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Whitbread Posted: 15:35:45 8th Sep 2005

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Lol, but remember, a lot of the players will enter the warp in the same 15 minute period sending them to the same system/deadend. They then fight over that system and if if they lose, they have to be patient.

I think this will introduce a more strategic approach to the warp rather than just mass searching, entering and oblitting; you would have to choose a time not many other people will go into the warp (that way you don't waste your one turn by going to a system another warper has already visited) or if you do go into a warp with another person, the fighting will be more intense as there is a longer wait if you lose.




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Deemers Posted: 15:39:42 8th Sep 2005

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Yes, but there has to be some sortof balance between exploring through the warp and safety of each world. True this gives the game a strategic edge, as you just cannot sit still, you WILL be found, but if you spent all day clearing all your planets around, log out thinking your safe, then some warp sends them to the heartland of your planets, you are royally miffed in the morning.

Hasnt happened to me yet, but i bet someone would be. :D




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Cydiona Posted: 16:49:53 8th Sep 2005

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I think once per hour is fine enough.

and yes, a system per 10 mins is alittle exteme.




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Professor Posted: 22:43:14 8th Sep 2005

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Okay, to answer. The warp will have one end in BZ which will move arround in that area. It's behavior will not change due to change in the picture used for it.

The frequency with which the warp updates could be changed, maybe to once every 30 or 60 minutes if every 15 minutes is too often. Of course, then someone will complain about a change being done during a round, but ...

Drops that are at fixed time are always inconvenient to someone. This way, players who have time to play often are rewarded. But, on the flip side, easier training makes it possible for players who value their time more than 5 cents per hour to play without spending forever doing mind numbing training.

Planet drops of large size annoy many players. Planet drops were requested that would be gradual and random, not all at once. This way, no player in any time zone is at a disadvantage. We could change to dropping six solar systems once and hour if you strongly prefer to have an hourly drop instead of one every 10 minutes but I doubt it would matter.




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Professor Posted: 22:49:30 8th Sep 2005

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BY THE WAY, for those of you who are watching, the number of planets in the game has not increased or decreased in the past day. This means as many planets are being obliterated as are being created. Not bad as a balance, though it is not getting us closer to the goal of 12k planets.

My concern is if we do slow down new planet additions, we will return fast to status of nothing to take and nothing to do. Thus, I prefer the current situation of new planets coming in to replace what has been obliterated.

If obliteration had a meaningful cost, perhaps we would not need to add as many new planet to keep the game alive, as there would be planets available to capture without new planet drops.




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