI features in this mod ? 10) can fighters amo be limited so it needs to redock ? not ships due XD( also some scripting thyat AI make figters to dock for that right ?) 11) hope background music will be macross music XD 12) more macross style maps for skirmish mod ( bigger too, current 6 player map is still too small , less aseriod feild can improve lagging on mutiplayer so make maps with less aseriods , actually the space refinary idea i gave improves this XD) 13)so when mother ship is blown up , will there be chance to rebuild it or game over instatly ? 14) so production factilty will be ALL in mother ship , or also in other flag ships too ? ( dont think battle ships and cruisers should due XD) , please make production function foucsed on certain ships , not all ships.... 15) if sub systems is still be destoryable ? PLEASE make them worth thier price........no destoryed in like 10 second like in the orignal hw2 game XD ( but production sub systems shouldnt be destroyable since its INSIDE a ship , unlike weapon systems ) 16) can super weapons on ships be manully trigered only ?(when player is using) i mean not shot by it self when the ship attcks ( i mean like the mega beam canon on macross should be a special ability button for players to chose when to fire and targeting with a long recharge time ) 17) realistic docking slots ( i mean if how many figters can macrosss carry , that shpould be the unit slot on the ship in the mod) 18) hope fighters will come in foramtion , i mean 3 in a unit ( so when caculating unit dockinmg slots it should be cinsidered that one unit has 3 fighters ), but theres eceptiosn of corse like hero unit ? (the skull squrdrum , or any other suggestions ?)
×
×
  • Create New...