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[FAQ
Forum Index » » Developer Feedback » » enlage the player sy dock
 Author enlage the player sy dock
Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2004-11-02 09:38   
basical i have to little room in the sy for storing the ships i need

this is what i want room for

defence section:
hive
gangelina
troup transport

offence:
mandi
claw
clav

allround:
pircer
paracite
scale


so im 3 slots short of having ships for every task

get the drift

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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-11-02 10:10   
I suggest you decide what you really need.
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2004-11-02 10:46   
3 more hangar slots definately wouldn't hurt!
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-11-02 11:32   
Yes, but does it really help? Should people be able to store everything they need, or should they have to plan ahead and decide ahead of time what ship would be best in most situations.
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-11-02 11:57   
90% of the playerbase would fill those slots with 90%

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c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2004-11-02 12:15   
How about..
a) Allow players to 'rent' extra storage spaces on a creds/week basis.
This removes the hardcoded garage limit, but adds another limit of its own. Ie, a player that uses their six slots wisely would save money, whilst a player that buys ups 20 slots and fills them with the most expensive ships they can get, as sono suggests, would find themselves rapidly running out of the creds to support such a fleet.

b) Give Fleets X amount of garage space that is available to the players within that fleet at a reduced cred value. Make X proportional to the total prestige of the fleet.
It then pays to be part of a fleet that is doing well.

edited to expand a little.

[ This Message was edited by: c0ldfury on 2004-11-02 12:41 ]
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HaVoX
Fleet Admiral

Joined: September 07, 2003
Posts: 269
From: Florida whoo hoo
Posted: 2004-11-02 12:20   
yea i like the rental idea makes a kind of expensive sense
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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2004-11-02 12:47   

While I like the idea of a larger dock, what about the issue of players holding half a dozen loaded transports to protect their shipyards. Trying to cap a sy would become near impossible without raising it to the ground. Not nessecarrily a bad thing, but care needs to be taken in mods to unintended consequences.
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2004-11-02 13:30   
I would have to say only have the rental idea implimented when there is a steady form of cash flow again (1k for metals, 5k for some weapon & all that just doesn't cut it for a continuous cash flow).

Other than that, great idea!
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Xilaratu
Cadet

Joined: May 06, 2004
Posts: 745
From: Florida
Posted: 2004-11-02 13:58   
I think we need a way of earning creds first. Other than selling to planets.
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2004-11-02 15:59   
actuly these are the ships (except the claw) i use all the time and rearly lose one, so they take space when i dont have an ops that need them.
at planet blokades i use them all, when the kluth TAKE IT ALLtm campaign was at its higest, i had an active ship either attacking or defending in MORE than 6 systems so its not to many.....

as for misusing 3 more slots for transports i will not call that exploiting just plain sence to store some troups just in case, as the game is constructet right now.

i can do that right now just go create second profile store all the transports full with troups you need, its faster than logging just log out, log in with (troup profile), take less than a min to do so

i rather want to play with the same profile to get room for the extra ships

another way could let the number of ships you can store be depending on the profile prestige or / and combination of badges

ensign to lt cmd. 3 ships
lt.cmd to admiral 6
ad to fa 9
ga - 12




[ This Message was edited by: Ragglock on 2004-11-02 16:05 ]
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Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-11-02 16:03   
Quote:

On 2004-11-02 12:15, c0ldfury wrote:

b) Give Fleets X amount of garage space that is available to the players within that fleet at a reduced cred value. Make X proportional to the total prestige of the fleet.
It then pays to be part of a fleet that is doing well.




And force Evil to throw out half a dozen uninvited recruits on a daily basis? Thanks but I'll pass.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-11-02 16:26   
Close the fleet.
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Beast
Cadet
Sundered Weimeriners


Joined: May 27, 2002
Posts: 345
From: Wouldnt you like to know
Posted: 2004-11-02 17:15   
Here is what needs tobe done with SY Limit the number of SY's per faction. I miss traveling to battles or intercepting fleets at gates. I dont like the WH or the SY there to easily accessed they have pretty much killed the stratigy part of the game. kill the WH device on ships and put a WH structure on the planet . Better Yet kill WH give us the JD back on stations and Limit the Number of SY per faction,like say 3 to 4 per faction oh Yeah the Current Gate systewm and MV map completly suck it,s a Zig Zag from Hell.
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2004-11-02 17:23   
well pay for using sy could be another way to limmit the number of slots

so have loads ofcredits you can run many sy slots have few not

i expect that you can earn more credits in more ways in futore versions so im just thiking ahead.


and you guys should to when you discuss this look at dev log before commenting surgestions and not entirely base your views on how it is now.
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