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2004-04-28, 09:48 PM | [Ignore Me] #4 | |||
Lightbulb Collector
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The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly. |
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2004-04-28, 09:51 PM | [Ignore Me] #5 | ||
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PlanetSide Expansion Idea by Fort4LAW
Name: Planetside: Pillar of support (just as a note, I wrote this out last November I jsut never posted it, oh and formating went down the pan...) General: This expansion idea adds a large amount of abilities to the support classes. Some things are not accessed through the expansion but free, however most of it is expansion content. This enables non-expanded support characters the ability to still be more effective while the expanded range of the owners of the expansion have a much larger chance and opportunities to support their empire. My idea of support classes is that while the grunts and vehicles FIGHT the battle, the support guys CONTROL the battle. Thus this system gives them the means to affect the others around them in major ways, be it making new ways across water ways or the ability to increase peoples health and armour to making false enemies and distractions. The main idea of the expansion is not just to give all the people in an empire the ability to do �this� if they buy the expansion and have a support cert. The expansion pack focus around support experience points (SEP). Each support class has its own experience ladder with ranks, each rank gives them a new support cert point which they can use to gain a new ability from the support certs tree. The three different ranks are shown as ER, MR, HR (Engineering Rank, Medical Rank and Hacking Rank respectively). These are known collectively as Support Rank. You can only get a limited amount of abilities out of one support class�s list so you will have to customise it to your tastes. But it takes time to get there, as SEP is mostly low amounts, its nowhere near as fast to gain as BEP. The current abilities of the support certs are �base� abilities that all can do without spending anymore certs. The new abilities that are �free� acquired in the same way as the expansion ones. A non-expansion pack owner can still go through all the SR levels but they will be unless to them above a certain level unless they acquire the expansion pack later on. You always keep your support rank even if you drop support certs. The three different SR gives you the certs needed to get some of the abilities of all the support certs in each class. Meaning even if you are a hacker and rose to the top level in that then later you could certed engineering you would NOT be able to use your support rank (hacking rank) and its certs to get any abilities from engineering (engineering rank). However you CAN use engineering certs if you get CE at a later date. The certs share within classes not between. New equipment is used to activate these abilities. The engineers/CE get a large (rifle sized) Nano replicater that can make their larger deployables. The ACE now has different �ammo� that you change to get access to the new abilities the ACE can deploy. (Also note that infiltrators cannot set up large AV turrets behind lines, as it is rifle sized). The medics/Adv get a similar rifle sized medical device called the �Medical Beacon�. And hackers get a small gadget called a �Distracter� - a hacker�s job is based on gaining access to enemy systems and they need to be able to do their stuff without being noticed. The abilities Note: The number in brackets is the cert cost, the "free" in brackets means its available non expansion pack, the preq � "blah" in brackets means the abilities perquisites. The �B� �NR��ND� �A� �D� �R� �MA� �MB� �V� in brackets signify what tool deploys or uses this ability. (B = BANK, NR = Nano Replicater, ND = Nano Dispenser, A = ACE, D = Distracter, R= REK, MA = Medical Applicator, MB = Medical Beacon, V = Vial) Vials: Vials are what most stimpacks come as, they take up one square in your backpack and can�t be equipped (like a medkit but much smaller). They can be put on the hotbar just like medkits. Engineers: Barricades (1) (free) (NR) Tank Traps (2) (NR) Barrel Swapping (1) (free) Phalanx Upgrade AV (2) (NR) Phalanx Upgrade AA (2) (NR) Phalanx Upgrade AI (2) (NR) Phalanx Upgrade Armour (2) (NR) Walls (3) (NR) Wall Upgrade (1) (NR) Shield Generator Vehicle (4) Overload (1) (B) Portable Equip Term (2) (NR) Trip Flare (1) (A) Trip Alarm (1) (A) Combat Engineers: Super Sticky Boomers (2) (A) Engineering Vehicle (3) Barbed Wire (2) (free) (NR) AI Turret (2) (free) (NR) AV Turret (2) (preq � AI Turret) (NR) AA Turret (2) (preq � AI Turret) (NR) Pop Up Turret (2) (NR) Timed Explosive (2) (A) Hidden Bombs (3) (A) Trip Mine (1) (free) (A) Radar Jammer (2) (NR) Mine Grids (3) (A) Machine Gun Nests (2) (free) (NR) Faster Repair (2) (B, ND) Adv Equip Term (1) (preq Equip Term) (NR) Mine Cloaker (2) (NR) Medics: Area heal (2) (MB) Shot (1) (free) (MA) Overload (2) (MA) Advanced Medics: Corpse Dragging (1) (free) Stim Coolant (1) (free) (V) Stim Stamina (1) (V) Stim Speed (1) (V) Stim Reactions (1) (free) (V) Stim Steadiness (1) (V) Stim Heal (1) (V) Implant Disrupter (2) (MB) Adv Area Heal (3) (preq Area Heal) (MB) Pain Dispenser (2) (MB) Power Shot (1) (free) (preq Shot) (MA) Medical Vehicle (3) Hackers: Projector (2) (free) (D) Sound Generator (1) (free) (D) Encryption (2) (R) Advanced Hackers: Adv Projector (1) (preq Projector) (D) Turret Control (2) (R) Disable (2) (R) Radar Disrupter (2) (free) (D) Personal Radar Jammer (2) (D) Adv Encryption (1) (preq Encryption) (R) Adv REK (1) (R)
