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VMode requirement

Posted: Fri Nov 14, 2014 6:59 pm
by SPY
Need to know what are the requirement for vmode feasibility. Anyone?

Re: VMode requirement

Posted: Sat Nov 15, 2014 12:05 am
by athight
No fleets moving, no buildings building, no researches researching, nothing in the shipyard producing (ships or defenses).
I think that's it, and the last one is the one that usually catches me out.

Re: VMode requirement

Posted: Sat Nov 15, 2014 12:30 am
by Thunderheart
and resource production is set to 0

Re: VMode requirement

Posted: Sat Nov 15, 2014 12:59 am
by ach
athight wrote:No fleets moving, no buildings building, no researches researching, nothing in the shipyard producing (ships or defenses).
I think that's it, and the last one is the one that usually catches me out.
^ this

the resource production doesn't matter, unless I have been extremely lucky... :P

slightly unrelated but know that you can delete planets while in vmode

Re: VMode requirement

Posted: Sat Nov 15, 2014 3:15 am
by SPY
athight wrote:No fleets moving, no buildings building, no researches researching, nothing in the shipyard producing (ships or defenses).
I think that's it, and the last one is the one that usually catches me out.

Yup I think I knew this same. Here is my inputs.

Only thing that needs to be shut off is the no fleet moving part.

Here is why the rest of of the requirements are absolutely DUMB!!!

For a player who is an weekend player or for a player who has to take at least vmode once a week the following rules will handicap him/her permanently in the game.

[1] No Buildings Building
[2] No Researches Researching

in the game there are times when buildings will take more than 7 days to build and researches will take more than 7 days to build. Here are two examples.

Buildings: @Nanite <8
Any Mines +34 levels

Research: @whatever IRN or LABs you have
Any research @level +19 will take at least more than 5 days.

As you can see for players who needs to vmode on weekends every week they will never be able to get those buildings and researches done EVER. And that basically means when a Weekend player reaches those levels the game is over for them.


SO BIG SHOTS OF FORUM> Do consider this rules and start a pole to change this two rules so that weekend players also are in the game.

Re: VMode requirement

Posted: Sat Nov 15, 2014 11:57 am
by athight
theoretically everything should be 'pauseable' but it's obvious that pausing fleet movement would be outrageous so I'd be in support of pausing buildings research and production when trying to v-mode.

Re: VMode requirement

Posted: Sat Nov 15, 2014 4:57 pm
by SilverVixen
I"ve never thought about a weekend player and a 7 day research thing. I think Spy has a good point here.

Re: VMode requirement

Posted: Sun Nov 16, 2014 2:53 am
by ach
I agree, you have a very good point. standard especially would suffer, but it would certainly affect all the universes.

Re: VMode requirement

Posted: Sun Nov 23, 2014 5:28 pm
by SPY
Bump!