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 Post subject: Re: Suggestion Time Again!
PostPosted: Mon Sep 15, 2014 10:52 am 
Newbie
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Joined: Wed May 14, 2014 5:23 pm
Posts: 15
SEI Name: ABren
[snip] - moved to improvements thread.

-ABren


Last edited by ABren on Tue Sep 16, 2014 11:29 am, edited 1 time in total.

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 Post subject: Re: Suggestion Time Again!
PostPosted: Tue Sep 16, 2014 10:08 am 
Squire
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Joined: Mon Jan 09, 2012 6:55 am
Posts: 157
Actuallly the last 3 are UI tweaks, and the most usefull of the suggestions.

Thanks for the input, some good idea's there. I definitly like the friendslist suggestion being added, together with a realistic in-game use for the list in access for planets.

Many of the top 6 suggestions risk overpowering seasoned players, and the whole reason for the 5 clan limit is to moderate that effect of the current relativly small playerbase.


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 Post subject: Re: Suggestion Time Again!
PostPosted: Tue Sep 16, 2014 11:36 am 
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Joined: Wed May 14, 2014 5:23 pm
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SEI Name: ABren
Alley, we can discuss more over on the other threads, but I don't think most of my suggestions would make a major difference. For example, a planet-based port or equip shop only encourages commerce & interaction between players, it doesn't offer a distinct advantage. Unlimited planets isn't much of a change either - with the current (or maybe slightly adjusted) cost model, having more than two or three planets becomes cost-prohibitive if building levels are cumulative between planets. To fully populate three planets, you would have to build the equivalent of level 1500 colonist houses. It's expensive to weaponize one planet, imagine the exponential cost of defending the second or third.

I agree about a change in dynamics if aggro drones are introduced, but I am not that interested in those, it was just a thought to spice up gameplay.


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 Post subject: Re: Suggestion Time Again!
PostPosted: Tue Sep 16, 2014 1:45 pm 
Squire
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Joined: Mon Jan 09, 2012 6:55 am
Posts: 157
viewtopic.php?f=17&t=3155&p=3968#p3968


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