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"The object of flying is to throw yourself at the ground and miss" |
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2004-04-28, 09:52 PM | [Ignore Me] #6 | ||
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Ability Explanations:
Engineers: Barricades (1) (free) � Barricades are very similar to the metal structures commonly found in bases. The difference is that these can be destroyed (it takes a LOT of power to destroy one) and they have a couple of levels of �destroyed� models. 10 barricades can be made at one time. Tank Traps (2) � These are similar to barricades but have much less �space� to take cover behind (you can still get shot through them). These are intended to stop tanks, thus they can take a HUGE amount of damage before being destroyed. They have the same damaged models as barricades to indicate their level of damage. Barrel Swapping (1) (free) � This gives the ability to swap phalanx turret barrels for stronger variants. This is decided by your empire, TR have very high rate of fire turrets with upped damage, the NC have a slower rate of fire but fling out 35mm rounds and the VS have mounted a PPA cannon to the turret. Phalanx Upgrade AV (2) � This upgrades the Phalanx turrets with fast firing dumb fire rockets mounted on the side. This becomes a fire mode and can be combined with the other upgrades. This is applied to each turret individually. Phalanx Upgrade AA (2) � This upgrades the Phalanx turrets with fire and forget missiles (about have the power of an AA MAX). This becomes a fire mode and can be combined with the other upgrades. This is applied to each turret individually. Phalanx Upgrade AI (2) � This upgrades the Phalanx turrets with a grenade launcher that fires plasma at a rate and range similar to a thumper. This becomes a fire mode and can be combined with the other upgrades. This is applied to each turret individually. Phalanx Upgrade Armour (2) � This is a general upgrade to the turrets armour. This is applied to each turret individually. Walls (3) � each wall is a 2.5 meter high metal structure that takes a lot of punishment before collapsing. The engineer can place one anywhere. He can then place another one in a small radius of the end of another piece of wall and the new piece will �snap� to it. This means a single engineer can build a small fort. The walls align to the direction you facing (or setting you as the second point if it can join onto another wall so it faces at right angles to the direction between you and the end point of the connection wall). However engineers can add to each other�s structures allowing for more elaborate and beneficial designs. An engineer may place 10 wall sections. Wall Upgrade (1) � This enables the engineer to place things like large doorways with gates letting vehicles get into the structure, also things like floors, partial covers, roofs. A single engineer may place 5 sections of this. Shield Generator Vehicle (4) (is in Tactical Support but only engineers have access to it) � This vehicle is powered by NTUs from a warp gate just a like an ANT. When deployed it projects a force shield that absorbs damage. The radius is quite wide (bigger than AMS bubble) but you cannot fire out of it and eventually the NTUs will be depleted from enemy fire. Enemies weapons are the ONLY things that can deplete the shield � leaving it on will NOT deplete it. Also enemies cannot pass through the shield, but friendless can. The shield is invisible until it is impacted by weapons where it gives a shield hit effect (although possibly longer and bigger so it�s more obvious). Overload (1) � This simply enables engineers to add extra armour to infantry. You are able to add 50 to Agile and Rexos and 100 to MAXs (allowing them survive 2 Decimator hits). This is permanent until taken off by the enemy or dyeing. This works just like a modules health bonus. Portable Equip Term (2) � This allows a small equipment terminal to be placed up to 50m away from a friendly SOI. The term cannot change armour neither can it dispense guns, only ammo. Trip Flare (1) � This is a small device that throws up a flare into the sky and stays there for 30 seconds. It is a trip wire with a 2m range (the engineer places the flare then places the other end of the trip wire) that is triggered by walking into/running over it. It shows the location of the careless enemy troop who stumbled into it. Trip Alarm (1) � This is a laser that emits a loud sound when the laser is broken. Theses are more for use inside bases. The laser is quite hard to see but the laser emitter is easily destroyed. Once the alarm is activated it will sound for 20 seconds.
