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Thread Statistics | Show CCP posts - 1 post(s) |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
63
|
Posted - 2011.11.09 00:00:00 -
[91] - Quote
Vyktor Abyss wrote:...
My suggestions to you:
1. Try to get some art involved - nothing inspires people better than a nice picture or vision of what this could look like.
This is a really good point, I think a lot of traction that the "Dead Horse" POS thread gained was partly because the OP had fleshed out images to couple with the concepts.
The funny thing is, anything that isn't pegs on a sphere is already steps in the right direction to be better than the current PI graphics.
We have a blog, it is terrible. How to fix Bounty Hunting |

Jace Errata
Cobalt Valkyrie Industries The Ambivalent
19
|
Posted - 2011.11.09 00:15:00 -
[92] - Quote
Now I'll be honest here, I didn't read all of that. I couldn't, my head doesn't do that. But it's clearly extremely well-thought-out, an incredibly good idea, and would almost certainly make me pay more attention to my one lonely planet.
Also I was expecting something much simpler, more like the Planet screen from Haegemonia: Legions of Iron (not sure if that was ever popular enough for anyone to recognize that?) but this is way more epic.
Comments etc: - Would spaceships be able to land, Elite-style? - Warp-in points for planets would have to be closer. Currently you warp in at a few hundred thousand k above the atmosphere, and that's a heck of a way to travel in a BS. - As previously mentioned, Han Solo-style smuggling would be possible. - Would additional defensive systems be able to be fitted to an arcology/biodome/city-saucer/perimeter wall in a manner similar to ship fitting? - Would the entire underlying infrastructure of a city be able to be based on ship fitting? I see this as slots for 'scraper complexes, entire new districts etc, with extra slots being added by current-PI-style constructions.
Anyway hope this happens. Let's...just assume there's some kind of signature here, 'k? ... ... OH WAIT. Jace Errata on Twitter |

tankus2
Endless Destruction Imperial Ascension
10
|
Posted - 2011.11.09 01:44:00 -
[93] - Quote
I think you have maybe opened a new facet to this threadnaught to cover Where the science gets done |

Asuka Solo
Stark Fujikawa Stark Enterprises
685
|
Posted - 2011.11.09 05:19:00 -
[94] - Quote
Vyktor Abyss wrote: My suggestions to you:
1. Try to get some art involved - nothing inspires people better than a nice picture or vision of what this could look like. 2. Don't over complicate or over-specify your idea - CCP have plenty of game designers to work on the minute detail 3. Keep expanding the idea - You've possibly only scratched the surface of what you could do with a PI minigame
1. I'll look into it.
2. Despite that they had no ideas about PI when they did their refocus planning. Player owned customs offices? Spitting in the wind I say. The closest thing to a PI upgrade I saw was their future vision video that had some new planetary overlay with what looked like linked networks.
3. We hope to. But for obvious reasons, we don't want to go all Command & Conquer on its ass. At its core, Eve is still about internet spaceships. Not RTS styled interplanetary army pew pew by mouse click.
Jace Errata wrote: Comments etc: - Would spaceships be able to land, Elite-style? - Warp-in points for planets would have to be closer. Currently you warp in at a few hundred thousand k above the atmosphere, and that's a heck of a way to travel in a BS. - As previously mentioned, Han Solo-style smuggling would be possible. - Would additional defensive systems be able to be fitted to an arcology/biodome/city-saucer/perimeter wall in a manner similar to ship fitting? - Would the entire underlying infrastructure of a city be able to be based on ship fitting? I see this as slots for 'scraper complexes, entire new districts etc, with extra slots being added by current-PI-style constructions.
Anyway hope this happens.
1) Yes, ships will be able to land at spaceports. I'm fleshing this out and will hopefully have an update post ready in a while
2) We will have a new enter planetary Orbit function that takes ships to about 200km range above orbit into a designated stargate style warp in area. This area will be the border between space and the stratosphere.
3) The Han Solo stuff has been worked out. I'm just scratching my head over Chewbacca.
4) Yes. My initial post provisioned anti-capital ship defenses that would be Eve player controllable. Now I'm also working on anti-sub cap/anti-dust merc defenses that can also be purchased and placed. These will end up becoming massive artillery installations that can provide ground to ground/air bombing for Dust players. Subsequently, these turrets will not be controllable by Eve players.
5) I'm contemplating introducing a 4th PI command center, that of Social PI. This PI will be purely slot based and will allow for player structures, zones etc, similar to outpost office slots for corporations. It will require no fuels and will have no expenses to operate aside from the costs of setting up the facilities on its various slots. But, an adjustable corp tax can be levied on all goods sold and items produced/released/delivered via these slots. |

