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Re: FQM Damaging WPs
I voted for 1/4 as many as current.
They add a bit of flavor, a risk factor in exploring through them. Once they have been explored, there may still sometimes come up a choice of the quick route vs. the safe route. OTOH, too many are an annoyance, and I've had starts where I had way too many of them around me, with no choice but to go through or be cut off from the rest of the galaxy. (And considering I haven't actually started all that many games yet, the number of times I've had problems from them is even more annoying - something like 2 or 3 times out of 5 or 6 starts?) So I vote for a reduction in their occurrance. I'd be interested in hearing why someone in the poll actually wanted to double the frequency. Was that you, Narf, voting for double only because there was no option for quadruple? Joking, or do you really like them? SpaceBadger |
Re: FQM Damaging WPs
i've yet to play fqm and i havn't voted. my insanity is WATCH OUT THE FUZZBALLS ARE GOING TO EAT YOU! strictly under control.
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Re: FQM Damaging WPs
I love the Devnull mod. http://forum.shrapnelgames.com/images/icons/icon12.gif It and AIC are my Favorites. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: FQM Damaging WPs
Why is it that noone ever gives me feedback on this stuff until I bug them about it? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: FQM Damaging WPs
http://www.click-smilie.de/sammlung0...smiley-026.gif
That battle over damaging warp points has been won. Reducing the number of occurances has prevailed. |
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Happy now? http://forum.shrapnelgames.com/images/icons/tongue.gif |
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