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"The object of flying is to throw yourself at the ground and miss" |
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2004-04-28, 09:54 PM | [Ignore Me] #8 | ||
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Combat Engineers:
Super Sticky Boomers (2) � These allow a CE to place a boomer directly onto the surface of vehicles and have them stay there no matter what the vehicle does it wont come off. There are some problems with this however. Only large flat surfaces, commonly found on tanks and the like are the only places where these boomers will stick (these use pre-set points on such surfaces to simulate magnetic like operation). Engineering Vehicle (4) � This vehicle servers as a re-supply/production unit. It has a small equipment terminal that only supplies ammo and can carry a very large amount of cargo but its main capability is the production of bridges. Bridges can be any length as they are built in sections. The first section is built then the vehicle drives onto that and produces the next section. The engineer inside has control over stopping the production (leaving it hanging � it will not deconstruct) if he is under attack for instance. Once a bridge is built right to the end vehicles can cross it just like a normal bridge. However enemies can shell this bridge and eventually destroy sections of it. The engineer can come along and rebuild destroyed sections but you cannot repair sections. A Combat Engineer can build a maximum of 2 complete bridges (that end near land). Also this vehicle can deploy �Umbrella Barricades� They are a foundation piece of structure that resembles a bunker. It is shaped like an umbrella with a flat top and angled edges, but it stops with about 1 foot of space between the top of a standard barricade. Placing one of these then ringing it with barricades, including machinegun nests would make a bunker that is bomb proof and is hard to get tank shells in while also being �mobile�. Also has the ability to drive along a normal bridge and build large box sections of armour over it. This armour is pretty substantial but will eventually be destroyed. In that time it provides protection to troops and vehicles trying to cross the bridge. Barbed Wire (2) � This is standard barbed wire entangled into the ground. Heavy shelling will destroy it but only 75mm and above calibre guns can effect it and they need several shots per section. Barbed wire can also be destroyed by running over it in a heavy vehicle but most CEs reinforce their lines with mines. AI Turret (2) � This is basically an improved version of the spitfire. More armour more range, slightly more damage but less to armoured targets. It is also bigger and much more viable. 4 can be placed (30m away from each other). AV Turret (2) (preq � AI Turret) � This turret has 2 rocket tubes. The rockets fire at vehicles within 100m but they are unguided (but quite fast). The damage is not low but the refire rate is about the same as a Firebird (enforcer rocket launcher). 4 can be placed (30m away from each other). AA Turret (2) (preq � AI Turret) � Fires lots of flak pretty randomly into the sky in the direction of the detected enemy aircraft. The range is about 150m but it will only start firing at 100m but once it fires it will not stop until the target has made it out of the 150m radius or is out of line of sight (it will still track it unless a more immediate threat presents it self). 