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View Full Version : Tick time limit


TaoMonk
17-12-2004, 19:53
This is really boring. We need to have the ticks shorter. Maybe hourly. Three hours makes people go off line and it gets boring looking at the screen for that long, doing nothing. :bounce:

Zrbyte
17-12-2004, 22:01
Originally posted by TaoMonk
This is really boring. We need to have the ticks shorter. Maybe hourly. Three hours makes people go off line and it gets boring looking at the screen for that long, doing nothing. :bounce:

Yes but with shorter turns immagine how much could happen while you are asleep.

Samurai
17-12-2004, 23:38
I dont think less than 3 hrs is a viable option. as much as you'd get to do. t'wud be quite cool but you could attack and seriously damage an entire fleet if enough of one faction stayed awake all night

Zrbyte
18-12-2004, 01:39
Originally posted by Samurai
I dont think less than 3 hrs is a viable option. as much as you'd get to do. t'wud be quite cool but you could attack and seriously damage an entire fleet if enough of one faction stayed awake all night

Ive been thinking about this and I thought it Might be interesting if the amount of moves per turn where modified so allthough turns would be say 1 hour you would only get 2 moves per turn. this would mean that it would still take 3hours of saving moves to be able to jump, it would also limit the amount of firepower a faction can currently bring to bare during the first 5mins of a turn.
Just a thought :)

Samurai
18-12-2004, 03:25
this is true. It makes sense but you are then limited as to what to do each turn. You would take two pot shots and then have 59 minutes to contemplate the meaning of life :dark:

Starduster
27-12-2004, 14:45
Many of these features were in NemesisWar. By adding the ability to dock to the HQ ships were able to survive more when the pilots were asleep and the turns were shorter.

For shorter turns to work in EoC, I think you would need these types of features to help with surviving.

Starduster

tekno gizmo
28-12-2004, 06:17
Keeping moves across turns would be nice.. say 15 moves max?

Starduster
03-01-2005, 14:46
Originally posted by tekno gizmo
Keeping moves across turns would be nice.. say 15 moves max?

I am having trouble remembering the number of moves you could bank but I believe it was tried to your skill level. It started at 10, then 11 and finally 12..... (it's been sometime so I could be wrong about the numbers).

Starduster

tenebra_uk
03-01-2005, 20:00
:eekblue: Any more ticks or moves a day and I might as well give up work, friends and s...sightseeing :biggringr

twomt
04-01-2005, 10:44
Originally posted by Starduster
I am having trouble remembering the number of moves you could bank but I believe it was tried to your skill level. It started at 10, then 11 and finally 12..... (it's been sometime so I could be wrong about the numbers).

Starduster

Nope, you are correct...

levels 1 - 5 could save 10 moves per turn
levels 6 - 12 could save 11 moves per turn
levels 13 - 20 could save 12 moves per turn

2potscreama
04-01-2005, 10:50
How about we just leave it the way it is, the way it always has been, the way that allows you to actually have a life as well as play the game?

twomt
04-01-2005, 10:53
Originally posted by 2potscreama
How about we just leave it the way it is, the way it always has been, the way that allows you to actually have a life as well as play the game?

true, but my finger hurts from refreshing 3 hours in a row without being able to use moves... ;)

SpiderWolve
04-01-2005, 23:42
Originally posted by tenebra
:eekblue: Any more ticks or moves a day and I might as well give up work, friends and s...sightseeing :biggringr


LOL! :D funny!

TheaDidia
06-01-2005, 07:45
Would it be possible to be able to jump further in a tick? It's fine being able to shoot someone five times every three hours, but if you respawn in you HQ a long way from the action, it can take twelve hours to get back, Just having to do that turn after turn can get pretty boring, and could convince new players not to bother coming back.

Tommy Gun
06-01-2005, 16:39
i think the solution to that problem is to have the action going on at your own HQ...:rolleyes:

it's been working for us, i haven't been more than one sector from an enemy since about turn 2.:tup: