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Cajin Von Sian Posted: 13:39:55 19th Jan 2015

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Turrets, I could go either way on that... personal news, I don't think so, just need to be keeping an eye on your planets, or maybe have an upgrade like the pirate notification to let you know on the board computer


Iiridayn Donator Posted: 18:28:53 19th Jan 2015

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CVS, Tarog: I agree that showing up in personal news would be a poor fit.

I think that stealing at 1 production point, it wouldn't take a high price for a thief to be set back by destruction. Silicon is a good idea for the cost, in addition to Gold (generally ship advanced features cost Gold).

Personally I don't think that it should be blocked by turrets - it wouldn't be able to change the status quo if it were.

I agree that it should probably "dock" in some way with the planet instead of just occupying the same spot in space (to make my life easier :D).

Regarding ships under planets - I'd kinda like the space page to show both the ship and the planet. I know that this somewhat changes the tactical structure of the game, but I personally feel like the space page could give more local space information than it does. If we need to we could create other tactical gameplay to replace it?




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cwpick1 Posted: 22:39:26 19th Jan 2015

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what about a 50% chance to get killed by turrets like stealth every time you go to planet and limit how much you take say to 1mil or 500 k
maybe up grade the stealth ship


Iiridayn Donator Posted: 23:50:39 19th Jan 2015

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cwpick1: My thought was that the limited volume would limit how much you could take. At 1 production point loss, it would take 1 ship almost a complete year to siphon off 500 k.

I think the idea behind turrets was to function as a kind of passive fighter shield for planets. As this ship is not actively aggressive, it makes sense to me that it would bypass turret systems (either by being out of reach or stealthed).




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EL Posted: 01:47:23 20th Jan 2015

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A year for 500k E to be taken? Seems rather slow to me.




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Iiridayn Donator Posted: 05:36:43 20th Jan 2015

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EL: So - constructive criticism is useful. That said - I don't expect players to always use just one.

I also don't mean to hijack Cajin's thread - there are surely other proposals for dealing with inactives :).




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Cajin Von Sian Posted: 07:24:28 20th Jan 2015

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It is a potential for dealing with inactives so it works, but it also provides for gameplay once all the inactives are gone, which would take quite awhile, the 1 pp could work, it just makes it so you have to put forth a little more effort if really want to make it work for you, a little more hazard, after all basically getting free E- those were kind of scattered thoughts, and I agree on the avoiding turrets, since if you had to take out turrets it would advertise it a little, even though someone **cough cough** has been helping clear some throughout the universe


Exemplary Strategy Posted: 20:39:46 20th Jan 2015

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If the shields require energy, can you make it where when the planet runs out of energy the shields are back to the unused production points of the planet?




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Iiridayn Donator Posted: 21:54:24 20th Jan 2015

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The shield generator building does require energy, and should automatically deactivate if the planet doesn't have enough energy to sustain it. It should already - if it doesn't, it will someday soon :).




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Cajin Von Sian Posted: 06:58:43 21st Jan 2015

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I had a post about that in support forum at one time, slight flaw in the system where if you run out of one of the used up resources, lets say Hydrogen, then all production stops, including negative production, so you can have 30x shields without using up any resources, you don't gain any from other buildings either, though I think you still do gain interest on the resources


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