Cailais
Rekall Incorporated
107
|
Posted - 2011.11.09 11:11:00 -
[95] - Quote
There are some interesting ideas here.
What I would hope to see is that your 'civilian population', or work force determines the efficiency of your PI processes. In turn the political system, civilian structures and so forth determines to what extent your population grows.
For example using a slave work force has a short term benefit to PI processes but one which degrades over time as your population 'dies off'' (maltreatment etc etc) and the population reduces.
Using a 'democratic' work force increases population over time (increasing efficiency) but obviously takes longer to reap a return on that investment. Equally free workers can be taxed (though they might rebel).
Something along the lines of what the OP suggests though is what I imagined PI would in fact be when it was first promoted.
C.
|

Elder Ozzian
Stargates and Smuggler Barons
0
|
Posted - 2011.11.09 12:04:00 -
[96] - Quote
Awesome idea! Also you could introduce the World of Darkness; Vampires in the cities and among the ordinary ppl. |

David Grogan
The Motley Crew Reborn
204
|
Posted - 2011.11.09 17:49:00 -
[97] - Quote
Quote: Gas: (+3% default rate) 12% population growth rate per downtime 9% death rate per down time
i'm not sure this should be in the positive growth rate section
living in a gas giant would be extremely taxing on human physiology... from constant storms, the high gravity, high radiation, and insane pressures would make it hard for a population to growth at all.
however on barren/ice worlds it would be much easier for a population to grow due to the fact huge biospheres & underground facilities could be built to shield the citizens from radiation. Also the gravity and pressure on these worlds would be much more tolerable.
Moons should also be considered for population. Especially moons around gas giants.
but aside from that I like your idea alot Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

Hallorin
State War Academy Caldari State
7
|
Posted - 2011.11.09 18:30:00 -
[98] - Quote
Asuka Solo wrote:[Part 6 of 14]
Planetary gun/missile emplacement (2500 power, 1250 CPU, 1000 Employees, 2000 isk per hour operational cost + ammo costs) (Places guns/missiles on planet surface in City that can fire from under City shield or without shield, similar to the stargate/POS gun setup) Damages non friendly (can be set via standings) capital ships only in orbit around the planet, firing on neutral Capitals by default (That have Planetary aggression timers) at similar rates to the stargate/station guns, but should pack a bit more punch since they are firing on capital ships, so the damage should be so much that a single dread without logistics will be unable to tank the DPS and will have to warp out or risk being lost to planetary fire. Sub capital ships will not be shot at by planet side guns, since they will be too small to lock onto. Likewise, sub capitals and carriers will not be able to engage structures or segments. Any Carrier that is remote repping Dreadnoughts or Titans with PATs will also receive a planetary aggression timer.
+1 to all these ideas. very good.
This in particular I like a lot. There's a ton of talk lately about orbital bombardment, especially with dust on the horizon, which gets me thinking, why wouldn't planets be shooting back?
Planet Guns!
see first 45 seconds of this for definitive proof that planetary gun emplacements are awesome
|

