Crosspost from Official Forums - "There are too many Vortex Modules on Auraxis." WTS? - PlanetSide Universe
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Old 2003-10-31, 03:18 AM   [Ignore Me] #1
Lise
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Crosspost from Official Forums - "There are too many Vortex Modules on Auraxis." WTS?


This evening some fellow TR and I went down into a cavern, noting that the planet in general was short on equipment modules. We head down, get to the stasis room, and...

"There are too many Vortex Modules in Auraxis."

We go "WTS?" I check the number of modules across the planet. I come out with a grand total of 8 Shield Modules, 3 Speed, 8 Pain, 1 Vehicle, 3 equipment, 8 Healing. Grand total of 31. If the instructions on the Planetside server browser are to be believed, each Empire may have ten of each module in circulation.

"Your Empire can only put ten of each type of module in various facilities before your Empire can no longer create new Stasis boxes."

If that's true, we should be able to make ten equipment, ten vehicle, ten shield, etc. If each Empire has 10 of each module, that's 180 modules (which is more than the number of bases in the world, it must be admitted...)

What gives? Is it ten modules for the empire TOTAL? If that's the case then I would say that the number needs to be increased. No one is in the caves these days because we got modules so fast. And the instructions need to be reworded.
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Old 2003-10-31, 04:00 AM   [Ignore Me] #2
keaoi
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i think it has something to do with the number in transit. not sure though, but i think thats what smokejumper said in beta
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Old 2003-10-31, 04:02 AM   [Ignore Me] #3
bryan25
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I totally agree with you i am surprised people havent complained about this in beta because i was going to. Ya there needs too be a major increase in the amount of modules. If i want to get a FLAIL for example to Ishundar i usually have to get the FLAIL 2 conts away which takes 30 mins when i should be able to get it from SOLSAR which is connected to ISHUNDAR!
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Old 2003-10-31, 04:04 AM   [Ignore Me] #4
Lise
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Crosspost reply:

And, of course, now that I think about it the 180 modules active worldwide deal sounds right.
Each facility has 6 module sockets. That's a total of 720 sockets across the world. 180 into 720 is 25% of sockets filled - that is FAR to perfect to merely be random.

Thus I make my point again. The modules do not seem to be working as intended number-wise.
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Old 2003-10-31, 04:36 AM   [Ignore Me] #5
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Originally Posted by Lise
Crosspost reply:

And, of course, now that I think about it the 180 modules active worldwide deal sounds right.
Each facility has 6 module sockets. That's a total of 720 sockets across the world. 180 into 720 is 25% of sockets filled - that is FAR to perfect to merely be random.

Thus I make my point again. The modules do not seem to be working as intended number-wise.

What do you mean "deal sounds".
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Old 2003-10-31, 10:45 AM   [Ignore Me] #6
Happy lil Elf
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....what, bryan?
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Old 2003-10-31, 10:59 AM   [Ignore Me] #7
SmackDab
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active world wide deal

sounds right

is the intent not deal sounds.
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Old 2003-10-31, 11:13 AM   [Ignore Me] #8
Lise
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So I worded it a bit poorly. It was 3 AM. Sue me.
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Old 2003-10-31, 11:32 AM   [Ignore Me] #9
_-Gunslinger-_
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You can sue for THAT! IM GONNA GO BROKE!
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Old 2003-10-31, 11:39 AM   [Ignore Me] #10
FireWolf22
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I have been saying that in all my posts lately. I haven't been down to the caves except for the first day I had CC. I think that every base should be able to get every mod. Just my opinion. When outfit bases come to be this will have a big impact. I mean okay my outfit takes a base and lets say we hold 6 mods, any will do, and another outfit from my empire wants those mods, and they will. All the other mods are taken also. There will be major Tking there for the mods. Just my opinion.

Wolf
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Old 2003-10-31, 10:42 PM   [Ignore Me] #11
EarlyDawn
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Imho, module effects in any base on a locked continent should carry across the lattice. But not through warpgates.
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Old 2003-10-31, 11:05 PM   [Ignore Me] #12
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LNS thats a great F*ckin idea! finally a good idea. Im Tired of hearing OMG OMG OMG LETS MAKE SUPER ROBOTS THAT ARE SUPER OVERPOWERED!!!!!
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Old 2003-10-31, 11:15 PM   [Ignore Me] #13
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but i liek superrobots that are super over powered, narf the overpowered nerf!

Anywho, I'm just mad that i can't even use a damn targeting lazer do to my lack of funds
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Old 2003-11-01, 02:42 AM   [Ignore Me] #14
Unknown
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Originally Posted by FireWolf22
I have been saying that in all my posts lately. I haven't been down to the caves except for the first day I had CC. I think that every base should be able to get every mod. Just my opinion. When outfit bases come to be this will have a big impact. I mean okay my outfit takes a base and lets say we hold 6 mods, any will do, and another outfit from my empire wants those mods, and they will. All the other mods are taken also. There will be major Tking there for the mods. Just my opinion.

Wolf
You can't take modules out of a friendly base socket. Though I suppose you could get some outfit members to do the 7-day trial as a different empire to steal the modules for you then kill them and take the modules for yourself. *shrug*

The thing that really worries me though, is with OBO, what happens when you spend all day working for getting all 6 modules in your outfit base, then everyone goes to bed? What's to stop some lone hacker/night squad/planned night raid from walking right in and stealing/destroying them all uninhibited? That's alot of work to go through just to have your modules gone and your base in enemy hands when you log in the next day.
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Old 2003-11-03, 02:58 PM   [Ignore Me] #15
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Noone is allowed to sleep.

Only thing to stop that soliloquist,
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