Beefing Up The HQ - Suggestion

Please post any suggestions that could make the game more enjoyable for everyone. Feel free to also encourage Disney with praise of things you like.
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ChiptheFish
Commodore
Posts: 218

Re: Beefing Up The HQ - Suggestion

Post#11 » Mon Jun 25, 2018 6:04 am

I like the blast concept, but less of a radius. Or, what if troops spawned when it was destroyed, from the inventory perhaps? You could designate an inventory unit to pop out maybe? Give those Rancors something to do
Chip the Fish, Rebel: HQ10, Medals: 26K, Battle Rank: 13 (Android)
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Plagueis
Grand Admiral
Posts: 1380

Re: Beefing Up The HQ - Suggestion

Post#12 » Mon Jun 25, 2018 6:17 am

How about a trip radius around the HQ that when crossed starts a 30 second countdown. When it ends, the HQ takes off and leaves the planet like the control ships in attack of the clones. No star for you!


rebel10

Re: Beefing Up The HQ - Suggestion

Post#13 » Mon Jun 25, 2018 7:55 am

Add a Plantary Defense Center option to the HQ from amory, large defense turbolasers and missiles that prevent a random number of (on a percentage basis) fighter, Destroyer and Falcon attacks as well as resuply shuttles. From Empire Strikes Back (Hoth)


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Fatboy
Captain
Posts: 73

Re: Beefing Up The HQ - Suggestion

Post#14 » Tue Jun 26, 2018 9:51 am

Artoo and C3PO come out and do a routine distracting the attackers
Officer in DoNatingBasterdz


Plagueis
Grand Admiral
Posts: 1380

Re: Beefing Up The HQ - Suggestion

Post#15 » Tue Jun 26, 2018 10:37 pm

No less than 40 buffed jumps with a speed of 120, range of 30 and carrying rodian snipes spew out of the HQ at the start of the battle, attacking targets at random. They will also be immune to all damage aside from that of rebel scouts, which will only do 15% damage to those specific flying units.


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