Planet cap

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Re: Planet cap

by Page » Sat Sep 11, 2010 11:06 am

Well if you stuck everyone in one sector and they were all trying to do things I'm pretty sure it'd break SMR too, but that's not the point, they still fit! :D

Re: Planet cap

by Edgecrusher » Sat Sep 11, 2010 7:21 am

Page wrote:Well it's big enough for a planet, a port, locations, and all the traders in the game, so I figure it's pretty big :P
You can't put all those in the same sector, because it crashes MGU :)

Re: Planet cap

by Page » Sat Sep 11, 2010 4:19 am

Well it's big enough for a planet, a port, locations, and all the traders in the game, so I figure it's pretty big :P

Re: Planet cap

by Edgecrusher » Fri Sep 10, 2010 7:04 pm

That depends on how big the sector has been coded. It always depends on those damn coders.

Re: Planet cap

by Page » Fri Sep 10, 2010 2:05 pm

Surely the sector is big enough they can stay fairly far away from the planet whilst in the same before everyone is ready?

Re: Planet cap

by Edgecrusher » Fri Sep 10, 2010 1:24 pm

Page wrote:But the roleplaying is fun! And the ships are going to power up their weapons before they fly in anyways :P
Are you kidding? And do without life support systems until the last newbie manages to enter sector?

Re: Planet cap

by Page » Fri Sep 10, 2010 10:25 am

Edgecrusher wrote:
Page wrote:Wouldn't you also have to power up your own weapons, and I'm sure planetary weapons take more power :P
Good point, but planetary weapons have a large infrastructure behind them and do not require power being rerouted from the life support systems.

Now is that enough role playing for you? :)
But the roleplaying is fun! And the ships are going to power up their weapons before they fly in anyways :P
JettJackson wrote:dont you know the order shouldnt make sense, it just has to be logical...
Just because logic doesn't make sense to you ;) Most of us are fine with it :P

Re: Planet cap

by Edgecrusher » Fri Sep 10, 2010 9:06 am

Page wrote:Wouldn't you also have to power up your own weapons, and I'm sure planetary weapons take more power :P
Good point, but planetary weapons have a large infrastructure behind them and do not require power being rerouted from the life support systems.

Now is that enough role playing for you? :)

Re: Planet cap

by JettJackson » Fri Sep 10, 2010 1:21 am

Infinity wrote:
Uhm, if you have an enemy fleet powering up weapons in orbit, then are you going to wait until they fire before defending yourself?
Yeah, shouldn't planetary technology be a bit better than the one on ships? Shouldn't there be some operating crew on the planet watching the scanner data and reacting when necessary?

This way, few CDs get knocked down and all of a sudden an EoS can survive the first shot to, which was not the case. Both the cap (I find 12 as a good one) and the order of firing should be put back in.
dont you know the order shouldnt make sense, it just has to be logical...

Re: Planet cap

by RCK » Thu Sep 09, 2010 4:22 pm

Grey Death wrote: Ahhh, but a planet can have huge batteries of power generators including solar which negates the need to power down weapons thus they should always be hot except for monthly maintenance.
Now were just going overboard....

Back on topic.... if we wanted to be "realistic" then the planet would never stop firing... (wouldnt that be a :D)

which would be a twist... planet fires when enemy fleet enters.... hope u got no one on dialup ;)

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