Asuka Solo
Stark Fujikawa Stark Enterprises
702
|
Posted - 2011.11.09 20:57:00 -
[99] - Quote
*****Smuggling mechanism Draft v1.0*****
The context: Individual players/small corps who will not be able to setup and safe guard Planetary Customs offices, or who simply choose not to pay the natives their taxes to use and pillage their planets, can land their ships in spaceports to collect their PI. They can physically load their PI goods into their ship cargo holds, provided they route their PI goods from their networks, via the PI-hub, to either a corp hanger (much bigger storage space, but can be tracked by the owner corp, intercepted and even locked down until their customs office clears your lewt) or a Starport (which will have a limited personal storage capacity of 30000m3 per player, similar to the current Incarna 1.1 customs office setup). Subsequently, corps can do little to prevent you from routing goods to the starport, but can setup ambushes or interception parties in the event that you do. Starports will have docking fees and notifications. If players choose to land on another corporation/alliance's starport, they will be notified of your arrival with a time stamp and a ship class. They will also be notified of the ship departing their starport. This same mechanism applies to starports of your own corporation, with regards to your comings and goings.
Standings (As set by directors or CEOs or diplos) can affect the docking fees (As set by CEOs), or even docking rights (As set by Directors, CEOs or diplos). Players with red standings, can be booted from the starport after spending 10 minutes or more in the starport (They will show up in the docked list - a new type of list to introduce, that works similar to the assets tab (delayed by 10 mins)). Personal items located in corp hangers will work under the same principle as to enable locking down personal goods of people who try to smuggle it off-world without permission.
Corporations who look down on smugglers, can then arrange gangs to either hover outside the starport and take down the ships as they take off, for a super time-dilated fight to the death in slow mo like Neo (due to the friction of the atmosphere and all that, no warping or mwds will be allowed until you clear the atmosphere), or they can wait for the would be Han Solos in space with bubbles at the planetary orbit entry/exit point. The starport itself would have a spawning area for ships taking off, a radius of 30km. This should give gang bangers and smugglers equal opportunity to have their cake and eat it if the planetary overlords had gangs of 5 or less.
All ships entering and leaving the starport would be vulnerable to Dust small arms fire, once Dust gets released and the Eve side of life catches on.
All covert ops ships will be able to cloak once they undock from the starport, as per the normal spawning at a stargate mechanism. Standard ships with t1 cloaks will not be able to activate these cloaking devices while in the atmosphere. Black Ops ships will be able to warp out of planets into space as well as jump to cynos while in the atmosphere (To give them that sexy little boost they need). T3 ships with interdiction-nullifiers and covert configs can do the same.
Players who dock on their own personal/corp/alliance starports will not attract any attention from the other natives on the planet or space, unless they spot your network & starport and camp you out.
This in addition to setting up Eve side bubble gang camps at customs offices... if corps were so inclined.
Using this mechanism, players can smuggle their PI goods off world with a little bit more effort than normal, all the while bypassing the customs office and possible extortionist taxes and or non access.
*****Skills for smuggling profession v1.0:*****
Smooth Talk [3]
- 5% reduction in customs taxes and docking fees per level
- (Prerequisites: Social V, Fast Talk V, Negotiation V)
Smuggling [5]
- +12 second delay in docking/departing notifications per level
- (Prerequisites: Smooth Talk V, Trade V, Criminal Connections V)
Infiltration [8]
- +10% chance to avoid starport docking/departure notifications per level
- (Prerequisites: Covert Ops IV, Smuggling V)
Thoughts? |

Asuka Solo
Stark Fujikawa Stark Enterprises
702
|
Posted - 2011.11.09 21:19:00 -
[100] - Quote
David Grogan wrote:Quote: Gas: (+3% default rate) 12% population growth rate per downtime 9% death rate per down time i'm not sure this should be in the positive growth rate section living in a gas giant would be extremely taxing on human physiology... from constant storms, the high gravity, high radiation, and insane pressures would make it hard for a population to growth at all. however on barren/ice worlds it would be much easier for a population to grow due to the fact huge biospheres & underground facilities could be built to shield the citizens from radiation. Also the gravity and pressure on these worlds would be much more tolerable. Moons should also be considered for population. Especially moons around gas giants. but aside from that I like your idea alot
I was thinking of Bespin (Star Wars) when I was placing the Planets into those groups. Somehow I picture a floating Gas giant installation to be more habitable than some frozen Hoth hellhole. In Bespin you could actually sit on a bench outside and watch the sun go down. Hoth is a different story.
But I'm open to swapping those figures around if we could justify it with a valid enough point.
As for moons... I am contemplating a post about Moon Interaction and the death of POS based moon mining. Naturally, the same command centers could be used for MI, thus giving rise to moon cities etc. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
4
|
Posted - 2011.11.10 00:33:00 -
[101] - Quote
Definitely PI need allot of changes! an CCP can take allot of things from here =D! |

Bender 01000010
EVE-RO Fidelas Constans
0
|
Posted - 2011.11.10 07:27:00 -
[102] - Quote
how about drones? Imagine a ginormous swarm of light drones (atmospheric capable version) fighting in a planet atmosphere being sent by lots of carriers orbiting the planet they attack.. the battle from surface would have to be epic from a dust player perspective :D.. ground arty turrets popping 1 drone per hit (for light drones).. i personally would carry a full drone bay of light drones in my first planetary battle just for the light show :)) if this will happen |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
4
|
Posted - 2011.11.10 14:20:00 -
[103] - Quote
Dreadnoughts could have a Planetary Attack drone bay!! each drone "capsule" are trowed and when it reaches the ground, opens and some drones emerge from it! also carriers and titans could deploy large attack turrets!! and small ships could deploy soldier capsules that allow Dust players to enter combat from different spots... A force recon or some new type of ship could deploy Covert ops dust commandos capsules... this would be awesome!!! Allot of possibilities!!!!! |

