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rotary gattling cannon after years or research and trial and error our technicians have out done them selves with this new weapon buy coupleing three Gauss cannons together on a ratational platform the rotary gattling cannon was born. fireing large heavy projectiles one after another in rapid secession at a hostile craft . cost metal 45k crystal 30k deuterium 10k attack strength 2500 shields 650 si 75k
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Account fusion
PostAs it stands if a player has 2 acc. one ranked in the 70kk point range and acc. #2 in the 13 to 14 kk point range the player can choose to fuse the two accounts being the lower ranked account will be fused to the larger account. no fleet or mines will be fused from the lower ranked account.just the choosen planets and only half the planets can be selected from the lower ranked account. all techs and researches will be that of the higher ranked account. as long as both acc. have the same email ad…
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Account fusion
Postbuy becoming fused they both become just one account . so no breach of rules - and the fleet from the lower ranked account gets deleted . so all you get is the planets no mines no researches just the planets. you have to build the mines back up on those planets.
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Account fusion
Postlets say you have 2 accounts but only want to play one acc. 1 is around 70kk in point value and acc. #2 is around 14 kk in point value both have the same email address now you can take the lower ranked acc. and fuse it to the larger acc. you wont keep the fleet from acc.#2 and you will gain all the planets from acc. #2 the 14kk point acc. and keep the fleet and researches and planets from the higher ranked account. so if acc.#1 70kk point acc. has 12 planets and the acc. to be fused has 10 plane…
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lets say your nukeing a target down and they come on line and v-mode or ask you to stop and are polite about it . it would be nice to have an option to terminate missles in flight buy issuing a self destruct order. after all most of us wont needlessly bash a players defenses if they are nice to us and ask us to stop. so i suggest we have an icon on the flight of ipms that looks like a debrie field but cause the ipm to self destruct when click on .
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some one suggested this on the .org boards and the simple answer they got was no because the codeing and implimentation. would take forever and the chance for bugs would be thru the roof. its a good idea on paper. but not in practical application. also you would have bottle neck for room in the higher speed sections of the uni. and a lack of players in the lower speed sections of the uni who would quit after seeing they cant catch up to the speed sections of the uni. plus you add in. pay for fea…
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Look i have combustion drive 18 and impuls 14 and hyper drive 12 i plan on going for combustion drive 20 just to speed up my recyclers. i make 23kk deut per day but the over blown cost of the recycler at higher drive techs is unbalanced it increase buy 200% then 300% when in fact it should only increase buy 30% and 50 % of the bas value of the orginal drive set up for the recyclers i have 42k recyclers i will push my impulse to level 16 and my hyper drive to level 14 but im not going to jepordiz…
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ship yard level 3 impulse drive level 1 cost 4.500 metal 2.000 crystal S.I. 6.500 attack strength 75 shield strength 20 base speed 15.000 cargo space 75 units rapid fire 2 against cargos large and small rapid fire 5 against probes and sats. recieves rapid fire 5 from cruisers recieves rapid fire 125 from deathstars
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ship yard level 3 impulse drive level 1 cost 4.500 metal 2.000 crystal S.I. 6.500 attack strength 75 shield strength 20 base speed 15.000 cargo space 75 units rapid fire 2 against cargos large and small rapid fire 5 against probes and sats. rapid fire 2 against destroyers recieves rapid fire 7 from cruisers recieves rapid fire 125 from deathstars
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a new ship
PostFair enough but a new ship and defensive piece is needed to give player more to play with .
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a new ship
Posti move that the Harbinger be implemented in 7.0 along with a new defensive piece. to add to the depth of the game and for a time increase the activity of most universes how ever long that may last the players need something new and this would fit perfectly into the game to keep players playing longer with new toys to build and such.
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The Harbinger
Postno changes but better sim. added Techs. ship yard 10. plasma tech. 10. laser tech 12. impulse drive 8. hyper drive8. shield tech lvl. 8 cost metal 150k. crystal 125k. deuterium . 90k. structurial. 275,000. shields base 950 weapons base. 2800. cargo space 750. base speed 5.200 / fuel cost. 2.000. . . ( recieves rapid fire 50 from deathstars.. recieves rapid fire 2 from battle cruisers.) ( has rapid fire 5 against probes,solar sats. rapid fire 5 against cruisers and heavy fighters. and rapid fire …
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The Harbinger
Postno changes but better sim. added Techs. ship yard 10. plasma tech. 10. laser tech 12. impulse drive 8. hyper drive8. shield tech lvl. 8 cost metal 150k. crystal 125k. deuterium . 90k. structurial. 275,000. shields base 950 weapons base. 2800. cargo space 750. base speed 5.200 / fuel cost. 2.000. . . ( recieves rapid fire 50 from deathstars.. recieves rapid fire 2 from battle cruisers.) ( has rapid fire 5 against probes,solar sats. rapid fire 5 against cruisers and heavy fighters. and rapid fire …
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after many years of research and development . our technicians have combine 3 gauss cannons in a devistating array of fire power. the new weapon fires 3 massive projectiles one after another at a hostile craft. cost metal 45 k metal . .............30 k crystal .............10k deuterium. attack strength 2500 shield 1150 S.I. 75k
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when a mission finishes the fleet movement header at the top of the page does not update correctly. it freezes at zero untill you manually refresh the page .buy clicking overview or changing the page. Or when another mission completes and then that one is frozen at zero also. my browser is up to date.