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What I'm doing for version 1.479... |
DrMud Cadet
Joined: May 29, 2001 Posts: 292
| Posted: 2002-08-19 14:31  
@chromix: u didnt get the point...
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Admiral A.D.
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Chromix Cadet
Joined: June 29, 2001 Posts: 3052
| Posted: 2002-08-19 14:37  
Quote:
| PUBLISHING in a professional way is the thing u NEED NOW !!!!!!!! |
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Sure !!!!!!!!!!!1...
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2002-08-19 14:42  
Quote:
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On 2002-08-19 11:40, Mariano von Trani wrote:
the /faction function
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| you eman /send faction right? so you can send to your faction?
NO!! NEVER!
you come one 843 Offline messages.
Once the player base grows.
4954 Offline Messages
BAH! ill crash at log on.
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2002-08-19 15:15  
how about taking away armor from kluth restoring the sig allmost always at 0.0 and making the ICC shields stronger.....
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Will McBlack Admiral
Joined: March 25, 2002 Posts: 444 From: The Netherlands
| Posted: 2002-08-19 16:34  
Finally a word of wisdom... the way it is now is not very good.
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-08-20 00:41  
How about giving Kluth shields, if they want to stay cloaked, they have to switch them off
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-08-20 02:29  
And, add MV loose conditions, not win conditions, if a factions has no more flagged planets, they can't play or have to play for a different faction til the reset
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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NightDragon Cadet
Joined: May 26, 2002 Posts: 893
| Posted: 2002-08-20 03:31  
i think then would would have more people mad and not playing than getting them to play... and getting them to go to another faction i think would mean a total code problem there then that just asking for huge bugs and upsets and stuff
_________________ \"Experience is a tough teacher. She gives the test first and the lesson after.\"
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Deleted Cadet
Joined: Posts: 0
| Posted: 2002-08-20 09:51  
Not much point in forcing people to play a different faction or not be able to play when their factions systems have all been capped. (ICC) I don't think you'd want to log on a ship in the MV knowing you are surrounded in hostile territory. I certainly won't be logging on unless I know a dozen other ICC are going to log in at the same time. By the time I get home from work tonight all of the ICC systems will belong to PB.
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2002-08-20 12:15  
Is it a problem for any ICC member not to go to MV and to be instant dead?
Open a poll and we will see (I am really interested)
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2002-08-20 15:54  
Perhaps the home systems of the 3 factions need to be faction only with one way in or out that is not in between other systems. These home systems would not count toward victory conditions however.
That way there is always a minimal place to start from. Why the heck would you leave the jumpgate to your homesystem unlocked to the enemy?
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2002-08-21 11:03  
about the jump drives.. I would NOT touch them leave them be.. just add another slot to all factions ships for a star drive.. these drives would have to take a massive amount of time to charge and the minium jump would be equal to the shortest distance there is between a system.. there woud be no real max distance jump.
These drives would be about 4 times as fast as the am jump drive. BUT..
YOu want to jump into a system but dont know if you will be hitting a planet or not.. so when you engage the drive it will bring you to the nav screen where you need to pick you destination.. first by selecting the start then selecting where at in the system you would what to end up at.. (just and idea)
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Will McBlack Admiral
Joined: March 25, 2002 Posts: 444 From: The Netherlands
| Posted: 2002-08-21 14:28  
New Jump drive updates 2400 gu/s and 3000 gu/s ... with 9999 fuel ... It sounds great but maybe a bit too much ... Looking at the speeds would this mean that AMJ drive will be KLuth only? While great perhaps these figures should be rethought to like 1500 and 2000 gu/s ?? And less fuel still at 5000... otherwise we will loose a big job for the supplies... running the risk of running out of fuel seems very nice and makes one actually think a bit before jumping into oblivion.
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Deleted Admiral
Joined: Posts: 0
| Posted: 2002-08-21 15:49  
Faster drives are good !
All torps tracking, yay. Maybe now you won't have every ship in MV armed with P torps.
AM torps should actually be usefull for short range punch. Fusion torps.......hmmm...they have a higher ammo load if you think you'll live long enough to use them.
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-08-21 15:53  
Will, these numbers are tenitive... until they are testing in beta, they may change.
I'm not removing the need for supply ships, your should be able to jump 2-3 star systems before needing fuel, so bringing a supply along on those trips would still be a good ideal.
This change is intended to make the MV more fun and dynamic, as it is now it takes about an hour to travel from one side to the other (in real time).. this should cut it down a bit hopefully.
-Richard
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