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Scanning Occupied Planets
http://galaxylegion.com/forum/viewtopic.php?f=6&t=3736
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Author:  Vekno [ Wed Jan 12, 2011 5:16 pm ]
Post subject:  Scanning Occupied Planets

with over 900k planets in the system, you would think there would be a very slim chance someone would scan another players planets. Why then are up to 7 or 8 people scanning the same planet? i had a few planets that were decent that were scanned by 6-12 people and changed hands every few days until fluxed. I think that if a planet is occupied there should be an additional roll to see if you scan the planet. However, if the planets second roll fails then the scan would not use energy. the message could say that your ship captain has determined that the planets location was not worth archiving. This would of course not be an issue with inactives planets.

Author:  Joppsta [ Wed Jan 12, 2011 5:34 pm ]
Post subject:  Re: Scanning Occupied Planets

Vekno wrote:
with over 900k planets in the system, you would think there would be a very slim chance someone would scan another players planets. Why then are up to 7 or 8 people scanning the same planet? i had a few planets that were decent that were scanned by 6-12 people and changed hands every few days until fluxed. I think that if a planet is occupied there should be an additional roll to see if you scan the planet. However, if the planets second roll fails then the scan would not use energy. the message could say that your ship captain has determined that the planets location was not worth archiving. This would of course not be an issue with inactives planets.

Active player's planets should have the extra roll, yeah that would be awesome. I think giving all the crappy planets nobody wants a role to play would be a wise idea though. My only thoughts at the moment are warehouse planets but there is no chance in hell I would pay GP to have extra storage.. not happening.


My idea for storage on planets would probably be to have them as a structure available when you start but the cost is an exponential function.. and it's all dependant on your mineral income. So if you have a high mineral income you will pay more for one. That's the best way i can think of to keep it fair.. of course you could just cheat the system and build lots for free... but i think maybe researching into it before implementing costs would work best?

Anyway, that would be my thoughts here... so far.. sorry for going a bit off topic, i'm procrastinating a report here :P

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