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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
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 |
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Team:
Rank: Councilor Main: Llessur Level: 4038 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
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 |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
What's the hard limit of attached bases in galaxies with asteroid belts?
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Sat Mar 16, 2013 10:35 pm |
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Member
Team:
Rank: Director Main: ERMAN Level: 8518 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
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 |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
I don't see a problem with it personally; just wanted to point it out.
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Mon Mar 18, 2013 12:02 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 ? |
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 |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
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 |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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 |
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Member
Team:
Rank: Main: Rhys Level: 3919 Joined: Mon Nov 22, 2010 7:57 pm Posts: 701 |
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 |
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Member
Team:
Rank: Director Main: ERMAN Level: 8518 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
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 |
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Team:
Rank: Main: HIV Droner Level: 3800 Joined: Tue Jan 19, 2010 6:54 am Posts: 1046 Location: Inside your computer |
./signed
Put it up in-game this universe pwease _________________ typical fruits |
Tue Mar 19, 2013 3:57 pm |
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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 ? |
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 |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
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 |
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Main: Spatzz
Level: 3104 Joined: Mon Jul 27, 2009 12:40 am Posts: 3122 |
Brilliant.
_________________ JeffL wrote: Come have sex with me in space, my lord |
Tue Mar 19, 2013 7:00 pm |
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Member
Team:
Rank: Director Main: ERMAN Level: 8518 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
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 |
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