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Baffin

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Baffin
Offline Major.
02-05-2021, 03:44 PM,
#51
Imperial Veteran
Posts: 925
Threads: 69
Joined: Jun 2015

(02-05-2021, 03:42 PM)Haste Wrote: How are people simultaneously arguing that we should have more systems in the mod for exploration purposes and that they should all not be dead-ended? That's how you create the enormously inflated game universe we all have had to contend with for the past decade.

You can't have the cake and eat it too. Baffin is fine where it is. If you want to encourage it being played in more you could put a commodity there worth hauling and have people haul to it and/or from it.

That would be great.
Maybe add a few cool commodities there.

Also, exploring is kinda gone with the Forum NavMap, Freelancer companion and with FLStats.

[Image: Major.gif]
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Offline Kauket
02-05-2021, 03:45 PM,
#52
Dark Lord of the Birbs
Posts: 6,632
Threads: 515
Joined: Nov 2014
Staff roles:
Art Developer

I think the problem is that Baffin was not necessarily to cull. It was only like, what, 20k hike to Tau-31? Now by removing it, you add the problem of Coronado - T31 route of both having bases too close to each side. It acted as a corridor.

[Image: kauket.gif]
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Offline Gypsie Skripto
04-17-2021, 07:52 PM, (This post was last modified: 04-17-2021, 07:53 PM by Gypsie Skripto.)
#53
Fnord
Posts: 1,046
Threads: 132
Joined: Sep 2010

After reading all these posts it seems like a lot of people would like Baffin to return to the way it was. In the name of the Temporary Autonomous Zoners I ask the Dev team to please do so.

The Coronoado jumphole should be returned to it's original location, because as Thyr explained, it's one of the tips of the perfect pentagon formed by the stations and JHs. If you want to avoid making it compete with the Coronado-T31 route, just put the Baffin hole somewhere really far inside Coronado, like the northeast corner of the system for example.

I was really sad to return to Disco and see the famous Baffin corridor had been killed.

PS: Please also fix the Alien Organism mining Zones around the Scrubby Farms, which have been broken for years and just yield water.

[Image: T6UyGk3.png]
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Offline Lemon
04-17-2021, 07:56 PM, (This post was last modified: 04-17-2021, 07:57 PM by Lemon.)
#54
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

I personally like it - it's a cool way to experiment like the event we had. It kinda isolates this whacky system - enter for weirdness - one way in, one way out.

Instead of going back to the old ways, why not go out there, let devs go nuts. E.g. I had an idea for an ustable JH that spits you out in a random uncharted to complete the pentagon :]
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Offline Gypsie Skripto
04-17-2021, 08:31 PM,
#55
Fnord
Posts: 1,046
Threads: 132
Joined: Sep 2010

(04-17-2021, 07:56 PM)Relation-Ship Wrote: I personally like it - it's a cool way to experiment like the event we had. It kinda isolates this whacky system - enter for weirdness - one way in, one way out.

Instead of going back to the old ways, why not go out there, let devs go nuts. E.g. I had an idea for an ustable JH that spits you out in a random uncharted to complete the pentagon :]

My first reaction would be: "sounds great, but why in our backyard". But then again, all the events we TAZ have done in Baffin in the past have been in this spirit, so I'd agree to something like this as long as we had a say in the "what" and "how".

[Image: T6UyGk3.png]
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Offline Lemon
04-17-2021, 08:32 PM,
#56
The Legendary Lemon
Posts: 2,392
Threads: 114
Joined: Apr 2020

I am sure the devs and Admins will work with you if you have cool ideas - again, baffin is an isolated exploratory system, no reason not to go all out and experiment
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