Post new topic Reply to topic  [ 125 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 9  Next
Author Message
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Remove Base Number Limit Per Gal
Rounder wrote:
Jey123456 wrote:
personally, i think there should still be the same limit, but only apply it to unattached bases. So if there is more than 25bases in the galaxy, you can still deploy attached kits, but not unattached ones (to prevent "infinite" spamming). Planets on their own are already an hard limit on the number of attached bases anyway.


/signed


/Rhys
Also /signed!


Fri Mar 15, 2013 6:25 pm
Profile
User avatar
Team: The Forgotten Colonies
Rank: Councilor
Main: Llessur
Level: 3775

Joined: Sun Nov 20, 2005 4:26 pm
Posts: 902
Location: Feilding, New Zealand
Post Re: Remove Base Number Limit Per Gal
Jey123456 wrote:
personally, i think there should still be the same limit, but only apply it to unattached bases. So if there is more than 25bases in the galaxy, you can still deploy attached kits, but not unattached ones (to prevent "infinite" spamming). Planets on their own are already an hard limit on the number of attached bases anyway.


That what we need to change. It is frustrating to see a good planets wasted because of an abritary attached base limit.


Sat Mar 16, 2013 6:36 pm
Profile YIM
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Remove Base Number Limit Per Gal
What's the hard limit of attached bases in galaxies with asteroid belts?


Sat Mar 16, 2013 10:35 pm
Profile
Member
User avatar
Team: Traders
Rank: Director
Main: ERMAN
Level: 8511

Joined: Fri Jun 24, 2005 1:27 am
Posts: 840
Location: SW Michigan, USA
Post Re: Remove Base Number Limit Per Gal
Max235 wrote:
What's the hard limit of attached bases in galaxies with asteroid belts?


Jey, this is a good point and would have to be fixed if you mean to limit it to only attached kits.

As im sure you know, if you attach a base to a roid, and blow the roid, the base becomes unattached = potential to lay unlimited kits? though im not sure why anyone would want a bunch of unattached kits in their gal.

_________________
"I reject your reality, and substitute my own."
"If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."


Sun Mar 17, 2013 10:28 am
Profile WWW
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Remove Base Number Limit Per Gal
I don't see a problem with it personally; just wanted to point it out.


Mon Mar 18, 2013 12:02 am
Profile
Dev Team
User avatar
Team: Eminence Front
Rank: Officer
Main: Jey123456
Level: 4359

Joined: Fri Sep 24, 2004 11:51 pm
Posts: 3366
Location: who knows ?
Post Re: Remove Base Number Limit Per Gal
wouldnt be much of a problem to just consider attached base on asteroid "unattached" for the maximum base count.

_________________
One of the first and proud flight controller.
Visit our website: http://www.ef-team.com


Mon Mar 18, 2013 1:59 am
Profile
User avatar
Team: Axis Industries
Rank: Officer
Main: Maxathron
Level: 4065

Joined: Sat Jan 21, 2006 11:16 am
Posts: 5804
Post Re: Remove Base Number Limit Per Gal
Jey123456 wrote:
wouldnt be much of a problem to just consider attached base on asteroid "unattached" for the maximum base count.


I made my statements because of the validity of using asteroids to house attached kits. Anyone who uses such mechanic isn't planning on seeing them stay attached very long; they either expect/do one of two things:

- They want an UNATTACHED base, but only have attached kits. So they attach the kit to the asteroid and pop the asteroid.

- They fully expect some out-of-pvp-range alt to come and pop the asteroids sooner or later, but they want to buff their defenses right now. Anti-PvB bases come to mind.

I just see trying to code it where it'd consider the "attached kit" an "unattached kit" a waste of effort because you can't extract stuff from asteroids via a base and for the two above reasons for putting a base on an asteroid.


Mon Mar 18, 2013 2:14 am
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Remove Base Number Limit Per Gal
Jey already solved the problem by saying that bases attached to asteroids would count towards the unattached limit.

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Mon Mar 18, 2013 7:03 am
Profile
Member
User avatar
Team: Eminence Front
Rank:
Main: Rhys
Level: 3919

Joined: Mon Nov 22, 2010 7:57 pm
Posts: 701
Post Re: Remove Base Number Limit Per Gal
man if this happened, would be so awesomes

_________________
The fundamental difference between a trader and an investor - an investment, from a trader's perspective, is a trade gone bad.


Mon Mar 18, 2013 11:30 am
Profile
Member
User avatar
Team: Traders
Rank: Director
Main: ERMAN
Level: 8511

Joined: Fri Jun 24, 2005 1:27 am
Posts: 840
Location: SW Michigan, USA
Post Re: Remove Base Number Limit Per Gal
Jey, am I to understand that this is being considered? I would love it if this could even be added for this universe.

I don't see how this would make anything worse. If anything, it would allow you guys to cut the uni back down to a normal size so there might actually be some conflict in the beginning of a universe...

_________________
"I reject your reality, and substitute my own."
"If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."


Mon Mar 18, 2013 10:43 pm
Profile WWW
User avatar
Team: Star Revolution X
Rank:
Main: HIV Droner
Level: 3800

Joined: Tue Jan 19, 2010 6:54 am
Posts: 1046
Location: Inside your computer
Post Re: Remove Base Number Limit Per Gal
./signed

Put it up in-game this universe pwease :D

_________________
Image

Image
typical fruits


Tue Mar 19, 2013 3:57 pm
Profile
Dev Team
User avatar
Team: Eminence Front
Rank: Officer
Main: Jey123456
Level: 4359

Joined: Fri Sep 24, 2004 11:51 pm
Posts: 3366
Location: who knows ?
Post Re: Remove Base Number Limit Per Gal
i dont think you fully understand what i meant indeed.

I dont plan on splitting the limits in 2, the solution i plan on doing is the simplest to implement (as in incredibly simple).


Essentially, everything is identical to how it is now. 25base limits per gal still apply and everything.

The only difference would be that the 25base limit wouldnt be checked when the base is deployed on a planet or moon. So if there is 25 attached bases in the system, you wont be able to deploy new unattached ones even if there is 0 unattached. But youll always be able to deploy new attached bases on planets / moon until there is no slots on said planets and moons.

_________________
One of the first and proud flight controller.
Visit our website: http://www.ef-team.com


Tue Mar 19, 2013 6:54 pm
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Remove Base Number Limit Per Gal
That works for me.

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Tue Mar 19, 2013 6:56 pm
Profile
User avatar
Main: Spatzz
Level: 3104

Joined: Mon Jul 27, 2009 12:40 am
Posts: 3122
Post Re: Remove Base Number Limit Per Gal
Brilliant.

_________________
JeffL wrote:
Come have sex with me in space, my lord


Tue Mar 19, 2013 7:00 pm
Profile
Member
User avatar
Team: Traders
Rank: Director
Main: ERMAN
Level: 8511

Joined: Fri Jun 24, 2005 1:27 am
Posts: 840
Location: SW Michigan, USA
Post Re: Remove Base Number Limit Per Gal
sweet. can we patch in an hour? no one will possibly have an issue with this...

_________________
"I reject your reality, and substitute my own."
"If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."


Tue Mar 19, 2013 10:20 pm
Profile WWW
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 125 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 9  Next


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.