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On 2011-06-27 08:02, jamesbob wrote: i actually aprove of the merging of sag as it only caused more problems when it was split up into these secondary areas (for those of you that do not remember there was the time when you couldn't transfer between servers the time all the gates were buged the cluttered server list and i could go on if i had 5 years of my life to check for anything else that went wrong because of it)[ This Message was edited by: jamesbob on 2011-06-27 09:45 ]
On 2011-06-27 20:54, Talien wrote: Just having offense bases actually cause major damage to ships would do a lot to making planet capture require something other than "orbit planet, wait until it caps". Though personally I'd like to see planet loyalty not start dropping unless friendly troops are either wiped out, or outnumbered by enemy troops.
On 2011-06-27 20:54, Talien wrote: Though personally I'd like to see planet loyalty not start dropping unless friendly troops are either wiped out, or outnumbered by enemy troops.
On 2011-06-28 01:45, jamesbob wrote: while your post does have some good bits in it the anti ship base is still a paintball gun shooting skywards its more effective against icc ships because they can not repair their shields. sadly ugto and kluth can repair there armor so basically you just see 3 to 4 stations providing repair drones and turning armor and anti ship base is instantly rendered useless.
On 2011-06-29 15:49, Talien wrote: Quote: On 2011-06-28 01:45, jamesbob wrote: All ICC has to do is face one direction and keep reinforcing that shield facing, and turn on defense mode periodically. Planetary defense bases are a joke no matter what faction you are, even a planet full of offense 2 bases won't be able to keep up.
On 2011-06-28 01:45, jamesbob wrote:
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