Asuka Solo
Stark Fujikawa Stark Enterprises
718
|
Posted - 2011.11.10 16:02:00 -
[104] - Quote
Alx Warlord wrote:Dreadnoughts could have a Planetary Attack drone bay!! each drone "capsule" are trowed and when it reaches the ground, opens and some drones emerge from it! also carriers and titans could deploy large attack turrets!! and small ships could deploy soldier capsules that allow Dust players to enter combat from different spots... A force recon or some new type of ship could deploy Covert ops dust commandos capsules... this would be awesome!!! Allot of possibilities!!!!!
I do not want to introduce new guns for capitals to allow them to attack PI. I'd prefer it if they used their existing long range XL weapons, but restrict orbital bombardment to capital ships only.
We could allow drone based sub cap pew pew for ships within the atmosphere and within dust merc fire range, but this would require allot of fleshing out.
The only drones I would even entertain of allowing to attack PI from orbit would be fighters and bombers, but this would create an imbalance since drones don't have ammo per say.
Yes I know the future vision video had air strikes (presumably from carriers), but I'd also assume these strikes would be Dust beacon based and not Eve pilot driven in terms of shooting PI structures at will.
The Dust merc capsule by Carrier thing has some potential methinks.
Obviously still lots of areas to address. So keep the comments coming. |

Corazani
Oracle Phoenix
4
|
Posted - 2011.11.10 17:41:00 -
[105] - Quote
Asuka Solo wrote: I was thinking of Bespin (Star Wars) when I was placing the Planets into those groups. Somehow I picture a floating Gas giant installation to be more habitable than some frozen Hoth hellhole. In Bespin you could actually sit on a bench outside and watch the sun go down. Hoth is a different story.
But I'm open to swapping those figures around if we could justify it with a valid enough point.
There's enough tech in EvE to justify the Bespin style floating cities as is, it may just make some sort of "contruction preimium" cost modification necessary. Building on a temperate world (even if CCPs idea of "temperate" is... questionable) would be fairly easy (we do it now after all). Building on a Lava, Plasma, or Gas giant should probably cost more due to the extra protections needed to maintain the populace (though this may have already been sort of figured in using your earlier growth and production modifiers).
Another possible source to look at for some inspiration might be some of the material from Transhuman Space for GURPS, or for another source available (legitmately free) online would be Eclipse Phase which has some of its material available under the creative commons license. Both are insanely well written and detailed if you love the trans/post humanism side of things, which we pod pilots are pretty safely a part of even without the more extreme "what is human?" modifications sometimes explored in the memes. I've never played either but own physical copies of everything ever written for both :P
EDIT: as for Dusties arriving by capsule from a carrier, I have two things to say: 1) I ain't shaving my head to ferry them around, and 2) "Do you apes wanna live forever!?" |

