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  #1  
Old February 5th, 2005, 10:09 PM
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Default Re: Mod interest check

Why not just have a few random "treasure horde" asteroids with various pirate goods?
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Old February 5th, 2005, 10:13 PM

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Default Re: Mod interest check

That would work but not quite what I was shooting for.
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Old February 5th, 2005, 10:58 PM
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Default Re: Mod interest check

Quote:
Phoenix-D said:
That would work but not quite what I was shooting for.
Sure, but could be a nice addition anyway.
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  #4  
Old February 7th, 2005, 10:26 PM
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Default Re: Mod interest check

Searching through a large asteroid belt to find the few asteroids with usable resources in them would be appropriate prospecting work
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Old February 8th, 2005, 12:44 PM

Phoenix-D Phoenix-D is offline
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Default Re: Mod interest check

Quote:
Suicide Junkie said:
Searching through a large asteroid belt to find the few asteroids with usable resources in them would be appropriate prospecting work
The radar sort of makes that pointless; anything that can be damaged shows up as a colored blip.

edit: though, that wouldn't happen with the cheese method..I think. Hmm.
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Old February 11th, 2005, 08:35 PM

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Default Re: Mod interest check

Ok, a component display question.

Each component has a ID number, which tells the game when the player is and isn't allowed to carry it. If you aren't, and it is detected, you will be fined and/or fired on.

The question is, how to related that to the player? The starting race has several levels of permission:

Civilian
Merc
Military Class 1
Military Class 2
Military Class 3

Right now I have it indicated like so:

Component X
[MERC] (component Description)

But that eats into the description space, which is limited as it is. I'd prefer something like

[Merc] Component X
or
Component X [Merc]

but that looks..sort of cluttered. So which would you prefer?
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Old April 6th, 2005, 07:55 PM

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Default Re: Mod interest check

Yay for announcing things before you have time to work on them.

I've had to pretty much scrap all the weapons I had before to get PD properly balanced. A 'default' PD gun is now rated to destroy a 'default' incoming missile 100% of the time..but just short of impact, and only if both are stationary. A second missile will ALWAYS overload the defense and impact.

This means charging a missile-firing unit is going to hurt, because even that first missile is going to hit now and then. Its also better balanced than it seems because most PD guns now cover only a single firing arc.
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