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skyblazer

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  1. I have a few questions about ground combat - -Will there be any -If so will there be things like ground based turbolaser emplacements or other forms of defensive buildings -Would ground combat be a lot like space combat or be a lot more automated sort of like Rebellion style
  2. My questions are - -With transport rights would that mean if you had a mine on one planet and a factory on another with a freighter in the sector of the mining planet. Would that than be all thats needed to get those mined goods over to the factory on another planet or would you have to manage this yourself? -What player with player interaction can be expected in the economy system. IE could player A sell a built ship to player B or will all these sort of things only be taken place with planets. -With declaring war hurting your relationship to all planets this would affect our wanting to see little wars break out since whoever declares war will always be at a huge disadvantage to whomever he is fighting.
  3. u know just for the hell of it i think Mark should send a SSD right into the middle of the combat zone and see how long it takes us to kill it oh and give us an extra 200k points to spend as well
  4. well 4 kwings remain in the fight and offically have been the longest lasting small craft ive sent into combat. I wouldn't mind knowing the final death tally on all sides after this. 296 Claw craft, 3 Neb B's, and soon enough 27 K wing's lost. Oh btw the Kwing's decided to be big meanies to a YT2000 earlyer for some reason
  5. Well I have to say the K wings are truely a great bomber having survived for so many turns longer than my 296 Claw's did and have scored more kills on top of that. And on top of this you can't spam K-wings like u can TD's either since u need a carrier vessel for them and they take up 4 slots. I started out with 27 K-wings and i'm down to 19 after something like 6 turns out in the storm of fighters and now Kysoto a-wings have arrived fully loaded with missiles to boot as well. Good fight guys it was a good test of the K-wing now just wait to see it with missiles loaded
  6. lol http://i187.photobucket.com/albums/x163/skyblazermk1/kwingmeetewing.png?t=1213081432
  7. thats nearly 300 claw's coming at those TD's. Hope its enough this time lol Added: Its offical 296 Claw craft vs 120 TIE Defenders can't win even if those TD's were holding still with their tales in the air asking to be shot! Honestly what the hell does it take to kill those things? Added2: You need to add in a break off command to attacking units so if their target jumps to say 120km away they don't stay locked on like is the current case with my kwings who think its a good idea to chase after those carracks :S Added3: 296 Claw Craft dead, 24 TIE Defenders Destroyed. K Wings still in the fight taking the pounding like they should with only 1 lost earlyer. Can dog fighting Kwing's win this fight? Only time will tell.
  8. I'll rephrase the question. What type of thing would i need to salvage in order to fill my fighters mags, weapons for example?
  9. Whats the conditions required to be able to load missiles and torps onto fighters. Like do the ships themselfs need to salvage missiles from wreck or is it done from something else they can salvage as well?
  10. I just sent in a mix fighter force of E-Wings(160), Claws(70 something), and TIE/I's(72) and all that might have killed about 20 TD's at best :S
  11. Its somewhat extreme don't u think about how the kill ratios are going with this fight. XJ's r far newer and should be a lot better at handling TD's than how they're going right now.
  12. only 40 to 50 XJ's down to about 20 to 30 TD's :-\
  13. Don't worry more is building
  14. lol, poor Antilles you jumped into a large fleet engagement between 2 forces of players all allied up into 2 sides. You Liberty Cruiser sort of made it a tempy 3 way fight for a few turns there. Anyways i just watched 100 of my remaining E-Wings just disappear in 1 turn :S I guess they should focus on something other than focusing themselfs on 1 gunships.

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