Search found 182 matches

by Thavy
Tue Jan 15, 2008 3:13 am
Forum: The Research Lab
Topic: IDEA: Hardware Slot
Replies: 32
Views: 31330

as i have said before......IT WOULD NOT HINDER THE AVENGER, because due to the avenger having cloaking as a special, then it would have 2 slots available for use for anything!!!!!! natural cloak equals Extra slots for: - Drilling invisibly so you cant get shot at or shot down - Transport colonists i...
by Thavy
Sun Jan 13, 2008 12:47 am
Forum: The Research Lab
Topic: IDEA: Hardware Slot
Replies: 32
Views: 31330

Bump!!! i cant let my ideas die, they are too good to pass up at all PERIOD!!!!
by Thavy
Sat Jan 12, 2008 2:58 pm
Forum: The Research Lab
Topic: Idea: new cannons....
Replies: 7
Views: 9113

damage over time weapons so for 5 seconds it would cause 110 for the first second 120 for the next second 130 then 140 and 150 over a 5 second span.
by Thavy
Sat Jan 12, 2008 2:51 pm
Forum: The Research Lab
Topic: Idea: Research Formula
Replies: 31
Views: 28123

thank you and ill update as i go then, and i do not see how this would encourage cookie cutter colonies?? how about figuring out how to apply better research and still somehow avoid the cookie cutter solution.
by Thavy
Sat Jan 12, 2008 1:11 am
Forum: The Research Lab
Topic: Idea: Research Formula
Replies: 31
Views: 28123

Idea: Research Formula

This just came to mind for me within 5 mins and personally i think it is ingenious, heres a way to solve MONEY, RESEARCH and BAD colonies!!!!! My theory: Where the research box is at, click on the research box and instead of bringing up the Starpedia page for what researches can be developed, why n...
by Thavy
Fri Jan 11, 2008 1:14 am
Forum: The Research Lab
Topic: [IDEA] Solving the current problems with SGE
Replies: 18
Views: 14505

an actual leveling system for players maybe?? limit players to 10 levels under them and vise versa so a noob with a lvl 5 exp cant be harassed by a lvl 15 player and neither of them can invade each other until they break the level gap....
by Thavy
Fri Jan 11, 2008 1:09 am
Forum: The Research Lab
Topic: Idea: new cannons....
Replies: 7
Views: 9113

Idea: new cannons....

ive come up with more new cannons enjoy: Ion Cannon: Fires a blue circle and has a trail of smaller circles following behind Damage: 75 damage per shot Bonus Effect: Casuses the player to either bounce around the map, or disable their ship for .5 - 1.5 seconds (2 for 1 limitation for every 1 cannon ...
by Thavy
Thu Jan 10, 2008 2:58 am
Forum: The Research Lab
Topic: Different Domes
Replies: 12
Views: 11641

its just like a biodome, 4 square occupation, only difference is if your the invadee, when you aproach the building, you fly over it instead of bouncing into it.
by Thavy
Wed Jan 09, 2008 11:54 pm
Forum: The Research Lab
Topic: Different Domes
Replies: 12
Views: 11641

no they cant be capped, only biodome can be capped, but im still contemplating if they should or shouldnt get solar shots in addition to your biodomes solar.
by Thavy
Wed Jan 09, 2008 11:02 pm
Forum: The Research Lab
Topic: Different Domes
Replies: 12
Views: 11641

its not multiple biodomes im looking to place on the planet, its multiple structures surface visible but not actually accessable
by Thavy
Wed Jan 09, 2008 6:14 pm
Forum: The Research Lab
Topic: Different Domes
Replies: 12
Views: 11641

Different Domes

Hey everyone long time no ideas eh??? well ive been gone for soo long and i havent displayed a new idea in like forever i would like to post another "dream idea" we have the standard that everyone can aquire easily: Biodome: standard dome, goes like a current biodome to whatever level i can be (las...
by Thavy
Mon Dec 31, 2007 9:26 pm
Forum: The Research Lab
Topic: Vote: Planet Jungle
Replies: 29
Views: 28967

HA!!!! My ideas still live on!!!!!!!
by Thavy
Sun Sep 09, 2007 12:34 am
Forum: The Launchpad
Topic: Colony Building Guide
Replies: 51
Views: 155445

ahh very good well done Nightmare this is greatly appreciative to all who contributed and helped you out
by Thavy
Fri Sep 07, 2007 2:29 am
Forum: The Research Lab
Topic: [IDEA] Planet: Jungle
Replies: 69
Views: 59699

bump
by Thavy
Fri Sep 07, 2007 2:28 am
Forum: The Research Lab
Topic: Vote: Planet Jungle
Replies: 29
Views: 28967

Bump cause its a cool idea
by Thavy
Wed Sep 05, 2007 1:06 am
Forum: The Research Lab
Topic: Swamp Planet
Replies: 20
Views: 18474

Please be more specific if your going to make a planet type. Use the Guidelines sticky for proper assistance.
by Thavy
Tue Aug 28, 2007 3:15 am
Forum: The Research Lab
Topic: New biodome population setup?
Replies: 18
Views: 17864

how about changing the limits to this instead:

