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  1. 17 votes
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    4 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    > Sudakan raised this topic

    Sudakan also started a poll.

    https://www.ferendum.com/en/PID92692PSD58770

    The results of that poll show that the majority of players who voted were against any effort being wasted implementing this feature.

    FULL DISCLOSURE!!!

  2. 77 votes
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    22 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    This has been implemented. If you supported it and want to use your Votes elsewhere, remove your support from this completed task.

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    Whisperer commented  · 

    > You can vote for unlimited ships (or 9,999 Ship Limit) here

    Unlimited/high-limit ships is not needed for, or related to, PLS or PLT. It is, in fact, a much more complex change to the software.

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    Whisperer commented  · 

    An interesting question popped up. What should Tow-Capture or Force Surrender do?

    Well, Force Surrender should be limited to the player's current ship limit. Beyond that, it can either fail or create Ghost Ships.

    Tow-Capture should be able to take ships in excess of the player's current ship limit. Beyond a certain number of excess ships, it might be appropriate for it to create Ghost Ships.

    There needs to be a way to eliminate Ghost Ships, so that they can't be used as stashes to replace future losses. I think the easiest way is to have them take 5-10% damage each turn.

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    Whisperer commented  · 

    The original design discussion (http://play.planets.nu/#/activity/1234434) is no longer available. This is as close as I could find:

    http://planets.nu/discussion/2014-classic-qualifying-game-pls-70

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    Whisperer commented  · 

    A PLT (Planets Limits Tonnage) option has been described. This option would limit the total hull mass of ships that a player can build to, based on the number of planets they control.

    1. The base tonnage. This is the number of KT of ship hull that everyone gets, regardless of the number of planets they control.

    2. The number of planets where additional tonnage is available.

    3. Hull KT per planet. This is the number of additional ships to be allocated for each planet above the value in #2 above.

    4. Minimum hull KT. Any hull smaller than this amount would count as this much. I believe that reasonable values would be 0-250, with 100 being a good default.

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    Whisperer commented  · 

    Looking at this, I see three host configuration options.

    1. The base number of ships. This is the number of ships that everyone gets, regardless of the number of planets they control.

    2. The number of planets where additional ships are available. In the original proposal, this would be 50, but having it as a configuration item allows it to be tuned to determine the best value.

    3. Ships per planet. This is the number of additional ships to be allocated for each planet above the value in #2 above. This would usually be in the range of 0.5 to 1.5.

  3. 6 votes
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    2 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    This should be something that can be set on the player's Settings screen. If a player wants custom colors to be cleared when a planet is lost, it should happen.

    This is a VERY useful change.

  4. 6 votes
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    1 comment  ·  General  ·  Admin →
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    Whisperer commented  · 

    The Tenacity system does something similar to this.

    http://planets.nu/#/howtoplay/tenacity

  5. 6 votes
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    2 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    It has been established that players with the same IP address are not necessarily the same user. Thanks to NAT (used in most home and SOHO routers), it's not unusual for family members or coworkers to share the same IP address. Thanks to CG-NAT (used in many ISPs), it's possible for completely unrelated people in the same geographical area to have the same IP address.

    IP Address checking alone is not enough. Even if this is used as an "indicator", the Admin time is quite valuable, and probably shouldn't be wasted in this manner.

    We need better tools for identification of dual-account players, and IP address logging should be part of those tools (accessible by Admins only), but they shouldn't be the trigger.

  6. 7 votes
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    3 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    If the waypoint is in the Warp Well, and the ship speed is higher than Warp-1, the ship will never end the turn at the waypoint, so the waypoint will never be "cleared". Is this the problem you're seeing?

  7. 6 votes
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    2 comments  ·  General  ·  Admin →
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    Whisperer commented  · 

    > all of us keep getting these error messages

    What error messages?

  8. 8 votes
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    1 comment  ·  General  ·  Admin →
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    Whisperer commented  · 

    Your VCRs are now shared with players you have Share Intel with.

    http://planets.nu/discussion/vcrs-now-shared-across-share-intel-relations-weve-gotten

  9. 1 vote
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    Whisperer commented  · 

    You're probably not logged in. The login only lasts for a limited amount of time. When that time expires, you need to login again.

  10. 25 votes
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    Whisperer commented  · 

    This has been partially addressed by the changes to the Diplomacy settings.

    http://planets.nu/discussion/new-settings-for-limiting-share-intel-and-safe-passage

  11. 99 votes
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    Whisperer commented  · 

    This was fixed almost three weeks ago.

    At the bottom of the in-game Activity Feed, there's now a button labeled "LOAD ALL MESSAGES".

    The UserVoice suggestion hasn't been closed yet, but players can remove their votes from it.

  12. 118 votes
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    Whisperer supported this idea  · 
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  13. 1 vote
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    Whisperer commented  · 

    Starting a player at zero Tenacity would greatly restrict new player for at least 2 years, and have an impact for almost three years, which would probably drive many new players away.

    While I'm aware of the problem, extreme measures such as this are usually contrary to smooth operation of the game. A more moderate solution is suggested in https://planets.uservoice.com/forums/136520-general/suggestions/16031191-start-new-players-at-a-lower-tenacity

    If the Training Levels are used to increase Tenacity, they should stop doing so the first time a player hits 90%. Otherwise, a player could resign from a game, play a few Training Levels, and immediately enter a high Tenacity game.

  14. 18 votes
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    Whisperer commented  · 

    This feature would be too easy for a player to abuse. It would take me only a few minutes to write a script that would enable me to silence any post/thread I didn't like, and I'm sure others could do so as well. There's a reason that most Forums don't implement a "dislike" feature.

  15. 5 votes
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    Whisperer commented  · 

    > @Whisperer has let slip that he is also @Happy+Daze

    That information is also in the Profile of each of those players. They never have, and never will, be in the same Public game.

    It is not unusual for a player to have multiple accounts. This is necessary to test out game mechanics. As an Editor, I need to test them out before I can document them. Not all of the interactions are publicly known.

    Suggesting that accounts be cancelled without proof of wrongdoing is foolish and irresponsible.

    I would like to suggest that you look for a VALID example of this problem.

  16. 18 votes
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    Whisperer commented  · 

    They HAVE an SSL Certificate. The Client JavaScript code is downloaded through an HTTP connection, but the data, including the login/password, is always transferred to/from the system over an HTTPS connection.

    Use of HTTPS for the Client code (almost 600KB after compression) would add significantly to the CPU utilization of the Host, and would offer no security advantages.

    Is there a way to add an exception to Chrome/Firefox for this?

  17. 15 votes
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    Whisperer supported this idea  · 
  18. 1 vote
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    Whisperer commented  · 

    > Players who drop out don't get any points back.

    > Cost to replacement players to join

    This means that more Achievement Points are being spent than are being distributed. This probably needs some additional thought.

  19. 4 votes
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    Whisperer commented  · 

    > Not always the missing turns means a lazy player or a player who's not interesed in the game anymore.

    A smartphone, even from 3 years ago, can run the Client and resign from the game. This takes just a minute or two.

    Sorry, but I don't buy it, with one exception. Many natural disasters (earthquake, fire, flood, hurricane, etc.) damage the entire communications infrastructure. Other than that, it's a player who doesn't care.

    Whisperer shared this idea  · 
  20. 6 votes
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    Whisperer commented  · 

    > the player will not be able to play a turn until the next host run

    That would normally mean that the opponents would have taken more planets from the unmanaged position. This should not happen.

    A delay for Diplomacy changes would be reasonable, but the player needs to be able to defend their position.

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