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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Smugglin'

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Smugglin'
Offline Thexare
08-01-2013, 05:54 AM,
#21
Ominously Humming
Posts: 3,821
Threads: 340
Joined: Apr 2008

(08-01-2013, 05:14 AM)kikatsu Wrote: Also,
Most jump holes will still remain open to all ship types... but from what I know, the locations where jumpgates are going to be destroyed will not have moor points, meaning cap raids will need jumpdrives and some coordination to raid the neighboring systems.

In other words, it's a limitation being added so destroying the gates makes sense in-RP as a defensive measure.

Hooray for gameplay-and-story integration!
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Offline Vipera Berus
08-01-2013, 10:07 AM,
#22
Member
Posts: 332
Threads: 18
Joined: Sep 2009

I hope we will be told which jump holes are loosing the ability to take anything larger than a freighter. That said - will be reduced to doing all my mapping in a freighter before I can then get a different vessel.
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Offline Leo
08-01-2013, 01:56 PM,
#23
Pathfinder
Posts: 2,855
Threads: 414
Joined: Dec 2007

(08-01-2013, 10:07 AM)Vipera Berus Wrote: I hope we will be told which jump holes are loosing the ability to take anything larger than a freighter. That said - will be reduced to doing all my mapping in a freighter before I can then get a different vessel.

Isn't that the fun of having a new patch though? Re-exploring all the old and discovering new things because of it? Hell, maybe I'm old and just being replaced by new types of players! Heh.

~Leo

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.

Starlight Research Consortium | The Banished Legion | Astral
[OOC]Junker Gameplay Loop Suggestion | [OOC]Boneyard Mining Suggestion
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