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  #1  
Old September 26th, 2002, 09:07 PM
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Default Warp openers/closers that can only be repaired at a space yard.

It's been requested, a LOT. People don't like the fact that you can create a little ship with a warp opener/closer and a repair bay and wander around opening and closing warp points all over the galaxy.

Well, EUREKA!, it can be done now.

What you do is give the warp opener/closer component another ability. Emergency resupply. Just a small amount, like 10 or so. Interestingly you have to have some amount of supply, you can't simply set it to zero or this doesn't work. Then when the warp component is used it can't be repaired until you find a space yard.

You could have a ship with a space yard and a warp opener, or have another ship tag along with a space yard on it. But at least this way you have to have a bigger ship.

Another quirky thing is the ship will have two icons lit. The stellar manip icon and the "use component" icon. When you do the stellar manip, you don't actually get the supply. You can however use the component withth ehother icon and get the supply, but then you can't do stellar manip with it till you repair it.

There you go. Don't say I never gave you anything.

Geoschmo
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Old September 26th, 2002, 10:35 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Very clever .
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Old September 27th, 2002, 12:33 AM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Quote:
Originally posted by geoschmo:
It's been requested, a LOT. People don't like the fact that you can create a little ship with a warp opener/closer and a repair bay and wander around opening and closing warp points all over the galaxy.

Geoschmo
Well I did not know this (the fact that people don't like it). Just so MM doesn't implement this in the next patch my 2 cents worth is that this is just fine with me. In fact what I don't like is the components that break on use.
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Old September 27th, 2002, 01:14 AM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

[quote]Originally posted by DavidG:
Quote:
Well I did not know this (the fact that people don't like it). Just so MM doesn't implement this in the next patch my 2 cents worth is that this is just fine with me. In fact what I don't like is the components that break on use.
Well, that's easily modded out. Just remove that ability from the components if you don't want it. I don't think anyone has suggested Malfador make the hard code change to require these components to need a space yard like the emergency resupply. What we have been asking for is a seperate ability that controls this so we can add it to any component we want.

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Old September 27th, 2002, 01:56 AM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Quote:
Originally posted by geoschmo:
What we have been asking for is a seperate ability that controls this so we can add it to any component we want.

Geoschmo
This is an excellent idea for MM to implement, just off the top of my head I'm thinking of a use once cloaking device would be interesting - you could drop it to attack, but then you'd have to have it repaired.
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Old September 30th, 2002, 05:00 PM

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Default Re: Warp openers/closers that can only be repaired at a space yard.

First off, the idea with supply generation actually makes sense because warp manips manipulate objects of great energy, making sense for them to be able to get some of the energy for the ship.

Talking about Cloaking - how about implementing that - highest leveled cloaks CAN still be caught by the best sensors, yet you can outfit your ship with super-cloak which is though use-once only with the Emergency Propulsion thingy that could make your ship absolutely invisible.
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Old September 30th, 2002, 05:41 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Unfortunately, you don't "USE" a cloaking device, so it won't be destroyed. (You press the cloak button, not the use button)
Secondly, components get destroyed immediately, so you would lose your cloaking ability when you tried to activate it.
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Old September 30th, 2002, 05:45 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Using my idea you also don't get the supplies when you "use" the stellar manip tech. You only get the supplies if you "use" that part of the comp. It's an either or thing, but whichever one you use, you have to repair the comp at a space yard.

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Old September 30th, 2002, 09:02 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Quote:
Originally posted by Suicide Junkie:
Unfortunately, you don't "USE" a cloaking device, so it won't be destroyed. (You press the cloak button, not the use button)
Secondly, components get destroyed immediately, so you would lose your cloaking ability when you tried to activate it.
Not really, if a ship is cloaked with stealth armor, and the armor is damaged by a warp point or storm(not combat obviously), the ship stays cloaked until it uncloaks itself -- then can't cloak again.

A stealh armored ship can't cloak when out of supplies, but will stay cloaked if cloaked when it runs out. Again, it can break, but cant make.

Yeah, these are kinda a bugs, but that's really the way MM set up the cloaking of ships. I just wanna exploit it better.
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Old September 30th, 2002, 09:33 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

[neo]Woah[/neo]

One thing you need to check is:
- Is the ship really still cloaked?
1) Can a ship without sensors see the ship?
2) Can a ship without sensors see the ship after saving and reloading and/or ending your turn?

Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.

If the ship really is still cloaked, how would you encourage a player to use the component as soon as possible?
One good solution is to add a maintenance penalty to the component. Say 5% of the cost of the ship each turn. (Once you use the component, you won't have to pay the penalty resources any more)
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