4 can be placed (30m away from each other). Pop Up Turret (2) � This gives all turrets placed by the CE the ability to bury themselves underground until they detect a target. Armoured Turrets (1) � This gives all turrets, including the spitfires, 15% more armour. Timed Explosive (2) � This is a large explosive that can blow up generators in two packages for example. It really is a very powerful bomb but is also physically big, this makes it easy to spot. The timer is a minimum of 1:30 minuets and can be increased or decreased (to 1:30 again) to a max of 10 minuets in 10 second increments. These will stick to vehicles, MAXs, walls, trees anything. They are well armoured and can take a lot of punishment before being destroyed but can be disarmed by a REK with (10 seconds to disarm). Hidden Bombs (3) � This is a way to �sabotage� equipment and vehicle terminals by placing a bomb on it (underneath the console). The bomb is visible but needs a hacker to remove. The bomb is detonated, destroying the terminal and anyone near it, when someone of a different empire from the CE accesses the terminal. Trip Mine (1) � This can be described as an indoor mine but really its much more. First its damage is not as powerful as a mine, it is about half but its triggering device is a small laser. Placed properly people will be walking into these things even when not distracted. The are deployed in the same places as boomers but laser extends out for a limited range, if the laser is obstructed by enemy troops (or max or vehicle etc) it will explode. Radar Jammer (2) � This simply jams a section of radar, note that THIS is the prevailing deployable in any given situations. I.e. this is deployed in a tower and a mossie flies over, the radar will be jammed or if a motion sensor is deployed this will counter it where the ranges over lap. The jamming range is the same as a motion sensor range. You can deploy 5 of these. Mine Grids (3) � These are effectively anti-tank mine arrays. You have 2 types of mine for this, �Detonator mines� and �Grid mines�. Detonator mines are vital to a �grid� as when a heavy vehicle (no buggies or lighter) rolls over this mine it detonates the entire field. The Gird mine is deployed, advisable to be in a pattern to maximise vehicle damage and the next mine (of either type) has to be within a certain range of the first mine to become a �Grid� � a message will display notifying you off this. The detonators don�t do much damage (say about 50) while the other mines do similar damage to normal all-purpose mines. An important note to consider is that jammers or EMP of any kind does NOT detonate grid minefields. Each mine must be destroyed individually or each detonator mine (they look slightly different) must be destroyed to avoid vehicles detonating the grid. Machine Gun Nests (2) � Just a barricade available to engineers with a 12mm machine gun mounted on it. Ammo is used just like a normal 12mm gun. You need to get more 12mm rounds and fill the box (accessed to the side of the gun, mounted behind the gun). Faster Repair (2) � Gives the CE a 20% repair time boost. Adv Equip Term (1) (preq Equip Term) � This upgrade allows this equipment term which can now dispense guns but no armour still to be placed up to 150m away from a friendly SOI. Mine Clocker (2) � This small (and not TOO easily seen but obvious if your looking for it) gadget cloaks all the mines around it. The cloaked mines can only be seen with darklight on at just outside their detonation range. 2 can be deployed. Medics: Area Heal (2) � This allows a medic to deploy a device that heals all friendlys in its radius. The radius is only a few meters but this is enough to make it very valuable. It heals a bit slower than a medical applicator. It only lasts for a few minuets and you can only deploy one every 5 mins or so. Shot (2) (free) � This allows a medic to give a temporary boost to health and stamina that slowly decreases back to normal levels (if it is over maximums otherwise it just acts like a medkit). It gives 40 health and 40 stamina. This takes up the third mode on the medical applicator. (it has a 30 second reapply timer for each soldier you use it on) Overload (2) � This allows the medic to permanently (for the character�s life) overload the health and stamina of a person to 130 health and 150 stamina. This uses the fourth mode on the medical applicator.
