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Unread 18 Jan 2005, 09:59   #1
Kal
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Should pods die when they cap?

people think strucutre killers should, so should pods?

http://pirate.planetarion.com/showthread.php?p=2814145
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Unread 18 Jan 2005, 10:10   #2
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Re: Should pods die when they cap?

I don't see the advantage in dieing pods really. Not with 1-tick combat.
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Unread 18 Jan 2005, 10:18   #3
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Re: Should pods die when they cap?

I been thinking about this for ages and been trying to reply to this thread for 10 mins with a reasonable answer and I would have to say no hmmm and I still thinking about it as i right it.
I just dont think its right to have pods die as they have to actually take the asteroids home but you dont want to take the structures home( I hope someone doesnt suddenly suggest that idea its a very bad one)
So I would say no as crash landing on an asteroid to take it home sounds bit weird.
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Unread 18 Jan 2005, 10:37   #4
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Re: Should pods die when they cap?

Well, pods used to die in the old days, and theory was they with the explosion pushed the asteroid in a wormhole or whatever towards your planet or something like that. But with 1 tick combat not sure how usefull it is.
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Unread 18 Jan 2005, 10:43   #5
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Re: Should pods die when they cap?

Before you can answer such a question you must realise what the consequences are.

- people have to rebuild more, and therefore can build less other ships. This will result in people having a smaller fleet. Small planets will have a harder time to rebuild the pods and bigger planets dont feel th epain so much.
- On the other hand, fleets of ALL planets who attack regularly will ALL be smaller.
- In the long run, everyone will just build more pods to compensate. and it will take slighty longer to get more roids. Planets will however have roughly the same amount LESS roids seen in comparison to each other.
- People may be more carefull what they attack, and will feel there are less attractive targets. So there is a chance that the universe will be somewhat less active, esp early in the game.

If you dont let them die, then people will grow a bit faster, but if the game last 100 ticks longer, the outcome will be the same.

My point is: it doesnt really matter if they die or not, but there is a chance fleet movement will be less, esp. early in the round. An attractive game needs a lot of fleet movement, not ppl not wanting to attack.

I say: do not let them die, as the outcome in planet roid count wont be much different anyways, and it will be less interesting.
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Unread 18 Jan 2005, 14:11   #6
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Re: Should pods die when they cap?

It's prob worth pointing out that the reason pods stopped dying was to cut down on farming and not particularly for anything else.

if folks don't think that's a problem any more then there's not really any good reason for keeping it, but what's the particular motivation for changing it... I'm not seeing much....
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Unread 18 Jan 2005, 16:22   #7
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Re: Should pods die when they cap?

no... makes atacking more unatractive...(caped roids getting more expansive)
only way to do that is to make pods much cheaper...

Last edited by hellsmurf; 18 Jan 2005 at 17:21.
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Unread 18 Jan 2005, 16:43   #8
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Re: Should pods die when they cap?

As madnrisky pointed out, there is no need to chagne it.
At the moment the system works fine, so unless ppl come up with an argument why it is broken, then | would be against pods dieing, for reasons stated above by Remy.
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Unread 19 Jan 2005, 07:08   #9
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Re: Should pods die when they cap?

no.. other classes of ships that kill pods will do that for us
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Unread 19 Jan 2005, 11:33   #10
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Re: Should pods die when they cap?

ok its obvious no one wants this - so declined it is
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