Author Topic: A few new toggles  (Read 3874 times)

Offline Faulty Logic

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A few new toggles
« on: April 23, 2013, 03:49:09 pm »
« Last Edit: April 23, 2013, 03:52:19 pm by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline orzelek

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Re: A few new toggles
« Reply #1 on: April 23, 2013, 06:43:40 pm »
Sounds cool :D

I'm not sure about the third one with ships not counting as attackers.
But having played against AI with chameleons I felt the pain... (can't event tachyon them out of camouflage).

Offline Faulty Logic

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Re: A few new toggles
« Reply #2 on: April 23, 2013, 07:19:13 pm »
By immobile I mean ships that can't move, like SF posts. Not ships that can move, but won't.
If warheads can't solve it, use more warheads.

Offline Radiant Phoenix

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Re: A few new toggles
« Reply #3 on: April 23, 2013, 10:32:29 pm »
I'd make it have make exception for ships that are currently attacking your stuff.

Offline Zeyi

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Re: A few new toggles
« Reply #4 on: April 24, 2013, 04:36:50 am »
The first is a fantastic suggestion.

Offline Dichotomy

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Re: A few new toggles
« Reply #5 on: April 25, 2013, 08:13:04 pm »
YES! Implement these NOW!!!
You are all insane. In. Sane. No argument.

Offline Winge

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Re: A few new toggles
« Reply #6 on: April 25, 2013, 09:51:11 pm »
The second is definitely my favorite.  I could see issues with the 3rd, if the immobile ship was within range of the asteroid.  Not that that would happen often.
My other bonus ship is a TARDIS.