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Post Re: Remove Base Number Limit Per Gal
Can we please have a comment on if the next round of voting and implementation will be before the next uni reset?

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Sun May 05, 2013 4:20 pm
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Post Re: Remove Base Number Limit Per Gal
cant wait to start abusing this

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Mon May 06, 2013 3:26 pm
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Post Re: Remove Base Number Limit Per Gal
How? attached bases are already hard capped depending on the galaxy?


Tue May 07, 2013 9:59 am
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Post Re: Remove Base Number Limit Per Gal
Man, super gals would actually be useful with this.

If we really are voting.... Some other stuff to vote on:

1) Condense total galaxy # by 33%, keep same total # of planets in wildspace layer.... Would make that ownership mechanic for team skills sensible.

2) Remove all the shitty connector gals in future unis. A galaxy/system consisting of 1-4 suns and 0-1 planets is pretty lame to defend.

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Tue May 07, 2013 10:29 am
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Post Re: Remove Base Number Limit Per Gal
this is not a vote suggestion page :P. and those 2 other things are not directly related tot he base limit so they would need to be a separate vote anyway.

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Tue May 07, 2013 11:01 am
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Post Re: Remove Base Number Limit Per Gal
but they all have to go in, no need to vote anyway since it will get the most yes votes, will be a waste of the voting system
if you put all 3 suggestions in the votes, then only 2 more can come in

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Tue May 07, 2013 3:15 pm
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Post Re: Remove Base Number Limit Per Gal
Shaft's concerns are very legitimate, if allowed to deploy infinite amounts of attached kits bar the planet limit, my bank account on this game will see a whole new level. Here are two issues:

1) MFM efficiency goes up. (I have to move less commods less distance)
2) More colonies for cheaper cost (Protection cost are the highest expensive I personally pay)

These combined means I need less characters to achieve the same amount of current colonies. For instance in my production galaxy, I dedicate the majority (20/25) of my slots to providing for the production base and the other 5 for various other things.

As someone who micro manages on a scale of about 200-300 slaves, this would make my life easier, so yes I am all for it.

Common sense says no, this will hurt the economy even more.

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Tue May 07, 2013 5:42 pm
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Post Re: Remove Base Number Limit Per Gal
trevor54 wrote:
Shaft's concerns are very legitimate, if allowed to deploy infinite amounts of attached kits bar the planet limit, my bank account on this game will see a whole new level. Here are two issues:

1) MFM efficiency goes up. (I have to move less commods less distance)
2) More colonies for cheaper cost (Protection cost are the highest expensive I personally pay)

These combined means I need less characters to achieve the same amount of current colonies. For instance in my production galaxy, I dedicate the majority (20/25) of my slots to providing for the production base and the other 5 for various other things.

As someone who micro manages on a scale of about 200-300 slaves, this would make my life easier, so yes I am all for it.

Common sense says no, this will hurt the economy even more.


Trevor is the authority on this subject as far as I'm concerned. If I wanted expert colony advice I'd ask his fat ass if he didn't give me the creeps.

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Tue May 07, 2013 9:50 pm
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Post Re: Remove Base Number Limit Per Gal
As time goes on, I highly doubt this is the original JJ.

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Tue May 07, 2013 10:01 pm
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Post Re: Remove Base Number Limit Per Gal
@Trev
I respect your opinion on this matter. However, I am not sure it is necessarily bad for the game if you are able to condense your colony operations into fewer gals. Also, when you state that you spend a large amount on gal defense, do you mean in terms of in-game currency or in terms of accounts? The actually recurring cost of defending a gal (kits and augs) is really not that high.

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Tue May 07, 2013 10:56 pm
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Post Re: Remove Base Number Limit Per Gal
It is when you're dealing with up to a hundred ada t20's a universe over two people.


Tue May 07, 2013 11:42 pm
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Post Re: Remove Base Number Limit Per Gal
Max235 wrote:
It is when you're dealing with up to a hundred ada t20's a universe over two people.


Except 100 Ada 20s would be protecting well over 100 colonies. You are trying to say that a uni's profit from one colony can't easily pay the cost of a single Ada 20, not counting the ada you are probably extracting in some of those gals?

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Tue May 07, 2013 11:45 pm
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Post Re: Remove Base Number Limit Per Gal
anilv wrote:
@Trev
I respect your opinion on this matter. However, I am not sure it is necessarily bad for the game if you are able to condense your colony operations into fewer gals. Also, when you state that you spend a large amount on gal defense, do you mean in terms of in-game currency or in terms of accounts? The actually recurring cost of defending a gal (kits and augs) is really not that high.


Right so there is two cost when it comes to defenses, one being the augs on bases which have skyrocketed in cost. The second being subbing accounts, I would sub far fewer accounts if this was to go in(I think).

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Wed May 08, 2013 9:06 am
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Post Re: Remove Base Number Limit Per Gal
Assuming you can get the same number of colonies from galaxies closer together, you will cut down on the amount of slots used by StM bases by a ton, which equates to a significant reduction in total accounts needed. That and actually augging 100-200 ada kits each universe is got to be expensive. A whole team cannot possibly farm that many Sup augs in a single universe even with 8 hour shifts per person. And that is for just two people. SP is like...20? Though Trevor and Bills seem to make up like half of their station count.


Wed May 08, 2013 10:36 am
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Post Re: Remove Base Number Limit Per Gal
The difference is I don't think the top 3 teams combined (minus Jey) use 100 Ada kits. Broad assumptions don't have a place in reality.

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Wed May 08, 2013 11:16 am
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