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Member
Team:
Rank: Director Main: ERMAN Level: 8550 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
Remove the limit to the number of bases one team can place in a galaxy.
Also remove the limit to the number of bases one character can place in a galaxy. If there are resources to support more bases than 25, why are we limiting it at that? _________________ "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 10, 2013 4:15 pm |
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Team:
Rank: Main: Event Horizon Level: 1929 Joined: Thu Feb 28, 2013 7:11 pm Posts: 521 |
a base with more than 25 is impossible to take over. maybe make it 25 bases with weapons.
_________________ Click the picture! |
Sun Mar 10, 2013 6:33 pm |
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Member
Team:
Rank: Director Main: ERMAN Level: 8550 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
a galaxy's defenses consist of 4-6 bases in virtually every instance. the rest of the bases offer practically nothing to defense.
_________________ "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 10, 2013 6:53 pm |
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Team:
Rank: Director Main: Llessur Level: 5641 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
I agree with Erman.
The are a few uber galaxies in the game that apparently are there to promote conflict. Oasis gals I think Jeff called them. The problem is, that with the base limits, it is impossible to properly exploit them. As for defence, as Erman said, a gal has about 5-6 defence bases max normally. Extra attached bases add nothing to the defence A single Ada siege kit can easily destroy an entire gal of lesser kits, it just takes a little time. |
Sun Mar 10, 2013 7:33 pm |
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Member
Team:
Rank: Director Main: ERMAN Level: 8550 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
Hi, i'm a good suggestion, nice to meet you.
_________________ "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 12, 2013 10:30 pm |
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Member
Team:
Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
there's no arguing with this suggestion, it just makes sense
_________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Tue Mar 12, 2013 11:11 pm |
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Team:
Rank: Councilor Main: number666.5 Level: 8976 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
Russell wrote: The are a few uber galaxies in the game that apparently are there to promote conflict. Oasis gals I think Jeff called them. The problem is, that with the base limits, it is impossible to properly exploit them. think there are more then just a few, maybe around 200-300 but yes the limit must go higher, still need to drop 10-20 more extraction kits in my prod gal, but its already filled up maybe make the limit 50 so the server wont crash every day again _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Wed Mar 13, 2013 10:25 pm |
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Main: flo02
Level: 2632 Joined: Mon Aug 22, 2005 4:13 pm Posts: 1551 Location: The Flohobian Empire |
amount of bases you can put max in a gal should be relative to the amount of solar bodies(moon n planet) that there are inside, starting with 8 bases minimum in a galaxy without anything.
_________________ monster543210 wrote: flo i saw you go from lvl 20-80..you were so nice back then |
Thu Mar 14, 2013 3:17 pm |
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Team:
Rank: Soldier Main: Serg!o Level: 4118 Joined: Sun Feb 17, 2008 4:13 pm Posts: 216 Location: Hmm... Is this a trick question? |
floflo02 wrote: amount of bases you can put max in a gal should be relative to the amount of solar bodies(moon n planet) that there are inside, starting with 8 bases minimum in a galaxy without anything. _________________ Half of everybody who sticks around on Star Sonata love the general idea of the game, and hope for it to be good one day. |
Thu Mar 14, 2013 3:57 pm |
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Team:
Rank: Operator Main: Teh Haxzorz Level: 2443 Joined: Thu Apr 27, 2006 1:58 am Posts: 501 Location: United Kingdom |
I like this suggestion!
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Fri Mar 15, 2013 5:45 am |
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Member
Main: Evo
Level: 34 Joined: Sat Jul 31, 2010 4:58 am Posts: 2150 |
Hard caps are ftl
/signed _________________ Original Sybir /GodSteel My custom shader ┌∩┐(◣_◢)┌∩┐ |
Fri Mar 15, 2013 6:25 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12730 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
I always thought it would be cool that in addition to a few other mobile factories there are also mobile extractors. You would put them on ships and tell them to extract, sort of like asteroid mining. They would then go to the planet and start hovering over it or orbiting it for certain amount of time. Maybe minutes for lesser commodities and even hours for the rares ones with a limit of 1 ships doing this per planet. This would then result in extracting some which they could just keep on board or dump at a local station. Would add some diversity to the resource extraction process, lower the barrier to entry for new players going into wild, and address this issue also.
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Fri Mar 15, 2013 11:07 am |
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Dev Team
Team:
Rank: Officer Main: Jey123456 Level: 4359 Joined: Fri Sep 24, 2004 11:51 pm Posts: 3366 Location: who knows ? |
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.
_________________ One of the first and proud flight controller. Visit our website: http://www.ef-team.com |
Fri Mar 15, 2013 2:54 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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. MAKE IT SO This could revolutionize the territory mechanic and allow for much more compact, intimate unis. It could be really cool to have galaxies big enough to accommodate multiple players building. _________________ 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 |
Fri Mar 15, 2013 2:56 pm |
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Member
Team:
Rank: Main: Rhys Level: 3919 Joined: Mon Nov 22, 2010 7:57 pm Posts: 701 |
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 _________________ The fundamental difference between a trader and an investor - an investment, from a trader's perspective, is a trade gone bad. |
Fri Mar 15, 2013 4:48 pm |
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