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Colony Pod

 
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Shard

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Since: Jan 25, 2008
Posts: 11



(Msg. 1) Posted: Sat May 24, 2008 3:52 am
Post subject: Colony Pod
Archived from groups: alt>games>vgaplanets4 (more info?)

I was thinking that it might be nice to be able to put everything
needed to start a small base into a single pod.

I would propose a maximum capacity of 10'000 colonists, 200 food, 200
med units, 200 supplies and megacredits. It would be colonists only,
no crew/troops/hg.

I think this would help to get rid of a fair bit of micromanagement in
the early part of the game.

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Amaranthine

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Since: Apr 26, 2007
Posts: 70



(Msg. 2) Posted: Sat May 24, 2008 6:55 am
Post subject: Re: Colony Pod [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

It would require another object type, which may be non-trivial to add.

I believe it would be easier if there was an option to load a Life and
Resupply pod simultaneously (ie load Life, load Resupply, and launch
both together.

Alternately, I would prefer the Pod screen to keep the last load for
each of the Pod types (regardless of base). That way when you were
sendout out colony setup pods (generally identical), you would just
have to select the target, Select Life, Launch, Select Resupply,
Launch, repeat. *MUCH* less micro.

On May 24, 4:52 am, Shard <hague.....DeleteThis@gmail.com> wrote:
> I was thinking that it might be nice to be able to put everything
> needed to start a small base into a single pod.
>
> I would propose a maximum capacity of 10'000 colonists, 200 food, 200
> med units, 200 supplies and megacredits.  It would be colonists only,
> no crew/troops/hg.
>
> I think this would help to get rid of a fair bit of micromanagement in
> the early part of the game.

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Lord Lancelot

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Since: Apr 16, 2007
Posts: 168



(Msg. 3) Posted: Fri May 30, 2008 2:36 pm
Post subject: Re: Colony Pod [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>
> I would say 2,000 colonists, ie far less than 10,000, but still enough
> to build some mines. The reason is that a Privateer base with 10,000
> colonists causes problems for nearby players.

I would compromise with 5000 colonists, enough for 50 mines.

Lord Lancelot
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KlingonKommand

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Since: May 29, 2004
Posts: 451



(Msg. 4) Posted: Fri May 30, 2008 8:14 pm
Post subject: Re: Colony Pod [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Amaranthine writes
>It would require another object type, which may be non-trivial to add.
Let construction pods carryore too, this would free up the ore pod for
"quick start colonies".

I think it's a good idea, obvious when you think about it (all the best
ones seem obvious in retrospect).

I think an unspoken point of Shard's is that it saves a lot of money too
- extra pods cost significant income at the start of a game.

I have only one quibble:

>> I would propose a maximum capacity of 10'000 colonists, 200 food, 200
>> med units, 200 supplies and megacredits.  It would be colonists only,
>> no crew/troops/hg.

I would say 2,000 colonists, ie far less than 10,000, but still enough
to build some mines. The reason is that a Privateer base with 10,000
colonists causes problems for nearby players. Also you need to be
careful not to give them more opportunities to set up even more coves
etc with their evil speed 120 pods! (Although coves cost 500mc each,
anything that makes it significantly easier for THE SCUM to operate is a
bad idea.)
--
KlingonKommand
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