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Re: Mod by PricklyPea Wed, 03 May 2006 03:29 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

Addendum:
For map to map trasit:

I think that with at least 2 dimentional rifts/portals going to the same map and coming from, you can avoid one race dominating the portal to the other dimention.

And if you just have allow one map to link to two other maps. You could daisy chain a bunch of maps together, without creating a huge mess of rifts all over the map.

I think that coloring both dimentional rifts that go to map A, blue or cyan. And coloring all the rifts that go to map B, green or yellow or red or something would help. Also when you go through one, afterwards clicking on it will produce a file name telling you what map it links to. (I think the two enterances should consistantly link to the same exit points. So they act just like wormholes in terms of how players interact with them and use them.)

(Hehe, here's a twisted idea... Since playing on a huge map is very difficult these days with such long delays between turns. I think it'd be nifty if the objective of a huge game where to conquere the faster time alternate reality [namely a smaller map that's connected to the huge map that gens either more often or more likely, more turns per gen.] However in this case more rifts would have to be opened or held in stationary locations near HW's, that way players could invade the alternate reality and funnel their shock troops into it or even attack eachother through the alterante reality. Even more fun is if another group of players is given a head start to create a ready army to stop the invaders. Naturally the huge universe will probably win but the other guys are just to make it more fun.)

-------------------Cause I don't want to make a 3rd post------
What about making a new MT toy. "Portable Stargate" it acts just like a regular stargate except 1) it's tradable 2) it's got nice mass limits and decent range limits. Let's say (since it's mobile) that it's got a range of 300 (that's 3 years warp 10, not bad.) And a mass limit of 500. A 500/300, or 600/300 or 600/350.
Anyway, I was thinking, if it weights 5000kt and can only go on a colony ship's mech slot. (just to keep some of the abuse down, my first idea was Super Fuel Xport, but colony ship seems better.)

Some limitations to it: 1) It's not a jumpgate, you can't pass colonists or ore through it. 2) It's VERY HEAVY 3) It's affordable but a bit pricy. Like say 500 resources and the usual cost for a stargate: 38i 15b 15g Put it at Pro 14, Con 15, Elec 12.. I think that should do it.
The idea is that it's that it acts exactly like a regular stargate, except, it's strapped to a starship and moves, all be it slowly. You can gate to it and from it. But Jumpgates are required for shipping ore. They're different. Plus unlike a jumpgate, the ship with the Mobile Stargate can't use it's own stargate to travel. It'd need an any mass IT gate to get anywhere.



[Updated on: Wed, 03 May 2006 09:16]




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