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Main: Time Warp
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Post Re: realistic gravity from stars and planets ingame
The problem with C2 is the overload of features and commnads makng the game umplayable.

Timmeh

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Thu Dec 22, 2011 9:48 pm
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Post Re: realistic gravity from stars and planets ingame
Mail wrote:
The problem with C2 is the overload of features and commnads makng the game umplayable.

Timmeh


i see the problem not as one of "too much choice" but as one of inability to choose easily, the interface is not intuitive and the lack of text on buttons and displays just makes it harder to use

C2 is like a fine european car that americans dont drive because everything is on the wrong side and the instructions are all in heiroglyphics. it doesnt matter how good the engine is if the driver has to stop every 30 seconds to reconfigure the GPS


Thu Dec 22, 2011 10:18 pm
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Post Re: realistic gravity from stars and planets ingame
landswimmer wrote:
Mail wrote:
The problem with C2 is the overload of features and commnads makng the game umplayable.

Timmeh


i see the problem not as one of "too much choice" but as one of inability to choose easily, the interface is not intuitive and the lack of text on buttons and displays just makes it harder to use

C2 is like a fine european car that americans dont drive because everything is on the wrong side and the instructions are all in heiroglyphics. it doesnt matter how good the engine is if the driver has to stop every 30 seconds to reconfigure the GPS


The main difference here though is thaot the 'engine' isn't good.

Timmeh

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Thu Dec 22, 2011 10:52 pm
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Post Re: realistic gravity from stars and planets ingame
Right now all I'm imagining is every person and ai with an engine under t5 floating around Sol cause they've gotten stuck in its gravity pull.

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Thu Dec 22, 2011 10:57 pm
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Post Re: realistic gravity from stars and planets ingame
Visorak wrote:
It would be cool if bullets were pulled in by gravity. Not lasers though (speed of light).

Not sure I like the idea of ships being pulled in by gravity. We could just handwave it and say ship engines are advanced enough to resist gravity even without thrusting.


Sun damage would have to be taken completely out of the game if this went in. I don't like the idea of afking meaning you will eventually be pulled into a sun and die 100% of the time.


Light bends with gravity. Gravitational lensing.

And I find this to be a bad idea... as an engineer who depends on my drones being still...

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Fri Dec 23, 2011 3:16 am
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Post Re: realistic gravity from stars and planets ingame
I am aware of gravitational lensing. I just didn't think it made much of a difference until you get to near black-hole densities.

I also think drones shouldn't move. Basically I am using gravity as an excuse to drop all celestial bodies below the z-axis and still retain some bullet-stopping ability. Screw speed bump.

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Jey123456 wrote: That will happen in a future closer than most futures.
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Idaten.
bageese wrote:
We've been against saying any solid dates until we know for sure when something is coming in.
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Fri Dec 23, 2011 4:04 am
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