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  1. If a ship successfully tows another ship, the tower's heading is not updated. Instead it is carried over from the previous turn. This leaks information about the tower's earlier movements.

    The towee's heading is reset to -1 as expected.

    6 votes
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  2. Hi,
    My suggestion is add at map tool an option to show the icon of each ship at starmap. Something like a icon little bigger than the planet ball.
    The objective is have easy visualization of your ships.
    Is very annoying to check each ship where they are for a fast analyse of my situation.
    I consider this like an option to map tool because I understood the starmap become very messy with lot of graphs, just like happen with planets names.
    So , should be a option where you active to see your ships and then clear all then.…

    3 votes
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  3. So, I seem to maybe have found a number of bugs in the new interface:
    1. You can't see minefields from Planet or Starbase view. I noticed that if a ship isn't set on minesweep or laying mines that you don't seem to see them either, even if they are your own mines?
    2. When setting the taxes on planets, I noticed that the handy checkbox to make sure the tax rate doesn't go above what is the "happy" level is not there. That is handy when I don't want to go through every planet every turn.
    3. I either…

    1 vote
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  4. Like lovin it

    1 vote
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  5. Let us set Waypoints, Missions and load orders some turns in advance. 15 would be ideal for a long summer vacation.

    We could use the existing feature to set future waypoints in the starmap. Every waypoint should indicate a future turn.
    In the ship screen we can navigate between "now" and future turns (waypoints).

    Orders can be set regardless of future reality. For example I can order "load 200 moly" for my MDSF even if the next waypoint is in space and 86ly away.

    Every order that cannot be set the next turn will be ignored.

    9 votes
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  6. 2 votes
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  7. This would allow members to post and discuss non-planets issues on the FEED, and discuss "Planets Only" questions and tactics in a separate area.

    1 vote
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  8. Game: 67729
    Ship ID: 64

    Ship will reach destination (planet) in two turns via an intermediate waypoint in space.

    Turn: 14

    UI states 204 kt needed to travel, left exact amount in tank

    Turn: 15

    Arrived at mid-space waypoint.

    UI states now 74 kt needed, but 81kt left in tank.

    Intention was to arrive at destination fuel less.

    Probable cause:

    Destination is a planet so in turn 15 UI takes into account the warp well, however in turn 14 it seems that the warp well was not taken into account since it was not the immediate way point.

    10 votes
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  9. Ideal fix would be removing the max amount of messages in the in-game threaded diplomacy view.

    If there are technical issues preventing that, suggested fix instead is: don't show the public game-specific message threads in the in-game diplomacy screen (either don't show them at all, or don't show the threads after their length reaches N post)

    Fixing this will solve a real problem for players: it would enable commentary and propaganda related to specific games. Especially high visibility games like championships, but it would help to create more good content and significance for other games too.

    99 votes
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  10. 'Freighters' is misleading to use as it unloads all ships.

    Place suggestions for new name in this thread; http://planets.nu/#/activity/3753157

    2 votes
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  11. Suggestion: Award Campaign Points to Private Games. Set some minimum standards, but don't require they be made public.

    Don't get me wrong. I think having a new mode to play for people bored with the old one is great. I'm not so bored that I want to start learning new things to play in a Campaign game, but I don't begrudges others their fun.

    But, we have players playing the "Collect Campaign Points" game and to heck with the disruptions it can cause in the games the rest of us are trying to play for their own sake.

    When collecting…

    3 votes
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  12. I have occasionally seen suggestions for new races and except for just having something new to play with have never seen the need. But, it now occurs to me that we could use this mode to solve a long term problem - game drops.

    My ideas would be a new race named Reavers based on the Firefly Series Reavers (or alternately named Scavengers.) This race would have the Lizard 150% combat strength and the Pirate ship list but not the Pirate ROB skill. Their race skill is that immediately after any other player drops or resigns a game - all…

    4 votes
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  13. It happens from time to time that the color palette isn't closed after selecting a color. It then stays on the screen and the only solution is to close the browser tab.

    Example: http://planets.nu/_library/2012/11/palettesticks.jpg

    14 votes
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  14. It would be nice to be able to host a LOCAL game. This way my whole family could play from my computer in a private game with no need for extra accounts.

    Also... there needs to be a way to step back from a full alliance if a player begins acts of war against you while being an ally.

    2 votes
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  15. In thread http://planets.nu/#/activity/3337433 @Whisperer has let slip that he is also @Happy+Daze and Glyn has provided links demonstrating unsavoury connections between Whisperer and Happy-Daze.

    Sadly I think the time has come to crack down on those creating multiple accounts in order to collude between them and disadvantage honest players.

    Perhaps a good place to start would be to cancel the Whisperer and Happy+daze accounts, but that is up to you. However the reputation of your system is being damaged by activities like this and I urge you to investigate and take some sort of action to protect the game we…

    5 votes
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  16. Friendly code to disable cyborg assimilation of Natives.

    A planetary code to limit or disable the cyborg assimilation ability. In case the cyborg player finds a Bovinoid planet that he wants to use to make supplies, the friendly code when entered will not allow the colonists to assimilate the native race.

    2 votes
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  17. Other game options for Private games.

    1. Tech limit for computer players: A check box to limit the tech limit of computer players to level 7, as if they were a non subscriber human player.

    2. Individual Player Ship limit: An area to input a value of how many ships each player can have in the game.

    I found that the computer player in my private games, builds a bunch of starbases then floods the que with his ship builds, and it is impossible to get your own ships built to combat him. This way, if each individual player had a limit…

    3 votes
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  18. to reproduce, view a player's finished game, use time machine to go to any turn other than the last turn and view a VCR. the torpedoes don't work and the beams don't recharge.

    1 vote
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  19. It would be useful if a Game Host could eject players from games they Host. In order to reduce the chances of abuse, the ejection would have to happen within the first turn or two of when the player enters the game.

    This would be most useful to keep "droppers" and known multi-account players out of the game. A password is inadequate for this task, as it can't be changed, and a player wanting to "stack the deck" in their favor could easily provide the password to a "friend".

    It is my belief that Game Hosts would greatly appreciate the…

    10 votes
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  20. We want to set up a small map for a special game. something like 800x800 and 60 planets. I managed to get it done once for 4 players but we didn't like the planet distribution. Since then we added 2 more players and now all of us keep getting these error messages no matter what we try.

    6 votes
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