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Post Re: Introducing The Junkyard
Ah nice Vert, that'll be good once its fully working.

Then after that maybe add a destroy option. jkin :P

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Wed Oct 15, 2014 10:59 am
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Post Re: Introducing The Junkyard
Yeah thats right, Heisenberg is a good idea. I was surprised at how fast you accepted my suggestion, lol. Was thinking about http://en.wikipedia.org/wiki/Martin_Heisenberg when I suggested it, AND Breaking Bad. Neurobiologist and Drug Dealer. Perfecto! :D

Something else I suggested got put in the game, take THAT Lemon. :mrgreen:

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Wed Oct 15, 2014 3:55 pm
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Post Re: Introducing The Junkyard
Hober rules, Lemon droolz


Wed Oct 15, 2014 3:57 pm
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Post Re: Introducing The Junkyard
I like the junkyard. Cool concept, good item sink and the hydros are awesome :D

Gj guys

One thing I did come across was that the metal furnace mission sais that once equipped it cannot be taken out of the base. So I equipped it on my prod to see what it actually does. Turns out it can't be unequiped and I'm throwing away 10k metals every minute. Would be nice if you could actually unequip the furnaces.

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Wed Oct 15, 2014 4:21 pm
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Post Re: Introducing The Junkyard
ouch your gonna have to wait till they implement the new tag for that


Wed Oct 15, 2014 4:26 pm
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Post Re: Introducing The Junkyard
I thought of infiltrating into Traders and equipping furnaces on prods. Looks like someone did it for me :D


Wed Oct 15, 2014 5:23 pm
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Post Re: Introducing The Junkyard
The Vert wrote:
Hopefully the Heisenberg contact mission chain should be done later today, with all the new Junkyard tweaks.


But how will we ever know where he is!

Great work, can't wait to see the other non-base disposable items/lower tech kits!


Wed Oct 15, 2014 5:29 pm
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Post Re: Introducing The Junkyard
Antilzah wrote:
I thought of infiltrating into Traders and equipping furnaces on prods. Looks like someone did it for me :D


kos

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Wed Oct 15, 2014 5:50 pm
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Post Re: Introducing The Junkyard
why 32k on Junky Kits size O_O


Wed Oct 15, 2014 5:54 pm
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Post Re: Introducing The Junkyard
Sensible size to stop mega kit spam I guess


Wed Oct 15, 2014 6:00 pm
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Post Re: Introducing The Junkyard
Doesn't that make it so that only Fleet or Support Focus can lay them in a ship with an engine though? I feel like the other classes should get the same chance to have a Freighter that can lay them. Slowly, but at least without needing a tractor beam to do.

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Wed Oct 15, 2014 6:01 pm
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Post Re: Introducing The Junkyard
Not at all with industrial class ships any class can hold that In a df


Wed Oct 15, 2014 6:03 pm
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Post Re: Introducing The Junkyard
Golfman560 wrote:
Doesn't that make it so that only Fleet or Support Focus can lay them in a ship with an engine though? I feel like the other classes should get the same chance to have a Freighter that can lay them. Slowly, but at least without needing a tractor beam to do.


Yeah I think you must have overlooked the introduction of Industrial Freighters a few unis ago. My SD DF has over 50k hull.

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Wed Oct 15, 2014 6:05 pm
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Post Re: Introducing The Junkyard
Alright... my DF with Fleet Focus gets 44k so I have no idea what you guys are doing to get those hulls.

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Wed Oct 15, 2014 6:09 pm
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Post Re: Introducing The Junkyard
Optimized gear and augs. Plus industrial focus ships (such as DF as an example) don't get hull bonuses from class skills.


Wed Oct 15, 2014 6:11 pm
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