Page 3 of 3

Re: Planet cap

Posted: Fri Sep 10, 2010 10:25 am
by Page
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

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

Posted: Fri Sep 10, 2010 2:05 pm
by Page
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

Posted: Fri Sep 10, 2010 7:04 pm
by Edgecrusher
That depends on how big the sector has been coded. It always depends on those damn coders.

Re: Planet cap

Posted: Sat Sep 11, 2010 4:19 am
by Page
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

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

Posted: Sat Sep 11, 2010 11:06 am
by Page
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