Asuka Solo
Stark Fujikawa Stark Enterprises
719
|
Posted - 2011.11.10 18:29:00 -
[106] - Quote
Corazani wrote:Asuka Solo wrote: I was thinking of Bespin (Star Wars) when I was placing the Planets into those groups. Somehow I picture a floating Gas giant installation to be more habitable than some frozen Hoth hellhole. In Bespin you could actually sit on a bench outside and watch the sun go down. Hoth is a different story.
But I'm open to swapping those figures around if we could justify it with a valid enough point.
There's enough tech in EvE to justify the Bespin style floating cities as is, it may just make some sort of "contruction preimium" cost modification necessary. Building on a temperate world (even if CCPs idea of "temperate" is... questionable) would be fairly easy (we do it now after all). Building on a Lava, Plasma, or Gas giant should probably cost more due to the extra protections needed to maintain the populace (though this may have already been sort of figured in using your earlier growth and production modifiers). Another possible source to look at for some inspiration might be some of the material from Transhuman Space for GURPS, or for another source available (legitmately free) online would be Eclipse Phase which has some of its material available under the creative commons license. Both are insanely well written and detailed if you love the trans/post humanism side of things, which we pod pilots are pretty safely a part of even without the more extreme "what is human?" modifications sometimes explored in the memes. I've never played either but own physical copies of everything ever written for both :P EDIT: as for Dusties arriving by capsule from a carrier, I have two things to say: 1) I ain't shaving my head to ferry them around, and 2) "Do you apes wanna live forever!?"
I for one can safely proclaim my ambition for post humanism. One of the core reasons I flocked to Eve Online and Freelancer.
As for your comment regarding construction costs, I agree completely. Construction costs for networks on certain planet types should outweigh others that would be considered easier and cheaper to colonize. One good reason I avoided including construction costs in my initial posts because I knew this issue might pop its head up and conceivably derail my suggestion.
We have to start throwing around ideas for these cost structure mechanisms and modifiers before I repost an updated version of this suggestion.
My only real concern with the carrier ferrying dust mercs idea... will be the functional aspect. It implies the mercs will be on the ship in offline mode, running around some mess-hall while the ship makes its way to the war zone. What happens if that ship never makes it....
Will that kind of configuration be compatible with Eve's current database structures? Would it even be feasible?
Not to mention it would open up Pandora's box. If dust mercs can live on your ship, why can't you. Cue the whole "gimme hallways and CQs on my ship etc" arguments. I'm all for that direction for Capital ships 100%. But I can already see the angry nerd rage of PvPers and jihaddists who would demand an equal amount of dev time and effort into making their PvP lives of griefing industrialists and miners more interesting or threatening to rage quit because of the new space-barbie online mode. |

Corazani
Oracle Phoenix
5
|
Posted - 2011.11.10 19:11:00 -
[107] - Quote
The Mercs on ships aspect of things is very definitely a good issue to try and skirt around if you can. If I recall correctly, one of the initial ideas tossed around for Dust was that the mercs would have their own ships (or at least be able to work up to having their own orbital battle barge) that would function as transport, lounge, and C&C entities. That also went quiet pretty fast, if I had to bet because somebody brought up the whole "if you give it stats someone will kill it" issue.
As far as costs involved, in the end most would essentially be arbitrary. "Building on 'x' costs 'y' more than 'z' because you need to use 'n' number of fancy gribbly bits."
Likely the simple way would be to establish a baseline cost (probably for 'temperate' worlds for simplicity), and then modify from there. Likely a good way of lining up the increase in costs would be to look at the potential profitability of the world they're being placed on vs that of the baseline world type and have some kind of increase based on the difference. Sure you can produce *insert insanely profitable item here* on plasma worlds (or whatever), but you also have to install additional shield generators, medical facilities, etc... to keep you workers moderately safe.
Idealy, some worlds likely shouldn't be profitable/growable at all unless you build them up in a very specific manner. It reminds me of the old film "Outland." People only go there because they're paid stupid amounts of money, and most don't stay for too long because of the conditions. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
4
|
Posted - 2011.11.11 00:09:00 -
[108] - Quote
Asuka Solo wrote:If this topic can make 3 pages of positive responses and/or another 30 odd likes... I will be posting it over in the Assembly Hall with some additions.
Then spam every PI alliance in Eve hoping to garner enough support to push it to the top of the next CSM refocus list.
Count me in
|

bornaa
GRiD.
28
|
Posted - 2011.11.11 00:15:00 -
[109] - Quote
To OP: I love you! :)
and yea... that's positive response...
And please CCP... get some better graphic for PI... now it looks like sewerage system... only pipes pipes and pipes... |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
4
|
Posted - 2011.11.11 00:17:00 -
[110] - Quote
Burseg Sardaukar wrote:Ingvar Angst wrote:Screw this. I don't log on to spend hours doing PI. I do it to fuel my pos and put a little extra isk in the pocket.
Making things more complicated for the sake of making things more complicated benefits noone ultimately. Besides, how in the hell do you expect these populations centers to pop up in a wormhole? Yeah, civilians will realltechnically "y go for that... The idea keeps the simplicity you currently use, but adds much more depth to those wanting more from planets (as was advertised with the original launch of Tyrannis). Also, technically, how do customs offices get into wormhole space? They shouldn't exist either... But I don't see why population centers couldn't develop in wspace.
Fixed: Custom offices don't get there anymore... you will have to build them there...
So time to build star-gates? for the planetary migration!
|