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"The object of flying is to throw yourself at the ground and miss" |
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2004-04-28, 09:56 PM | [Ignore Me] #9 | ||
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Advanced Medics:
Corpse Dragging (1) (free) � This simply allows Adv Medics to hoist a dead body on his shoulder and move it anywhere he likes at 75% his normal (including any armour or implants) speed. The �body� can switch being able to be dragged in his options menu (on by default). Stim Coolant (1) � This is a one-time effect stimpack vial that eliminates plasma style burning, as soon as the plasma hits then it will counteract the burn damage by extinguishing the burn. Several of these means you can fight plasma equipped troops/MAXs more effectively. Stim Stamina (1) � This vial adds 50% stamina back, it is one time use and instant. Stim Speed (1) � Adds 25% running speed for 30 seconds when this vial is taken. (similar to surge in style and the no weapons aspect but this enables a medic to support troops allowing them to run faster without the use of the implant) Stim Reactions (1) � When this vial is taken is reduces draw/reload/etc all actions that rely on your arms basically 30% extra speed. Stim Steadyness (1) � This vial reduces max CoF and bloom by 20%. Stim Heal (1) � This vial heals hit points over time. It can be, for example, be taken just before a battle then while in battle and being hurt this stimpack increases your hit points in the battle. 50 health is healed eventually. Implant Disrupter (3) (free) � Similar to a motion sensor but disables all enemies implants immediately and fully with in its range. The second they step out of its range the implants are back online. 2 of these can be placed. Adv Area Heal (3) (preq Area Heal) � This is the upgraded, faster healing, version of the normal medics one. Pain Dispenser (2) � This acts much like a pain field in a base with that module except this is a small destroyable deployable. It gives pain in closed spaces so if deployed in a corridor it would only work down the corridors within range, not out the sides. When doors are opened the pain field can extend through them. Power Shot (1) (preq Shot) - This allows an Adv medic to give a temporary boost to health and stamina that slowly decreases back to normal levels (if it is over maximums otherwise it just acts like a medkit). It gives 60 health and 60 stamina. This replaces the third mode on the medical applicator (the one it upgrades). (it has a 30 second reapply timer for each soldier you use it on) Medical Vehicle (3) � With in the area of effect of this vehicle all plasma or radiation weapons do not function at all. Also slight healing of allies takes place in the AOE as well. This functionality is constant whether the vehicle is moving stopped or unmanned. It also dispenses medkits. Hackers: Projector (2) � This makes an invournable unit of your empire that stands there and fires at any enemies within range. While their guns and the unit itself look exactly the same as if they were real they are merely holograms and can be walked through and do no damage. The projector is set up by first putting the tool into the projector fire mode then pointing at the place you want the projection to appear. The after it has initialised you drop the projector on the ground where you are standing and it projects a random image � usually a HA grunt. Sound Generator (1) � This uses the distracter tool to create sounds of all three empires weapons randomly and in sequence of a battle, it is used to alert people of something bigger than what is really happening. It has a 10-second initialise period so you can get away from the sound source. Encryption (2) � This allows a hacker to make hacking anything more difficult for an enemy hacker. It adds 20 seconds to the hack timer. (Note that with the circuit hacking system you can effectively eliminate this by hand but the REK still takes 20 seconds longer). Advanced Hackers: Adv Projector (1) (preq Projector) � This makes MAXs sometimes multiple troops available in the projector. Also standing where the projection is causes damage to an enemy. Turret Control (2) � This gives the hacker the ability to hack the turret control terminal. This makes ALL the turrets turn to the control of the hackers empire for 60 seconds. They auto fire like normal and can be manned. The only place the turrets can be hacked is the control terminal in the entrance area of a base. No turrets can be individually hacked in fact whatever activity it is (disable, control or a CC hack) it must be done through the turret control panel unlike the other items in the base. Disable (2) � This slows a hacker to disable terminals for 3 minuets. (no one can use it, no hackers, no enemies but it can still be blow up and repaired it just cant be used). Radar Disrupter (2) � This deployable has a range of 50m. From 30m to 50m it makes red dots randomly appear then move about then stop. This confuses the enemy into looking for cloakers or troops away from where this deployable is actually located. Personal Radar Jammer (2) � This sets up a very small (4m) area where radar is jammed. Perfect for the observing spy. Adv Encryption (1) (preq Encryption) � This allows a 40 second boost to hacking time for enemies. (Note that with the circuit hacking system you can effectively eliminate this by hand but the REK still takes 40 seconds longer). Adv REK (1) � shaves 10 seconds off the hack time by using a more powerful REK. Other changes: 1. Boomer Detonator has a secondary fire that when �fired� swaps another ACE (if one present in inventory) into the detonators slot and equips it. 2. Make Boomers explode ******ds of their location so boomers on roofs do damage below them. 3. Make a /deploy command that gives you a �Support� screen detailing what you can and have deployed. This shows you all deployables (scrolling list) and a "Spitfire: 3 / 10" style way of showing you how many you have left. The complexity and amount of deployables will need this kind of interface for organisation 4. Make hacking 2 certs and adv hacking 3 5. Make all your deployables on the map coloured differently (green?) to signify they are yours to avoid confusion. 