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 Planet Scanning 
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Joined: Tue Aug 09, 2011 2:15 am
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id like both :P new modules and more planets to be scanned are always good. modules mean your striving for a goal. right now im really not, other then a bit of how high can my arti go, with the shadow of knowing that mento is working with 5-10x what i have, so its not really floating my boat like it should

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Sun Sep 16, 2012 12:53 am
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Joined: Wed Jan 05, 2011 2:52 am
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I'd probably also have to add that the stop multi abuse, the research chain for this should be opened up by a mission that unlocks when you reach a certain rank. My guess, to stop it from being OP would be to start at level 800... maybe. And, to open up the next tier, it would have to be based upon completing another mission that only becomes available later on.

I know that this is not majorly important now, but I just think that eventually we will need to curb the upper scan score.

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Sun Sep 16, 2012 1:50 am
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Joined: Sun Nov 06, 2011 9:13 am
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Golgotha wrote:
Both have similar effects, true.

What han proposes however allows unlimited expansion. Dan could put in a module that adds 10 plants, 100 planets, 10000 planets scanned, whatever.

What Icarium suggests allows you to scan planets = to colonised planets.

Both are options to solve the problem, but one is a once-off that scales with the player, and the other allows a new line of ship mods to offer varying levels of planet numbers.


Boils down to if we want to fix the proposed problem instantly, or offer a new aspect of gameplay.

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Sun Sep 16, 2012 3:40 am
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Joined: Sun Jan 15, 2012 2:24 pm
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How about we make everyone happy?

Give them some new scan module so they can increase the number of planets per run

and then

Decrease the amount of space for Cloak Structures on a planet to only 2 Space each Regardless of which cloak structure it is.

I mean come on. If Quasi Minefields and Obviation Shields are only 2 space each (the same as the default Orbital minefields and Surface Bunkers) then why should the top cloak structure, Inverse-Flux Satellites, require 7 space each?

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Tue Sep 18, 2012 7:15 am
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Joined: Wed Jan 05, 2011 2:52 am
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Caladis wrote:
How about we make everyone happy?

Give them some new scan module so they can increase the number of planets per run

and then

Decrease the amount of space for Cloak Structures on a planet to only 2 Space each Regardless of which cloak structure it is.

I mean come on. If Quasi Minefields and Obviation Shields are only 2 space each (the same as the default Orbital minefields and Surface Bunkers) then why should the top cloak structure, Inverse-Flux Satellites, require 7 space each?

Because we will eventually run into the same problem. People with cloak will complain about how much cloak they need for their planets again, once scan gets too high. And then you are back to where we started. That's like putting a bandaid over a crack. The crack will eventually get bigger and eventually, you will need to fix it properly.

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Tue Sep 18, 2012 7:35 am
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Joined: Thu Jun 23, 2011 4:30 am
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we could make it so al owned planets dont count for the Planets Discovered letting you always scan more planets regardless on the number you own. It will start to suck when most the planets u have scan are ownd by u .

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Wed Oct 03, 2012 6:44 pm
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Joined: Thu Jun 02, 2011 7:05 am
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I kinda like the way it is now but I also think Dan just needs to add some more cloak artifacts or an increase to the passive cloak to keep up with the rising scan.

The way it is now forces you to plan ahead a little. Don't fill up with just any ok planet and get stuck only able to scan 100 planets at a time.
Take your time and choose carefully.

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Wed Oct 03, 2012 7:57 pm
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