tengen san
Triton-TC
2
|
Posted - 2011.11.11 11:47:00 -
[111] - Quote
It is a well formulated and thought trough proposal. But as Igvar Angst stated, on good reason out of the perspective of a sole FiS player, its complexity will take an enormous effort of time to interact with the growth and maintenance pattern as described. The complexity and time investment would require, but foremost attract a new type of player, no more the pod pilot but the GÇ£colonistGÇ¥.
In 2005 aprox 12.000PL were active subscriber, venturing in 0.0. Space was rather a GÇ£sightseeing tourGÇ¥, in 2008 (25.000 PL) things have changed dramatically and in 2011 (near to 40.000Pl) there are earning problems argued in 0.0. By 2016, with an anticipated overpopulation of 70.000 PL active, the whole player space would be completely in a gridlock. Not adding much to the fun. Personally I estimate a 60.000 active subscriber are enough to put the lid on the can. To some extend WIS was designed to shutter valve subscribers out of FiS, players with lesser intent to interact on the High end provisions of the game, the proposed type of extended PI could go very well in this direction and serve as a new space while the game is growing in population.
If so, it would be clearly to be accessed from the Dust platform. (If Dust ever will succeed, I have no daub on it beside all the political argumentation). This would give the proposal more likely the requested acceptance as it will meet the utter resistance of the ruling alliances in and out game if accessible by the Eve launcher. In its present form and in its complexity it pose as a parallel game with own contend diverting strongly form the sole FiS content on which EvE is originated.
I remember Hilmar Petterson made a notion some time ago: GÇ£What we see on Eve by today is just scratching the surface of its potentialGÇ¥. From this point of view the proposal is digging below the surface. |

Kingston Black
Outdated Host Productions Vort3x.
0
|
Posted - 2011.11.11 13:13:00 -
[112] - Quote
i like god games, would definately play this one +10 internets!  |

Asuka Solo
Stark Fujikawa Stark Enterprises
741
|
Posted - 2011.11.11 19:43:00 -
[113] - Quote
tengen san wrote: but foremost attract a new type of player, no more the pod pilot but the GÇ£colonistGÇ¥.
The colonizers have been here since Tyranis.
Some of us even longer, setting up hi-sec POS colonies. |

tengen san
Triton-TC
2
|
Posted - 2011.11.12 16:15:00 -
[114] - Quote
Asuka Solo wrote:tengen san wrote: but foremost attract a new type of player, no more the pod pilot but the GÇ£colonistGÇ¥.
The colonizers have been here since Tyranis. Some of us even longer, setting up hi-sec POS colonies.
Right, but nothing of it comes close to the extend of this proposal. |

Fournone
Gallente Trade Union Moon Warriors
0
|
Posted - 2011.11.12 23:57:00 -
[115] - Quote
Please tell me you didn't change it much since the old forums, I don't want to read through this all agian. 
I supported old version, so gonna support this one. |

Asuka Solo
Stark Fujikawa Stark Enterprises
743
|
Posted - 2011.11.13 05:52:00 -
[116] - Quote
Fournone wrote: Please tell me you didn't change it much since the old forums, I don't want to read through this all agian.  I supported old version, so gonna support this one.
The difference between this version and the old forum version is about 10% of new stuff.
PI 2.1 (The soon to be re-posted version) will have 40% new stuff compared to this one. So it's already a 20 something post threadnought. |

tankus2
Endless Destruction Imperial Ascension
12
|
Posted - 2011.11.13 15:52:00 -
[117] - Quote
its already a threadnought that makes titans jealous! Where the science gets done |

Li'ara Katarn
Stark Industriez Stark Enterprises
0
|
Posted - 2011.11.13 20:59:00 -
[118] - Quote
Supported the old one.
+1 to this. |

Ta Mo
0
|
Posted - 2011.11.15 04:52:00 -
[119] - Quote
+1 |

Mr Pimms
Stark Industriez Stark Enterprises
0
|
Posted - 2011.11.15 09:56:00 -
[120] - Quote
Alx Warlord wrote:So time to build star-gates? for the planetary migration!
Asuka's been bouncing ideas around about planetary stargates after reading that. You have no idea what that post has done. He's going on and on about it, the future of smuggling, customs, the alternative to FiS travel with offline characters and offline-avatar based gate camping on planets.
This topic just got bigger. |
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