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November 26, 2009 at 1:46 pm #1317
Personally, I think makepublic needs to have a limit on it for how many ships a person can turn into a public transport. It’s been common to see someone buy 70 something small ships and throw them into the Taxi system. It’s a little annoying and stupid if you ask me. Makepublic should be limited. I think 5 is enough.
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November 27, 2009 at 7:04 am #12669
Or maybe imms could make themselves a cleanup command. Have the command go threough all publics if owner is dead. delete them. I say not on death but with imm command so if person gets restored they arnt fucked.
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November 27, 2009 at 8:18 am #12670
It’s not so much retaining the ships on death, but more buying up a billion ships and making them all pubbies.
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November 27, 2009 at 2:10 pm #12675
No I think its retaining them on Death. Nothing wrong with a player making a bunch of publics. But when said player dies those publics need to be whiped out. It just keeps building.
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November 28, 2009 at 4:19 pm #12691
I know you guys were talking about removing the excess public ships, but what if they become for sale on a death (by Imm cmd)?
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November 28, 2009 at 5:27 pm #12692
Cool in theory, unlikely in practice. It’s cheaper to buy a new ship from an engineering company than it is to buy one off the pad.
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November 28, 2009 at 11:51 pm #12693"Avanga":nixov2en wrote:Cool in theory, unlikely in practice. It’s cheaper to buy a new ship from an engineering company than it is to buy one off the pad.[/quote:nixov2en]
That’s also why the ability to sell ships (and make them unowned) was taken out. The retarded code system evaluates a ship’s price based on the sum total of all of the parts in the ship, while prices are otherwise simply determined by the players themselves.Suggestion: maybe make it possible for engineering clan leaders to set prices for ship types sold by their company, to allow some ship sales to be more automatized? (Clan ship sales, that is…) It would also have the side benefit of allowing actually realistic sales of unowned ships (from owner death, et al).
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November 29, 2009 at 1:52 am #12696
Or simply change the blueprint value to the shipvalue. So if the print is cheap an unowned is cheap. This way used ships become more desireable then new ones.
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December 2, 2009 at 2:52 am #12743"Anastasius":2tbmwkag wrote:Or simply change the blueprint value to the shipvalue. So if the print is cheap an unowned is cheap. This way used ships become more desireable then new ones.[/quote:2tbmwkag]
The problem with that, especially if public ships go up for sale upon the owner’s death, is that there’s nothing WRONG with a used ship. They don’t deteriorate, they don’t rack up miles, they aren’t less shiny… And it’s a mud, it’s not like they have some funky smell from the previous owner or suspicious stains… if there are suddenly used ships all over the place, cheaper than engineering clans are selling them, then the engineering clans aren’t going to be able to sell any more ships.
I like the idea of pubbies just vanishing when their owner dies.
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December 2, 2009 at 2:58 am #12744
I have been in alot of engineering clans, there come a point when ships pretty much stop selling. We hit that wall either way. Im not saying lets set public ships for sale but this will allow people to sell ships they own without exploiting the money thing.
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