Topic Title: Greens (Simple Topic)
Topic starter: Cajin Von Sian
Topic started: 08:43:27 13th Jan 2015
Posts: 9 Last post: 07:32:40 20th Jan 2015 by Cajin Von Sian
Cajin Von Sian | Posted: 08:43:27 13th Jan 2015 |
Posts: 495 Topics: 79 Location: Angola Gender: Male |
Has anyone else found them to be less valuable in keeping than they used to be? For a little while I was just colonizing any I found in newb systems for the resources since warp really eats them up, I think I had a list of about 20 and when I checked it a couple months later it had been cut in half, wondered how tough it would be to drop the warps chance of going to greens if people were for that |
Exemplary Strategy | Posted: 09:09:58 13th Jan 2015 |
Posts: 928 Topics: 47 Location: United States Gender: Male |
I haven't gotten to a green in warp for over 2 years :o
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Arcanix | Posted: 13:10:48 13th Jan 2015 |
Posts: 2036 Topics: 129 Location: Portugal Gender: Male |
i had 800 greens i have 0 left. |
Tom Bomadial | Posted: 14:03:27 13th Jan 2015 |
Posts: 423 Topics: 76 Location: United States Gender: Male |
I don't think there is any chance of finding a green except through warp once the SP planets are taken. It been a long time but probing doesn't find them. The near-by scanner does not find them. So if they are going to be allowed in the real area it might prove counter productive to make it harder to find using warp.
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watupdogg | Posted: 21:42:51 13th Jan 2015 |
Posts: 2391 Topics: 346 Location: Portugal Gender: Male |
Greens are completely useless with the warp. I have lost all my greens as well. Only option I see to raise their value again is not allowing the warp to access greens. |
EL | Posted: 13:48:51 14th Jan 2015 |
Posts: 1705 Topics: 182 Location: United Kingdom Gender: Male |
Change how greens are found to being detectable by probing?
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Iiridayn | Posted: 06:56:53 18th Jan 2015 |
Posts: 1643 Topics: 98 Location: United States Gender: Male |
Last time I suggested probe-able greens it was strongly rejected - I've since come to feel that they might fill a niche in the design otherwise unfilled.
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Cajin Von Sian | Posted: 21:33:49 18th Jan 2015 |
Posts: 495 Topics: 79 Location: Angola Gender: Male |
Think like mentioned that that niche is kind of falling out of place since warp hits them, it was a nice way to allow some planets to grow to better planets to help with the loss of nice planets over time |
EL | Posted: 04:01:31 20th Jan 2015 |
Posts: 1705 Topics: 182 Location: United Kingdom Gender: Male |
As greens are uncolonised planets wouldn't it be right to have a in set amount of resources for them at random.. As planets are abundant with resources naturally in the universe such as iron and silicon uranium... I'd like to see this change personally. 5k & 10k of each resource just seems to static.
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Cajin Von Sian | Posted: 07:32:40 20th Jan 2015 |
Posts: 495 Topics: 79 Location: Angola Gender: Male |
Would provide additional use for probing since with the current planet count probing isn't very useful, but hopefully if get a turn around and have more players then hopefully bump the planet count up and probing can return to its usual use and greens could fill their spot if the chance of warp going to them was reduced or eliminated, at least for an undetermined amount of time |
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