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Captain!! Our turbo ion engines have been replaced...

.... with a hamster wheel!!

What on earth is going on with the ship velocities???? It seems like my crew have had a few too many pies and she can't handle the extra mass!!! Seriously though, i really dislike it. For one, it makes trading and exploring tedious.. even in the faster ships! Sure, OK, the bulky cargo ships should be slow, and true enough the Dreamsower handles like a fridgefreezer, but these new slower speeds make the ships get stuck in the stars gravity ALOT more often, screw up the autopilot hitting the warp gate and well, in my opinion make the game less enjoyable :(

Hmm.. just had a thought.. does Dexterity have something to do with ship speed now aswell as turning rate? Most games I set it to zero...

Oh and one more thing... the current milky way game seems to have the number of "warp connections" reduced to how one or two of the other servers are like... is this now the 'Standard Game'?? IMHO, I'm not a fan of this galaxy shape as it limits the openness of the game

Any comments on these anyone?? Thanks. R.

Comments

  • TurkeyXIIITurkeyXIII Member Posts: 4

    I agree, the fewer warp connections in the Milky Way game is far from standard.  And also, by my count, there are only three starports in that game.  Cheryz Alamaz (Or whatever it's called) is missing, and the pirate base is one of the other two.  Huh? image

    image

  • SenkerSenker Member Posts: 3
    I know that dex determines your turning speed but I don't think anything determines the speed of the ship. And Chernyj Almaz is the Pirate base.
  • TooncesToonces Starport AdminMember Posts: 41
    I  don't think the ship velocities were reduced. I have been playing with the galaxy shapes a little, sorry for the randomness. The end goal is to have a galaxy that has out of the way areas far from sol, and good connection networks near sol.

    -Toonces
    Starport Administrator

    -Toonces
    Starport Administrator

  • StumpStump Member Posts: 16

    Ol' Stump thought the standard map t'was pretty heavily changed. Use'ta be that 'bout the biggest 'mount o' hops ye could make t'was 'round 45, now it must be close to 100. Ol' Stump's not sure what t'think 'bout this. On the one hand, it should greatly increase the chances that'a casual player can build away on some planets in the middle o' nowhere 'n never get discovered. But on the other hand (ol' Stump's assumin' that the map actually be larger as well as layed out dif'rently) it'll greatly reduce the 'mount o' systems a feller can explore, 'n also makes havin' Neutrinos less desirable as ye'll find nothin' alot more frequently. Ol' Stump rekkon's the Pax gang'll approve. Personally, ol' Stump feels that given the player base per server, the standard map be too large... 'n iff'n t'were reduced by as much as 50% it'd force the average skill level up a notch or three.

     

    image

  • TempunautTempunaut Member Posts: 34

    Hmm.. interesting. The idea of having less warp connections at the galaxy rim but keeping the inner systems the same (4 - 5 average connections per system) is quite clever... it'll be cool to get this implemented. It's quite logical too as if you imagine IRL the farther away the stars are at the edges of the galaxy, the less the number of adjacent stars within warping 'distance', even tho there isn't such a thing in SGE. Personally I'm not a fan of the servers with less warp connections 'cos the games becomes so linear... everyone warping back and forth on the same routes etc. Yea, you'll get more player and NPC contacts, but you really don't need that whilst carrying 200 spice in ur flower!

    Not sure about the ships seeming slower then.... maybe it's just my eyes!!

    I see where you're coming from Stump with reducing the amount of systems in a game, but it would mean that any would be invader could cover pretty much the whole galaxy raping and pillaging any non-uber protected colony (including any noob ones who have the sense to establish colonies away from sol) alot easier... plus I feel that there wouldn't be sufficient distance between the starbases to give their 'remote' sense of being. Perhaps a little more thought is required on this one.... Hmm..

    Here's a thought for the suggestions threads then... - ability to trade commodities via starBASES... and different places sell different stuff... We already have nukes and sethdar at Chernyl, how about some other items at the other 2 non-sol ones? Perhaps a goody-two-shoes base.. "You don't look like a UN-suck-up... get outta here!"

    Sorry for rambling..

  • YukiYuki Member Posts: 27

    Hey, I know you!::::03:: Your CREEPER!

    Thers no death, There is the force
    -Sw:KOTOR

    Sorry for bad grammar!
    (12 [soon 13] years old polish boy)
    ::::18::

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