This is all from the second (real) FU deep- dive.I thought that was RN's speculation, or have Fdev said something other than what's been in FU?
This is all from the second (real) FU deep- dive.I thought that was RN's speculation, or have Fdev said something other than what's been in FU?
I think you re missing a fundamental exploit. Simply travel in Solo/PG and then when docked safely in station, relog to open to collect/cash your PP goods. Negating any changes. Open Only has to many loop holes, it has to be at the point of impact open is forced (ie inCZs or PP megaship device), even then unlimited players can be blocked until you only have your friends present in open!!For the game as a whole, yes. But for PowerPlay (1.0 at least), power HQs will always be busy as that's where all fortifications either come from or go to.
For half the powers, they travel to the HQ, pick up fortification goods and transport it to their control systems. For the other half of the powers, they travel to their control systems, pick up fortification goods and then transport that to the HQ.
Open Only in PP1.0 will make PvP quite normal in HQs, and will have a far heavier impact on the inbound fortification powers, as they are carrying expensive items in the choke point. E.g., if you want to hamstring Mahon fortifications, you only have to target 1 system (Gateway) 99, whereas hamstringing Winters fortification requires you to target all 89 control systems.
Its all down to design. Seven years ago Sandro fixed your loophole by suggesting power goods are either lost or lose value on mode switch.I think you re missing a fundamental exploit. Simply travel in Solo/PG and then when docked safely in station, relog to open to collect/cash your PP goods. Negating any changes. Open Only has to many loop holes, it has to be at the point of impact open is forced (ie inCZs or PP megaship device), even then unlimited players can be blocked until you only have your friends present in open!!
It will be interesting to see what Fdev comes up with for a design. I can see people trying every workaround they can think of no matter what Fdev do come up with. Like staying in their home system in Open. Filling up their ship with cargo to be delivered in Open. And then taking a taxi in Open to the opposition destination system and then transporting their ship to them full of cargo. That should be fun to catch and track down.Its all down to design. Seven years ago Sandro fixed your loophole by suggesting power goods are either lost or lose value on mode switch.
We can't do that. Only empty ships can be transported, try leaving 1 limpet on a ship and trying to call it elsewhere...and then transporting their ship to them full of cargo.
Doh. You know I have not tried it, now I will have to. It should still be fun to watch PP2.0 no matter what Fdev choose to do or not to do.We can't do that. Only empty ships can be transported, try leaving 1 limpet on a ship and trying to call it elsewhere...
All PP 2.0 needs is a new mode selection on the start screen, with no block function, if you ain't in the mode, you can't do PowerPlay, simples!
Just don't ask me how I know about the 1 limpet thing, OK?Doh. You know I have not tried it, now I will have to.
You could do that (via FCs)- however it would be extremely slow and cumbersome, and a massive target once you know the FC has arrived (if it can find a slot).It will be interesting to see what Fdev comes up with for a design. I can see people trying every workaround they can think of no matter what Fdev do come up with. Like staying in their home system in Open. Filling up their ship with cargo to be delivered in Open. And then taking a taxi in Open to the opposition destination system and then transporting their ship to them full of cargo. That should be fun to catch and track down.
A far easier thing players could do is just block the IP addresses of the players they don't want to see. P2P has essentially no defense against this, as it really can't tell if it's something you're doing intentionally, or just a network difficulty. And pretty much anyone could do it with just a few commands.It will be interesting to see what Fdev comes up with for a design. I can see people trying every workaround they can think of no matter what Fdev do come up with. Like staying in their home system in Open. Filling up their ship with cargo to be delivered in Open. And then taking a taxi in Open to the opposition destination system and then transporting their ship to them full of cargo. That should be fun to catch and track down.
Kind of sad.A far easier thing players could do is just block the IP addresses of the players they don't want to see. P2P has essentially no defense against this, as it really can't tell if it's something you're doing intentionally, or just a network difficulty. And pretty much anyone could do it with just a few commands.
Fdev MIGHT be able to identify it manually, but it would be pretty easy to obfuscate things too, if needed. For example, just simulating a very bad connection with regular drops, to make things look like they're network-related.
You can't do that. All the weight always moves with you, even the saucer. Even if the other ship doesn't have controllers.We can't do that. Only empty ships can be transported, try leaving 1 limpet on a ship and trying to call it elsewhere...
All PP 2.0 needs is a new mode selection on the start screen, with no block function, if you ain't in the mode, you can't do PowerPlay, simples!
And for giggles, it should be Odyssey only!
You can't do that. All the weight always moves with you, even the saucer. Even if the other ship doesn't have controllers.
What's the "saucer"?You can't do that. All the weight always moves with you, even the saucer. Even if the other ship doesn't have controllers.
... and then transporting their ship to them full of cargo.
We can't do that. Only empty ships can be transported
Most likely it's just a bug that CobraMK4 owners hide from developers for their own benefit.Yes we can, in Cobra Mk IV.
That's one of the super-gimmicks we were given back then with that ship, along wit... I'll stop now, no need to disclose all. The crybabies would have a fit.
Most likely it's just a bug that CobraMK4 owners hide from developers for their own benefit.
If it was not profitable for them they would have long ago shouted about it on every corner.
Nah, it's just one of the cool features. We had to sign a Non-Disclosure Agreement on the most fascinating stuff, this small gimmick (along with few others) was not in the most important package.
You can load a fleet of T9 on a Carrier (all different accounts of course) and use that one.... but I think there shall not be such hauling anymore.We can't do that. Only empty ships can be transported, try leaving 1 limpet on a ship and trying to call it elsewhere...
You can't do that. All the weight always moves with you, even the saucer. Even if the other ship doesn't have controllers.