Re: Moons remove storage buildings and add missile silo inst

#11
Zorg wrote:The storages are there because there should not be overflow but there is, which makes storages not necessary. If I want to move 50mils in a moon, I can do it without a storage where there shoud be one for sake of logic. Perhaps someday we will address this issue.
It's a futuristic space game full of faster-than-light travel, moon-sized vessels, worm holes, and a newly developed physics which defies conventional science. In my opinion, using logic as the only factor to keep something with absolutely zero functionality seems rather counter-intuitive. That's just me though :D
Zorg wrote:Regarding nukes, since you can already build defense on a moon we are contemplating to either add the ability to IPM moons and add the silos or remvoe the ability to build defense on a moon.
I would say allow the ability to IPM moons and add silos since many players have already built defenses on them. This would cause less fuss over essentially losing resources and time already spent in shelling up moons. :think:
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Re: Moons remove storage buildings and add missile silo inst

#12
choke is right. in order to join resist, you must have 20k in defense points built on your moons, so i dont think they will take too kindly to this. im sure we would also have another round of the whole ZE world against them too.

also, i fail to see what logic has to do with this game. I agree the storage buildings on moons makes no sense, and you have noobs building storage containers on there and wasting res.
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Re: Moons remove storage buildings and add missile silo inst

#13
Storage on moons makes perfect logical sense.

The moon is a zero gravity environment if you don't have storage your resources may simply just float away.

Nubs do not build storage on your moon, resources floating away is hypothetical and may or may not happen in reality.

And you could also not need to actually build a silo on your moon and waste building slots if the silo from the planet was linked with the moon like the acs depots are.
And +1 to ipm moons.
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I'll take 96.875%

Re: Moons remove storage buildings and add missile silo inst

#17
a think adding deuterium mines will be better
on moons
because we need deuterium to phanalx somebody
a think to limit it to level 20 deuterium mines
level : 20 Production/hour :7.384
5000 deuterium is needed for phanalx
moons are used for fleetsave anyways
so adding deuterium mines will help
also
a think lunars base should add 8 field to develop
thats lot better then 4
because there to much expensive in later.
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Re: Moons remove storage buildings and add missile silo inst

#19
mate the moons are good as they are no naintes no ipms no nothing- the only tweak would be the removal of the storage

since you can't build neither mines not nanites on a moon the moon ipm option would be of a great disadvantage
cause you would ipm a moon from a planet

no nanites on a moon means that it is really hard to put 10.000 plasmaC on it or even 1000 and the fact that they can be destroyed makes nanites there pointless

if you set the option on ipm moons it will only make it easy to remove the def for a md or something

now def on the moon is hard and slow to build- and its main role is to buffer an attack
moons are not planets- and moons have gravity only lower than the gravity on the planet

so its a big problem if this is accepted - and how could it help? if it is a 9.9k moon even if you ipm or not it is the same deal

if it is a 5k it would take you years to build def to resist 1000 rips- so it is pointless imo
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Come and fest on the dead i leave after i pass...