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Beta Map Rotation..... |
Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2005-02-17 15:32  
i was just wondering, would'nt it be prudent to just go in and fix the map cycle in beta and make the times longer on all large maps and remove small maps, as well as throw some 3 faction maps in the mix to liven things up. also max out resources so we can test things thuroughly. heck maybe even through up a beta MV if possible. the reason i ask this is cause yea tael and shig come in and up the map but thats only once in a while when they are able to see it, and usually im there they up the map and i play for awhile , goto sleep, wake up, goto work, come home and log on and low and behold the maps new cause someone had to go cap it all in the middle of the night. or perhaps this " i believe i heard Backy suggest this" , give everyone a cluster where they can build the shipyard then just put a safezone around that area so its uncappable.
Well thats my 2¢'s worth.....
Smith
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-02-17 22:14  
You can just make the planets unbombable, stick 15 shield gens on it, wont get through it atall.
But yeh, a 4000 GU safe zone works, seeing as how bio's work at 3800gu.
Then have two planets
One for SY.
The other for moding and repair.
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2005-02-19 16:05  
*bump*
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-02-19 18:36  
um, why was this bumped? if you went into beta you would see the map has a 96 hour times limit and unless you can get close enough to land troops on the stars, you cant end the map.
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2005-02-21 15:34  
sry i only bumped cause there's still short maps in the rotation.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-02-21 15:45  
The maps are unendable for the times we set, the reasons short maps appear indicates atleast 4 days have passed OR there was an update. It helps you notice changes...
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-02-22 12:03  
Why the hell are you setting stars as flags? Tt DOESNT work....... The star caps to the faction controlling most planets and has done so since 1.481. I really can't believe you are making such a simple mistake. *shakes head*
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2005-02-22 13:26  
thats why i also flag the opposing factions jump gate, it cant cap either
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Ragglock Marshal BIOnics Industry Syndicate
Joined: May 29, 2001 Posts: 1955 From: Denmark
| Posted: 2005-02-22 17:34  
hmm why do it have to run cygnus 2 way map as it have done last few days
need a change its a poor testing map anyway get a large one in thinking nicea
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Fatal Command (CO) Marshal Fatal Squadron
Joined: November 27, 2002 Posts: 1158 From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
| Posted: 2005-02-25 11:38  
well.try being all but set to build SY...in such a lousy system as cyg.....then have plague hit the planet....wiped it out.......and only had 45 mins to go on map of 2..REPEAT>>>TWO hours....sheeesh.....wasted my time....
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-02-25 17:01  
I really dont know why one map isnt used...
Would just sort all this out and allow for quicker testing..
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Drow Fleet Admiral
Joined: June 06, 2003 Posts: 449 From: USA, WI
| Posted: 2005-02-25 20:02  
Here is a idea to add, if its possible..
Edit 2 planets for each faction. 1 is SY planet, one it mod/depo planet. mod/depo either has 6/6 of factory/depo (or whatever), or make the mod planet have like 100 of each gadget in it that can be made, perhaps including cross faction gadgets. This will avoid the 60 minute wait time to mod anything, if we want to. And let us test things faster.
Unless those things are not in the test stage yet..
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