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Logical ideas that turn things weird
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hisazul





Joined: 15 Oct 2011
Posts: 1200 on topic
Location: New York
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PostPosted: Fri, 7. Sep 18, 03:23    Post subject: Logical ideas that turn things weird Reply with quote Print

Fixing CLS jump beacon allergy always sounded pretty logical, so I finally did it... Was training some CLS pilots, afked for a night, tanked my combat rank, spent like 2 days living in xenon secotr to recover a measly 30%. Went to sell the large haul of weapons and noticed I had a surplus of terran weapons laying about, decided to sell them myself.

Every freaking terran outpost had full stock of everything. It was a very awkward moment. I mean on a save that I've now ran for... blah... I don't know many years, I never had issues with food/supplies that settles on it's own and if your terran and settle in terran space it settles even faster but to not have a single station to sell weapons to was just... freaky.

Think as far as awkward moments go it even beats "smart" UT hayabusa managing to peel Q's shields off OOS before getting space trashed.


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Timsup2nothin





Joined: 22 Jan 2009



PostPosted: Fri, 7. Sep 18, 05:15    Post subject: Re: Logical ideas that turn things weird Reply with quote Print

hisazul wrote:
Fixing CLS jump beacon allergy always sounded pretty logical, so I finally did it... Was training some CLS pilots, afked for a night, tanked my combat rank, spent like 2 days living in xenon secotr to recover a measly 30%. Went to sell the large haul of weapons and noticed I had a surplus of terran weapons laying about, decided to sell them myself.

Every freaking terran outpost had full stock of everything. It was a very awkward moment. I mean on a save that I've now ran for... blah... I don't know many years, I never had issues with food/supplies that settles on it's own and if your terran and settle in terran space it settles even faster but to not have a single station to sell weapons to was just... freaky.

Think as far as awkward moments go it even beats "smart" UT hayabusa managing to peel Q's shields off OOS before getting space trashed.


Every time I've run a serious CLS operation in Terran space I've had to park a huge freighter at Saturn Research and dump arms into it, with intermittent flushing. CLS supported production will outpace the dock consumption rate several times over.


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hisazul





Joined: 15 Oct 2011
Posts: 1200 on topic
Location: New York
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PostPosted: Fri, 7. Sep 18, 06:27    Post subject: Reply with quote Print

So it would appear, on a sad note... in my current 4 or so year old save I finally lost a CAG. Watched it... as long as I watched it it sat there moving ever so slowly, when I got tired of watching it, died to L(there was a PX and like 5 Ls but anyway) >_> In retrospect I should have checked if reason it failed at leaving was jumpdrive loss, by the time I found where it was it already took a bit of hull damage.
CAG's are usually pretty good at not getting killed. But hey! I got a reason to make a hayabusa and outfit it so it's fine, I just put about 90 or so xenon fighters into HQ meatgrinder so it's not like I'm lacking in resources Razz Not as happy about training.

All in all today, well I guess it's a second day already for me, lots of interesting things happened.


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