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Unread 23 Jan 2006, 19:50   #42
frostbeule
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Join Date: Aug 2005
Posts: 111
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Re: Shortening Prelaunch

an example
lets have a look at a not-so-active player. he sets it at 20gmt with prelaunch 9+8 for an attack, then he will be off for 14h (next login from work/uni, as everything he can do atm is done). Its 10gmt now. his ships are still eta 3 at that time. No def canbe seen, so he carryes on. landing at 13gmt. they are at base at 21?gmt. just a quick check is done at home, settinng things, and a new attack. with prelaunch again.

Now we shorten the prelaunch to +5. Means eta is 5+8 = 13. => he has to be up longer in order to not landing blind. if he wants to be able to check, he needs to land at 11gm (internet access at 10gmt first time) =>launching at 22gmt. if the day was exhausting he wants to sleep at that time to be able to get up at 6gmt to be able to go to school/job/uni(well maybe not at uni, but i still list it here)/can access internet at that time for whatever reason); means he simply cant attack without landing blind as the ships would land before he can access internet again.

maybe a bit too unrealistic, but then you can see the (my) problem better
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