6. Add badges to characters based on their rank and support classes (so three different types with say 3 different levels). This can be toggled on and off in some options pane. Keep the current icons over the head system as well though. 7. A message on the �respawn� screen that pops up a message if a medic is near (with his tool out or if he has icons turned on). This message should be VERY noticeable. 8. Make it so that the time spent before clicking on �respawn� counts toward your respawn timer 9. Make it so that being resurrected by a medic reduces your �respawn penalty� time. (by a second?) New Hacking Rules: The hacking of bases is now split up. This means it is not so easy to disable a base. You can still hack the CC of a base in much the same way but only equipment terminals will be disabled through hacking the CC. Things like medical and vehicle terms, turrets and doors will still function completely. The hacker needs to individually hack each component after the CC is hacked to permanently disable them. (Note that this is different to the hacker ability �disable�, all hackers can render a bases terminal �hacked� after the CC is hacked � it is not a special ability) The turret control panel is in the entrance area, the medical term control panel is in the barracks, the vehicle control panel is next to the generator, and the generator control panel is in the generator room (the big computer in front of it). The generator control panel must be hacked before the modules can be removed, also the generator must be active while the modules are in the SOI or they will deactivate and be unmoveable. The modules will just sit there on their timer. If the generator is brought back up again the modules will activate with the same amount of time (of the 15 minuets) they had before they were disabled. How hacking works: The hacker goes to an item say a CC. He points and uses the REK as normal but after a short time where the REK access the required control circuit a pane comes up showing a circuit diagram. The REK has identified that this circuit needs to be re-routed to accomplish the hack. Now the REK CAN do this but slowly due to the security measures in place. This can be improved with the Adv REK upgrade but with take some time to complete the circuit by itself. However the hacker can manually interact with the circuit and realign it. This means an accomplished hacked who knows how to rewire nano circuits can do it much more quickly. There is a problem however� The hacker can do the opposite if they do not know what they are doing and LENGTHEN the time the REK does its work in. This gives the option to full time hackers of being faster while not limiting anyone else from hacking. Also on certain items like equipment terminals (anything that can be destroyed) certain circuit routes can make the terminal BLOW UP. The complexity (and overall time) differs with each type of item (the circuits are random for each hack). The base CC is the most complex while the medical term is the least complex and doors have no circuit just the timer as before. All hacking abilities such as �disable�, �encryption� and �turret control� will cease to function if the base goes neutral. (The whole circuit thing is not really necessary just adds to the way a hacker learns his craft but I really believe the separate item hacking and only equip terms begging disabled in a CC hack will really improve the game) The new hacking allowances are: Tower and court yard doors: ALL Back doors: Adv Hacking Generator doors: Adv hacking CC doors: Hacking Base CC: Adv hacking Tower CC: Hacking Spawn Room doors: Hacking Turrets: Adv Hacking Generator: Adv hacking All other items as now or set in special abilities
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"The object of flying is to throw yourself at the ground and miss" |
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2004-04-28, 09:58 PM | [Ignore Me] #10 | ||
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SEP rules:
One thing to remember about SEP is that it is not shared. Squadding will not distribute SEP in any way while you still will get BEP as normal. Also SEP is still based on �combat� indirectly as you can only get SEP for repairing enemy caused damage or repairing with enemies near you or hacking enemy bases when there is a chance of being shot. Engineering: You gain Engineering XP for repairing, the amount is small however. Everything but an unmanned turret gains the same rate of XP. CE: 5% of deployables kills is converted into SEP. Medical: Healing damage done by enemies gains a small amount of SEP. Resurrecting a body killed by the enemy gives a larger (but not �big�) SEP gain. Doing both of these when there are enemies near also gives Sep. Hacking: When a hacker starts a hack the SEP is assigned to him. If the enemy kills him it is cleared. However if he is killed by his own empire then he still gets the SEP when the hack is complete unless the next hacker was killed by an enemy, this would result in the SEP clearing. The hacker receives SEP only if enemies are in the area of the base/tower hack. Other wise it will not count as SEP. Credits: Fort4LAW (way hey!) Other Ideas: (I got various ideas from these guys) ZombieB JohnnyA BrianC GreyFlcn Turgenev Etheryus VisualNuisance FilanWizard And assorted wishlist posters ok, so I like it! Do you? whats wrong with it? and shut up reclaimer, we know you dont like combat engineers.
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2004-04-28, 10:10 PM | [Ignore Me] #12 | ||
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Yes he is! If the devs implemented almost word for word of the above topic PS would be the game of my dreams. Devs take note of fort4laws ideas they are awesome and top notch!
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