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[ 5 posts ] |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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Turn cost of actions
Am I overlooking some way to change the turn cost of actions like holoscanning or docking at a port?
_________________ Suddenly you're Busted!
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Tue Sep 13, 2011 5:44 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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Re: Turn cost of actions
It's probably in the same place as the base prices for fighters and shields.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
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Tue Sep 13, 2011 6:17 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1837 Location: Guam USA
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Re: Turn cost of actions
there is no adjustments in this by a SysOp , they are hard coded as 1 turn for each of those features.
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Tue Sep 13, 2011 7:29 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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Re: Turn cost of actions
Bummer.
One of my goals for my TWA is to make every ship type useful, at least situationally. I wanted to create smaller differences in the TPW ratios by multiplying every TPW by some fixed amount, and then adjusting from there. But this will make evil cashing methods even more powerful if it still costs only 1 turn to dock or transport. Hmmm...
_________________ Suddenly you're Busted!
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Tue Sep 13, 2011 7:37 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Turn cost of actions
I'm open to considering this. It wouldn't be too difficult to do.
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Wed Sep 14, 2011 12:00 am |
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