Astro Galaxy - a realistic space exploration game
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Author Topic: Self-destruct own modules  (Read 6906 times)
raphael
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« on: July 16, 2013, 01:18:44 AM »

We should have the option to self-destruct own modules. You don't gain any resources and you have to pay for the civilians' trip back home. 1
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sargas
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« Reply #1 on: July 16, 2013, 01:23:13 AM »

just go to the Galactic Council and ask for help there...

I'm sure someone will be ready to help you with your little problem...
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JamJulLison
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« Reply #2 on: July 16, 2013, 03:08:51 AM »

Might be useful for modules on planets and space stations. But not such a good idea on ships since ships can't be destroyed.
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Aysle
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« Reply #3 on: July 16, 2013, 05:24:20 AM »

I could see a use for this for smaller players... say a pirate is attacking your mods. You have no way to get a ship there to defend them in time, or you just plain cant. So instead of giving your mods as spoils you can just blow them up and the pirate is left with nothing.

Kinda a if I can't have them then no one can situation.
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Dadds
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« Reply #4 on: July 18, 2013, 02:15:35 PM »

my question is, "why?" Other than the "win at all costs" scenario (or is it "lose at all costs") as Aysle suggests, why would you want to blow up your own modules? just leave them there someone will blow them up for you and it wont cost you. You have already spent some money on the modules, ok if its only class 1 we talking about no biggie on cost. Not sure why you would want to spend even more money removing them by detonation.
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Dadds
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sargas
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« Reply #5 on: July 18, 2013, 11:58:34 PM »

I kinda have to agree  with Dadds on this...

don't destroy that which you can sell...

and, if anyone has a problem of any kind regarding the removal of their modules, please contact me first, I will help you (especially with regards towards unneeded destruction)...
« Last Edit: July 19, 2013, 12:03:47 AM by sargas » Report to moderator   Logged
raphael
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« Reply #6 on: July 20, 2013, 08:43:26 PM »

Okay then..

If anyone has the time, kindly destroy all my dozens of modules in 0,0. They are all captured and I have no use for them. Thanks! 1
« Last Edit: July 20, 2013, 08:46:02 PM by raphael » Report to moderator   Logged
sargas
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« Reply #7 on: July 22, 2013, 11:45:42 PM »

I will not destroy them, instead I will farm them...
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JamJulLison
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« Reply #8 on: July 23, 2013, 12:08:45 AM »

I will not destroy them, instead I will farm them...


Remember though if he has any in Sol leave them be lol
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sargas
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« Reply #9 on: July 23, 2013, 12:16:02 AM »

sigh, yes boss...
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BB Goode
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« Reply #10 on: August 01, 2013, 02:01:40 AM »

Not sure I am seeing the whole picture here.
-First off, having "dozens" of modules floating around as space junk seems like piss-poor planning somewhere, or an episode of the Space Hillbillies. It just sounds wrong. And lazy.
-If they are all captured, then doesn't that imply that someone else is aboard?
-Is the term "module" being used correctly here? Are we talking about living quarters, cargo bays and harvesters? (I guess I get harvesters)
-And lastly, I know this is a zombie-badguy-death-kill game, but isn't the idea of killing your own civilian crews for the sake of "game expediency" a bit much? I, for one, would want such a callous individual put on the GBI's Most Wanted Terrorists list, and have him banned from any planets and star bases operating on the civil side of galactic society.

Just sayin'... 7
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JamJulLison
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« Reply #11 on: August 01, 2013, 03:11:07 AM »

The thing is a lot of space junk is left around laying on planets. Many left there by people who quit the game. With modules it is usually harvesters, mines and science modules. But I have seen a living quarters and marines here and there just left on 1 slot moons before.  I have little doubt that a lot of Sol is getting filled up with this space junk at the moment lol
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