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Posted

The following are the changes which actually occurred so far:

 

Weasel not has a covert bonus rather than sentry.

Transfer Services are back in the game

Merc income is now zero - it was debatable before, and with transfer back in it could be a lame way to hurt someone

Nightwasp and Oldskool ships will not appear instead, it is expected that new players will receive goods from clan recruiters.

 

 

Changes which were proposed but didn't happen, and why:

Mission turns

Turn cap - these things didn't occur because that would require a new Core, which as of yet isn't installed. Admittingly I was a little late putting this request in to Polix. Keep in mind that the current users of that version are experiencing bugs, so that Core may not be used.

 

 

Another proposed change:

I noticed today that transfer can do two functions, a fact I didn't notice before because I can't check the settings of a core which is inactive. Transfer can also be configured as a way for a player to trade one good for another with an imaginary market. A service could for instance trade greens for turns, or turns for untrained units. The problem is that it seems to only work by a one-to-one ratio. Currently if one of these were installed a player could trade 1,000 greens, which would be useless, for 1,000 turns, which would allow them to attack around the clock for a week. Thus I don't know what to do with it. Ideas would be welcome. Spies/Sentries for untrained could be usefull. Merc for greens would also be a good way to fire mercs, if that were needed now that merc income isn't negative.

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