JuleTron

JuleTron

Joined Member # 3223368
16 Posts 482 Replies 16,060 Reputation

[quote]i think it would be interesting to see a way in which you could choose a government form such as dictatorial, theocratic (mostlikely for the advent) republic, etc. And witht that the constant threat that there might be a civil war of some kind or other political consiquences. Adding politics to the batch of things to do would be interesting.[/quote] I like this idea. If advent get theocracy bonus, then I reckon Vasari would get dictatorial bonus and TEC would get republican bon

170 Replies 242,428 Views

Mines should NOT have a timer. It would mean that defenders would have to constantly remine areas which would be very annoying. Having an option to turn off mines would be stupid. Thats like saying having an option to turn off carriers. Give them a cap per grav-well, thats all they need.

13 Replies 3,052 Views

Could work, but may be difficult to do. I think it would be fun. Instead of a seperate flag-capturer ship, make it so that any ship can capture the flag except Strikecraft and they cannot shoot while they have the flag. Here's a few more ideas: How about a "capture the starbase" option in which a neutral starbase is in the centre of the map. Cannot be destroyed, but can be captured. Once captured a 10 minute timer is

26 Replies 25,531 Views

I have seen pirates do this. Very annoying. I suggest to place mines all around your grav-well.

4 Replies 2,363 Views

[quote]Assuming we really can alter the climate to our wishful thinking, the question isn't how to stop it. It's how can we make it happen faster. Polar bears are irrelevant, they're also at record highs for population levels. Minor detail the news keeps leaving out, the natives haven't been killing them so as a species with no natural enemy besides over population... That is extremely idiotic. Polar bears are at record high population levels because they are

310 Replies 1,016,952 Views

Charged Missiles is useful for destroying groups of enemy units from long-range since Charged Missiles deals area damage and gives a range boost. This is very useful as it kills groups of enemy units much faster. Generally its a good idea to turn it off auto-cast.

3 Replies 3,427 Views

[quote]2008 was cooler as well, that makes how many years now of continuous cooling[/quote] That is flawed reasoning. If you look at the long term climate, you will realise that 2008 was in the top 10 hottest years on record. A short-term effect like that is meaningless.

310 Replies 1,016,952 Views

[quote]If you make starbases impervious to strike craft you have a indesturctable blob that can only be taken down by the structure destroying cruisers.[/quote] Thats exactly what a Starbase should be!

12 Replies 3,098 Views

[quote]A campaign mode would be good, but I have another idea. Since the story mentions a war, why not do an EndWar-style online war, with the three factions having systems they start in and the players fighting the war?[/quote] Thats not a half-bad idea. [quote]What about having a campaign that can change and be random at all times. The core of the campaign starts the same, but then can change according to how things progress throughout the campaign. That all

137 Replies 377,854 Views

[quote]I'm not really playing Entrenchment anymore until the mines are fixed (or even better, removed entirely).[/quote] Mines are NOT going to be removed. That stupid. When mines become balanced, they will be fine. That would much better then stupidly removing them. [quote]Vasari mines detonate and slow a ship down and Advent mines reduce damage output for a period of time?[/quote] Vasari already have got these. They are called Gravity Mines.

25 Replies 7,961 Views

Mines need a limit per grav-well. Starbases need to outrange everything except each other and they should have upgrades with different prices. [quote]The Vasari do not have a Bombardment Cruiser. This is something I'd like to see implemented. [/quote] The Vasari starbase is their anto-starbase unit by design. [quote]about the so-called "attack Starbase". I find the construction of a Starbase in an enemy-controlled gravity well

29 Replies 168,112 Views

When I got entrenchement, I uninstalled the beta to play my previous game, but Sins crashed. To cut a long story short, I've been uninstalling and reinstalling Sins and Entrenchement ever since and it crashes upon startup. Every time I uninstall and then reinstall it gets worse. Entrenchement would crash if I would try to run it through impulse but not through start/programs. Now it doesn't even work through the launcher. Now it no longer minidumps. Instead it says it

0 Replies 946 Views

[quote who="psyck0" reply="8" id="1975523"]Hmmm. Perhaps I will try the Desolator for early hit-and-runs of planets, then.[/quote] The desolator only becomes a truly deadly planet-killer when levelled-up so rushing with it might not work. The desolator is also slow so you can't hit-and-run with it. Thats what the Maruader is for.

10 Replies 7,269 Views

Since the Vasari starbase is designed to take down enemy starbases, this means that the Vasari starbase is offensive by design as well as defensive. Therefore the Vasari need a quick-building starbase to attack enemy defenses. Vasari starbase build time should not be increased. Some people seem to be forgetting this. Instead, it may be possible to give the Ruiner an anti-starbase attack when upgraded.

225 Replies 560,269 Views

The Vasari starbase is designed to kill other starbases and is therefore good for offense. All starbases are mainly defensive though. The advent starbase is good at supporting a defensive fleet. I did not know that the TEC's starbase could seld-destruct. very cool.

2 Replies 5,692 Views

[quote]Are they missing the engagement range toggle? Grav well/local area/hold position? Ships have it.. [/quote] No it it isn't missing. Vasari starbase has "hold position" etc. but for some odd reason it also has the "retreat" tactic, even though it cant phase jump. Should be removed.

13 Replies 3,382 Views