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Messages - GraemeCracker

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286
Original Universe / Re: anyone get the option to move planets yet
« on: June 14, 2011, 06:25:20 PM »
Nothing here yet.

How do you know:

On the galaxy page next to where it says ,"Be careful. It costs hydrogen to look at solar systems other than your own. ", if you have the ability to move your planet, you will see a link that says, "Move your Planet".

Clicking this link will bring up a box that asks you to confirm where you would like the currently active planet to be moved to in the current system.

287
Original Universe / Re: original compression begins
« on: June 14, 2011, 12:21:06 AM »
Here are two related questions:

From what I understand an incoming attack does not stop you from relocating your planet.
1) what happens to the attack if a planet is relocated, and
2) if it keep going, what if a planet relocates into the previously vacated spot before the attack lands?

288
General Starfleet Discussion / Re: Alliance Chat is gone?
« on: June 13, 2011, 08:23:48 PM »
What an inopportune time to remove it.  The relocation is something that we could have really used the chat room for real time coordination.  I agree it wasn't much use most of the time but now that many of our usually inactive members are actually paying attention, it would have been a very easy way to get them in on place to coordinate things.  There is not enough time now to coordinate getting everyone on to anything else.

289
Quote from: "Victor Doom"
Quote from: "GraemeCracker"
Original Universe - Warp 9, Jet 13
Zeus 10% same system = 3:34 Return trip 7:08
Zeus 100% next system = 5:04 Return trip 10:08

There is a three hour gap of time to which a Zeus cannot FRS.

Dion 10% same system = 1:01 Return trip 2:02
Dion 100% next system = 1:26 return trip 2:52

There is a 50 minute gap of time to which a Dion cannot FRS.

A Zeus therefore does not make it easier to get the desired FRS time, but harder.

5% increments would not fix this.
Zeus 5% same system = 7:08 Return trip 14:16

Even 1% Increments would leave a two hour gap.
Zeus 10% same system = 3:34 Return trip 7:08
Zeus 9% same system = 4:37 Return trip 9:14

So -1 since 1% increments don't fix the Zeus FRS challenge.

 :evil: I have yet to come across a timeframe I couldn't fleetsave too.. and with the zues it was always easier.. Take a chance.. experiment with speed settings and sectors and you'll see..

Sorry, my mistake, I meant planet where I said system. So the first should have read:

Zeus 10% same planet = 3:34 Return trip 7:08 - this is the SLOWEST same planet FRS
Zeus 100% adjacent planet = 5:04 Return trip 10:08 - this is the FASTEST adjacent planet FRS

There is NOTHING in between.

290
Original Universe / Re: original compression begins
« on: June 09, 2011, 07:11:12 PM »
Quote from: "whitebush"
When the compression happens, is it open to everyone instantly, or is it open to a random 10% more every hour?
It is a random 10% per hour from 14:00 until 23:00

291
Original Universe - Warp 9, Jet 13
Zeus 10% same system = 3:34 Return trip 7:08
Zeus 100% next system = 5:04 Return trip 10:08

There is a three hour gap of time to which a Zeus cannot FRS.

Dion 10% same system = 1:01 Return trip 2:02
Dion 100% next system = 1:26 return trip 2:52

There is a 50 minute gap of time to which a Dion cannot FRS.

A Zeus therefore does not make it easier to get the desired FRS time, but harder.

5% increments would not fix this.
Zeus 5% same system = 7:08 Return trip 14:16

Even 1% Increments would leave a two hour gap.
Zeus 10% same system = 3:34 Return trip 7:08
Zeus 9% same system = 4:37 Return trip 9:14

So -1 since 1% increments don't fix the Zeus FRS challenge.

292
Original Universe / Re: original compression begins
« on: June 08, 2011, 08:34:22 PM »
Is there a time limit on using your "free" move?  i.e. does it expire after the compression if you don't move?

293
General Starfleet Discussion / Re: Yet Another appeal to Matt
« on: May 03, 2011, 03:39:33 PM »
I also like the circular galaxy idea (i.e. the last galaxy is next to the first).  This could be extended to systems as well, i.e. system 499 is next to system 1.

294
General Starfleet Discussion / Re: Yet Another appeal to Matt
« on: May 03, 2011, 03:37:26 PM »
Another idea to limit the potential impact of the compression.

Take three contiguous galaxies, select the two that are the least populated, and limit the relocation to the remaining galaxy.  Do this across the entire universe and the effect would be that players who were spaced out, will remain spaced out (I know I like to play spaced out, but that has nothing to do with planet distribution!), and players who were close together will remain close together.  The general player distribution across the universe will not be substantially altered, just the density increased.

Combine this with my earlier idea, that all planets get a free relocation, and you would then have all players within a three galaxy window getting relocated to remaining galaxy in that window.    You would have a week to choose your new location and the galaxy screen could be modified to show what available locations are left (but not who has taken a slot).  First come, first served.  If you don't chose a location by the deadline, you are randomly placed.

295
General Starfleet Discussion / Re: Yet Another appeal to Matt
« on: April 30, 2011, 05:04:05 AM »
I would like to suggest that instead of all soon to be relocated planets receiving a free "relocator", ALL planets receive one.  This would remove any possible statistical advantage an alliance might gain by having a large portion of their members residing in galaxies that are to be destroyed.  You could put a time limit on the use of it (i.e. within the week before the compression), that way EVERYONE gets to re-organize their colonies, not just the "lucky" ones who are slated for relocation.

Just my two cents ...

296
Feature Suggestions / Re: Add more info to espionage reports
« on: November 07, 2010, 08:31:08 PM »
+1

1) there is no logical reason not to show it
2) it would be nice to see if a person is reliant on their stats, making taking them out a nice bonus,
3) all the other reasons above.

297
I like the idea for a few reasons:

1)  it would be nice to start building a new mine that is going to exceed your power capacity and have the reactor ramp up to meet the demand when it comes online hours later.
2)  I like to use my reactors as backup for my sats.  I realize that one of the cons of sats are their vulnerablility, but I am a) spending resources to build enough reactor to cover in the event of a loss, and b) will take a it on hydrogen until I rebuld the sats in that event, so I think those are sufficient cons.  Having my reactors automatically ramp up due to a loss of power elsewhere makes sense,  even in the real world!
3) if it was fully self regulating, it could theoretically change in increments smaller than 10%,  which would also be nice.  I realize it is a small amount of savings, but avings none the less.

And definitely it should be an option, not a requirement.  Just add an Auto selection to the capacity pulldown.

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