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georgeshelou
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Post subject: Re: how about a module that heals 10 HP every turn? Posted: Sat Jun 15, 2013 1:56 am |
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Joined: Mon Apr 09, 2012 2:14 am Posts: 969 Location: Beirut, Lebanon Gender: male
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Not a bad Idea like a Shield in battledawn. This would module can be used once every time we play and this will bring more players. Good, Nice and thanks a lot
_________________ Alliances: HORD, DG,A, K
Most Crystals: 51 Highest Power: 194 Best Score: 3320
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Ferr3t
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Post subject: Re: how about a module that heals 10 HP every turn? Posted: Sat Jun 15, 2013 6:01 am |
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Joined: Wed Jul 28, 2010 5:38 am Posts: 2968 Location: Broome, Western Australia Gender: male
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I like the two first ideas, but not sure how the cloak would work?
_________________ Retired Head Mod
Most Crystals: 121 Highest Power: 212
Sensual bath time feat. Ferr3t
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Aeacus
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Post subject: Re: how about a module that heals 10 HP every turn? Posted: Sun Jun 16, 2013 7:52 am |
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Joined: Wed Apr 10, 2013 10:03 am Posts: 232 Location: In the middle of nowhere, next to nothing. Gender: male
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Even though you explained your idea about the cloack, one thing that i don't get is: How it's beneficial to the player who uses cloak? He can't fire any of his weapons without revealing himself to the opponent. Droid also don't work.
Let's say, you'll activate your cloak (spending your 1st action point) and you'll move your mech to another point (thus spending your last action point). I can use this to cool down my mech since you probably won't fire anyways (unless you want to give up your location). Or better yet, i'll use my Charge to find you and then i'll know for sure where you're hiding. Then i can hit you nicely thus deactivating your cloak. And now you've wasted your whole turn.
-- Aeacus
_________________ Long live death, long live war, long live the cursed mercenary!
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Aeacus
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Post subject: Re: how about a module that heals 10 HP every turn? Posted: Sun Jun 16, 2013 12:35 pm |
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Joined: Wed Apr 10, 2013 10:03 am Posts: 232 Location: In the middle of nowhere, next to nothing. Gender: male
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It's not only the Charge you forgot but the Teleport also.
For example, i can pick the teleport and scan entire battlefield with it's green ghost and the spot where i can't teleport is the spot where you're hiding. While using "Teleport scan", i don't even need to teleport anywhere. I can just cancel the teleport option and hit you with 2 full blasts (providing that you're in range of 2 of my weapons).
So, in the end, i don't see the benefits of your cloak and your system has great flaws making it useless to use anyway.
-- Aeacus
_________________ Long live death, long live war, long live the cursed mercenary!
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georgeshelou
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Post subject: Re: how about a module that heals 10 HP every turn? Posted: Sun Jun 16, 2013 3:06 pm |
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Joined: Mon Apr 09, 2012 2:14 am Posts: 969 Location: Beirut, Lebanon Gender: male
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