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  1. 120 votes
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    4 comments  ·  General  ·  Admin →
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    veldan supported this idea  · 
  2. 49 votes
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    5 comments  ·  General  ·  Admin →
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    veldan supported this idea  · 
  3. 4 votes
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    6 comments  ·  General  ·  Admin →
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    veldan commented  · 

    Actually, Joshua has stated that vpa features are turned on for transfer rules. therefore 3b is what should happen with transfers.

    Donovans -- http://www.donovansvgap.com/help/transfer.htm
    "In order to transfer something to an enemy or allied ship, the two ships need to be in the same place in the beginning of the turn (i.e. at the client-side period of the turn, before movement). When transferring to enemy ships, the transfer will be cancelled if the enemy ship cloaks in the turn you transfer cargo. Allied ships are handled the same if the 'allow VPA features' setting in the hostconfig is set to NO. With that setting to YES, you may transfer cargo to cloaked allied ships as long as they are in the same location as the transferring ship before movement. Be aware of these rules when transferring to foreign ships - if host.exe will not carry out that order because it is not allowed, the transferred cargo will be put back in your own cargoroom."

    Therefore cloaked transfers are bugged.

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    veldan commented  · 

    3b is the only one that makes sense. Once Joshua frees up some of my votes they're going to this one. Allies should be able to transfer cargo to one another. They have freakin' transporters in this game, as Star Trek has displayed, they work even if the ship is cloaked.

  4. 0 votes
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    2 comments  ·  General  ·  Admin →
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    veldan commented  · 

    Absolutely necessary, should be an option added to full allies as well. You should know what ships are stuck in webs and out of fuel w/o having your ally cut and paste the info into an email.

  5. 4 votes
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    veldan commented  · 

    Pillaging doesn't directly destroy defense posts. Although Defense Posts are directly destroyed by glory devices. I suggest the following;

    1 achievement per 10 clans defeated in ground combat
    1 achievement per 1000 clans (native/colo) destroyed through the use of ship missions of Pillage/RGA
    1 achievement per defense post destroyed through Glory Device/RGA

    This should apply to all races

  6. 16 votes
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    under review  ·  2 comments  ·  General  ·  Admin →
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    veldan shared this idea  · 
  7. 25 votes
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    15 comments  ·  General  ·  Admin →
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    veldan commented  · 

    I'd rather see time spent on developing/copying a fleet combat engine rather than fixing the old serial combat engine.

    However, if they are going to fix it, I would say mimic the patch phost made (almost immediately in its development). Of removing the left side advantage since Tim accepted it as a bug. That's more fair than making the side random.

  8. 21 votes
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    7 comments  ·  General  ·  Admin →
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    veldan commented  · 

    No, it would have no effect on superspy. Although it would eliminate the odd cloaker in orbit from intercepting a couple of beam transferred, mc's, torps, or fighters. Not really a big deal, most strategies against competent players should not involve intercepting beam transferred items.

  9. 31 votes
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    7 comments  ·  General  ·  Admin →
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    veldan commented  · 

    Personally, I would rather extend to my opponent the respect of allowing him a vacation where we can pick up the fight afterward. Rather than take the hollow victory of watching him drop out just because he took a vacation. It would also be unfulfilling to take advantage of him while he is on vacation. In these situations it's just best to request a pause to the game, if that doesn't fly, then you take the time off by turning on the holiday mode. I see them as complimentary to one another rather than mutually exclusive.

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    veldan commented  · 

    1-3 turns OR 1 -7 days.

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    veldan commented  · 

    Gah, can I write?

    First sentence should state:
    Implement a capability to allow the players to vote for a short pause to the game.

    veldan shared this idea  · 
  10. 86 votes
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    18 comments  ·  General  ·  Admin →
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    veldan commented  · 

    What were all the fleet combat addons for 3.5? I remember the killing floor, and I've heard phost had its own fleet combat system. Did they all work about the same from an end user perspective?

  11. 53 votes
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    10 comments  ·  General  ·  Admin →
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    veldan commented  · 

    Excellent suggestion. There was a lively discussion in the forums about what to do with non-premium players and this was one of the routes suggested.

  12. 9 votes
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    veldan commented  · 

    This would require a revamp to how they create universes (which I'm not against, just elaborating how much of a change you are asking for.) Based on the info Joshua has let slip about how the Master works. The entire Universe is created, populated with natives, minerals, etc. Then the home worlds are added.

    What you are suggesting is to create the planets, wedge in homeworld distribution, and then populate the universe with natives and minerals taking into account their proximity to the homeworlds.

    I don't find it to be an unreasonable suggestion. There's no reason to ensure that everything is equal, but it should ensure that there are decent minerals concentrations, natives, etc, that make each races starting spot competitive.

  13. 3 votes
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    1 comment  ·  General  ·  Admin →
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