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Old December 26th, 2008, 01:18 PM
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Kana Kana is offline
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Default Re: Warp Points - a conundrum

I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed. So it then can't open the WP. Other problems is that once open you have to travel trough it before you can close it. So its open(1mp), move (1 mp), close(1mp). If it was that easy, it would have been done by now. It can barely be done via scripts in SEV. Now if you don't destroy it can it work? Or is it hardcoded? Plus if the same component, it can't do both at the same time, so you would have to have two components.
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Old December 27th, 2008, 05:34 AM
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Default Re: Warp Points - a conundrum

Is it possible to create an "unstable" warp point? One that would collapse quickly?
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Old March 7th, 2009, 01:57 AM
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Default Re: Warp Points - a conundrum

Quote:
Originally Posted by Kana View Post
I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed.
You can take off the destroyed on use ability. Or include repair bays, to allow reuse after a turn.

Quote:
Originally Posted by Ages
I notice there are already unstable wormholes...
The ability does absolutely nothing.
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Old March 7th, 2009, 01:28 PM
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Default Re: Warp Points - a conundrum

Quote:
Originally Posted by Fyron View Post
Quote:
Originally Posted by Kana View Post
I think the problem is that you can't do opening and then closing on the same component. Once the WP opens, component destroyed.
You can take off the destroyed on use ability. Or include repair bays, to allow reuse after a turn.

Quote:
Originally Posted by Ages
I notice there are already unstable wormholes...
The ability does absolutely nothing.
I'd considered these, and may well end up going with this.
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