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Forum Index » » Developer Announcements » » 1.481 Patch Changes...
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 Author 1.481 Patch Changes...
Banshee
Grand Admiral
Raven Warriors

Joined: August 28, 2001
Posts: 2181
From: Philadelphia, PA
Posted: 2004-03-12 06:25   
Bring back 1.480?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2004-03-12 07:42   
I still think the older shipyards had a MUCH larger fun factor. I have a shipyard suggestion worked out in my head, when I get home from work tonight I'll post it. Basically, it allows modded ships to spawn at shipyard planets for an extra resource cost, no cargo at all allowed to spawn with it, and mining rates reduced (mining is so much faster now than in .480!)

I'll post it later.
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-=Arch=-
Cadet

Joined: July 10, 2002
Posts: 214
From: *CLASSIFIED*
Posted: 2004-03-12 08:04   
I got it ..... this is THE Fix all ..

Jumpgates that will connect the current systems that do not have them, but with a twist. The gate will only respond to ships whos faction controls the system.

AND !!!! if the gate detects enemies it works the same way as a planet would and send out an alert.

this way you can still get to the front lines, keep the storage the way it was .. and provide transit to sections of spcae without the use of the WH. just may take a little longer.


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Roger
Fleet Admiral
Sundered Weimeriners


Joined: November 07, 2001
Posts: 105
Posted: 2004-03-12 08:12   
Quote:

On 2004-03-12 00:11, Jlong wrote:
Quote:
Gates possible:
One way gate gate->space creates a permanent WH exit point. But H can't be entered.

Two way gate gate1->gate2 creates a 2 way gate.




Maybe not permanent, imagine alot of people creating perma WHs. Instead it could be a temp WH but would last say 30 min to an hour? That would allow people to go to and fro but not for to long.

Using your idea, maybe the gate could be made by team effort?




Remember, my idea allows gates to be destroyable :)
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-03-12 10:44   
Yeah, we've been tossing around the idea of player buildable and destroyable gates for a long time now.

With the advent of a wormhole ship device in the database, it is now possible as of v1.482.

No word on whether we have choosen to persue this path or not.
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Resorath
Cadet

Joined: April 21, 2002
Posts: 15
Posted: 2004-03-13 12:46   
How bout this for a possible solution to the shipyard "exploit" and workaround.

Instead of locking the ship in one shipyard, you have it so it doesn't instantly transport to another shipyard, but instead be transported there (thus taking time). Eg, you dock your ship at a shipyard, its instantly availible at that shipyard to be taken out. However, you can pull it out of a nearby sector in say 5 minutes, or the otherside of the metaverse in half an hour. Obviously if you dock, log out, and come back after an hour or so it would be availible everywhere. But this solves the problem of instant teleportation, without locking the ships at a shipyard (which IMO, is just stupid, and ruins the whole idea of modding).
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Blue Ice
2nd Rear Admiral

Joined: March 03, 2004
Posts: 43
From: Orange, NJ, USA
Posted: 2004-03-14 10:55   
Quote:

On 2004-03-13 12:46, Resorath wrote:
How bout this for a possible solution to the shipyard "exploit" and workaround.

Instead of locking the ship in one shipyard, you have it so it doesn't instantly transport to another shipyard, but instead be transported there (thus taking time). Eg, you dock your ship at a shipyard, its instantly availible at that shipyard to be taken out. However, you can pull it out of a nearby sector in say 5 minutes, or the otherside of the metaverse in half an hour. Obviously if you dock, log out, and come back after an hour or so it would be availible everywhere. But this solves the problem of instant teleportation, without locking the ships at a shipyard (which IMO, is just stupid, and ruins the whole idea of modding).



mmmm sounds like the best compromise i've heard!!

but i'd rather have it the old way still...
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