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Re: Pockets of Planets - starting ships Fri, 05 December 2003 19:45 Go to previous messageGo to previous message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

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Ahum, hate to ruin the party but this won't work, ALL ships in a fleet need to have a jumpgate, else the fleet won't ... jump. This means you would only have those 10 ships and nothing else ...
This also means that if you want to expand to another pocket and you have to colonize a planet that you lose the jump gate ship (which has to fit a colonizer pod, oh and cargo pods of course, possibly the MT one) ... or you have to make sure you can drop on a race already living in this cluster ... (hm, the IT colonizing all planets in the universe?
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Yes all ships have to, but not all ships NEED TO, you won't get anymore until you get the tech, that's correct. But no you likely won't start with 10, Unless A) someone knows how to determine the number of starting ships given (outside of the default count for each race), or B) you expect the IT race to build them for everyone. (A possible but rather annoying possiblity as far as setup goes.)

Also, if your a "Smart" person, you gate an empty colony ship through normally, then you jump the crew for that ship there. You colonize with the COLONY SHIP, not the jump gate ship. DUH! You then either transfer the surplus crew to another freighter that's gated in or the planet, or you jump back home. Colonizing with the jump freighter is just stupid if you can't make more Crazy

IT colonizing everything? That's insane. Next question...

Actually though 2 similar ideas are being discussed in 2 threads the 2 are not the same. They are just 2 tangent ideas that come from the same source. I think they should stay split as is.

And last, yup diversity is cool. Smile



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