Bio 1: 5,000 Population max
Bio 2: 10,000 Population max
Bio 3: 25,000 Population max

And completely remove the 1,000 pop max on bio 1
by Thavy
Thu May 24, 2007 8:31 pm
Forum: The Research Lab
Topic: IDEA: Planetary Gridding
Replies: 2
Views: 4648

IDEA: Planetary Gridding

OK heres my idea: There should be an option to turn on/off on any planet (colonized or not) a gridding outline...this would be very benefitial to colony builders because then they can see where there ship is on the grid and then place the dome in that 4 square grid and therefore not make a costly mi...
by Thavy
Wed May 23, 2007 3:11 am
Forum: The Research Lab
Topic: IDEA: Hardware Slot
Replies: 32
Views: 31330

Bump i still like this idea and i still want Toonces to look at this and tell me what he thinks about this.
by Thavy
Tue May 22, 2007 8:24 am
Forum: The Research Lab
Topic: IDEA: 1 Special UFO npc
Replies: 52
Views: 51093

between 10k to 50k Xp between 1000 and 5k Rep +/- depending what ur rep is at the time 10 Million credits only 1 random UFO per galaxy Type: Super UFO Shields: 18,000 Primary Weapon: any Special Weapon: Laser Death Beam (fires a homing laser that damages a ship by 600 shields and using 300 energy pe...
by Thavy
Tue May 22, 2007 6:08 am
Forum: The Research Lab
Topic: IDEA: 1 Special UFO npc
Replies: 52
Views: 51093

Found my old idea and it looks cool still
by Thavy
Sat May 19, 2007 7:21 pm
Forum: The Tavern
Topic: game missing
Replies: 51
Views: 44796

I have the answer to fix all of the current ships: Scout Marauder Merchant Freighter Merchant cruiser Flagship Battleship Garbage Barge Speedstar Vulture Galaxy Whale Tylorian Falcon Avenger Dreamsower Sethdar ISC IGS Just upgrade all of the current ships stats by 2 and then reduce certain ships gas...
by Thavy
Fri May 11, 2007 12:05 pm
Forum: The Research Lab
Topic: Additional cargo
Replies: 3
Views: 5452

ok instead of adding a 0 behind the default cargo space, how about we double or triple the space, something like this still has to be done though
or sacrifice a hardware bay for an increase in the maximum cargo your ship can carry (say like between 50-100).
by Thavy
Thu May 10, 2007 2:25 am
Forum: The Research Lab
Topic: Additional cargo
Replies: 3
Views: 5452

Additional cargo

Now that massive transport is a must can we add a 0 to how many cargo holds ships can carry

so if the ISC has a max of 150, now it would have 1,500 cargo holds

this would be a SUPREME benefit if this were implimented
by Thavy
Sat Apr 14, 2007 5:27 pm
Forum: The Tavern
Topic: Starport GE Trading Cards - New Hercules Cluster set
Replies: 1117
Views: 1133601

I built a card. how do you guys get the card off of the website? nvermind i got it

http://tinyurl.com/326dry

The picture if it doesnt show up is the humping stormtrooper

if you can make a better card of me please be my guest and do so
by Thavy
Fri Mar 23, 2007 2:38 am
Forum: The Research Lab
Topic: [IDEA] Ship plans
Replies: 17
Views: 17805

ok i didnt say it takes up artifact spaces....i said it was like artifacts. so your not wasting any spaces for your sc and your suits.
by Thavy
Thu Mar 22, 2007 10:01 pm
Forum: The Research Lab
Topic: [IDEA] Ship plans
Replies: 17
Views: 17805

umm no....the blueprints are like artifacts (you collect them and there permenant on your persons) you CAN trade the blueprints for ones you dont have like artifacts. when an invader takes over that colony with a garage on it....the invader can only use the blueprints he/she has collected on the pla...
by Thavy
Thu Mar 22, 2007 12:03 pm
Forum: The Research Lab
Topic: [IDEA] Ship plans
Replies: 17
Views: 17805

i highlighted the line that says what happens during a successful invasion
by Thavy
Tue Mar 20, 2007 2:19 am
Forum: The Research Lab
Topic: [IDEA] Ship plans
Replies: 17
Views: 17805

OK Tux i fixed the colors (im leaving the colors for the blueprints though and there requirements) The reason the IGS has 6 plans is because its EXTREMELY rare to find them i dont know how the ratio will work but it would be something like this Green is common (everyone can get it) Yellow is more di...
by Thavy
Mon Mar 19, 2007 10:34 pm
Forum: The Research Lab
Topic: [IDEA] Ship plans
Replies: 17
Views: 17805

[IDEA] Ship plans

An idea for a hardware to place a building that allows you to create ships on the planet itself. But you would need a plans layout in order to be able to build that ship on the planet. Name of Hardware: Spaceship Garage What it does: Allows you to create ships within the planets surface. You must ha...