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	<title>Comments for LegacyWorlds Beta 6</title>
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	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version&#039;s design and progress</description>
	<lastBuildDate>Thu, 01 Sep 2011 22:05:29 +0000</lastBuildDate>
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		<title>Comment on Ship design by Nemesis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-3444</link>
		<dc:creator>Nemesis</dc:creator>
		<pubDate>Thu, 01 Sep 2011 22:05:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-3444</guid>
		<description>If you post on a few forums and do a little promotion to build up a base like there used to be then you may get some money from google ads?</description>
		<content:encoded><![CDATA[<p>If you post on a few forums and do a little promotion to build up a base like there used to be then you may get some money from google ads?</p>
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		<title>Comment on Ship design by TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-3419</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Wed, 31 Aug 2011 09:20:09 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-3419</guid>
		<description>For now, I&#039;m afraid so... Too many things to do at the same time, and it&#039;s not like I&#039;m getting paid for LW.</description>
		<content:encoded><![CDATA[<p>For now, I&#8217;m afraid so&#8230; Too many things to do at the same time, and it&#8217;s not like I&#8217;m getting paid for LW.</p>
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		<title>Comment on Ship design by Nemesis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-3418</link>
		<dc:creator>Nemesis</dc:creator>
		<pubDate>Wed, 31 Aug 2011 09:17:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-3418</guid>
		<description>Is this game completely dead now TSeeker?</description>
		<content:encoded><![CDATA[<p>Is this game completely dead now TSeeker?</p>
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		<title>Comment on Ship design by TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-720</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Fri, 20 Aug 2010 07:42:46 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-720</guid>
		<description>Regarding fleet/ship display, it&#039;s a hard question. At the moment, since I&#039;m working on M2, I have to work on a partial representation of it (not including hauls, as there is no hyperspace yet). The idea is to use something similar to M1&#039;s fleet view as an overview, and clicking gives you details on a ship.

Regarding &quot;carrier&quot; ships, my idea is to have smaller ships attach to a specific carrier (either manually or automatically if the fleet is given an order to move/go on HSSB before a ship has been assigned to a carrier manually). I can then display the list as a tree (first indicating only e.g. &quot;X fighters&quot;, and showing actual ships on click).

In order to know how many ships a carrier can hold, I&#039;ll add two fields (size in haul, haul size; the latter being displayed as free/available).

&quot;what’s the largest size hull that can be transported?&quot; -&gt; no idea, haven&#039;t really gotten to that part yet. A good estimate would be that anything above &quot;huge&quot; cannot be transported (enormous, gigantic and colossal).</description>
		<content:encoded><![CDATA[<p>Regarding fleet/ship display, it&#8217;s a hard question. At the moment, since I&#8217;m working on M2, I have to work on a partial representation of it (not including hauls, as there is no hyperspace yet). The idea is to use something similar to M1&#8242;s fleet view as an overview, and clicking gives you details on a ship.</p>
<p>Regarding &#8220;carrier&#8221; ships, my idea is to have smaller ships attach to a specific carrier (either manually or automatically if the fleet is given an order to move/go on HSSB before a ship has been assigned to a carrier manually). I can then display the list as a tree (first indicating only e.g. &#8220;X fighters&#8221;, and showing actual ships on click).</p>
<p>In order to know how many ships a carrier can hold, I&#8217;ll add two fields (size in haul, haul size; the latter being displayed as free/available).</p>
<p>&#8220;what’s the largest size hull that can be transported?&#8221; -> no idea, haven&#8217;t really gotten to that part yet. A good estimate would be that anything above &#8220;huge&#8221; cannot be transported (enormous, gigantic and colossal).</p>
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		<title>Comment on Ship design by ironman</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-719</link>
		<dc:creator>ironman</dc:creator>
		<pubDate>Thu, 19 Aug 2010 23:20:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-719</guid>
		<description>One question, how will it be displayed on the fleets page 
for example say you have
number - design name- size hull 
10 pt boats - very small hull
24 destroyers- small hull
12 cruisers - medium hull
6 battleships- huge hull
1 escort carrier - large hull 
2 carriers - huge hull 
1 auxiliary vessle - huge hull

how would all this be displayed if it was one fleet? And how could we tell how much non hyperspace ships could a ship hold
what&#039;s the largest size hull that can be transported?</description>
		<content:encoded><![CDATA[<p>One question, how will it be displayed on the fleets page<br />
for example say you have<br />
number &#8211; design name- size hull<br />
10 pt boats &#8211; very small hull<br />
24 destroyers- small hull<br />
12 cruisers &#8211; medium hull<br />
6 battleships- huge hull<br />
1 escort carrier &#8211; large hull<br />
2 carriers &#8211; huge hull<br />
1 auxiliary vessle &#8211; huge hull</p>
<p>how would all this be displayed if it was one fleet? And how could we tell how much non hyperspace ships could a ship hold<br />
what&#8217;s the largest size hull that can be transported?</p>
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		<title>Comment on Beta 6 Milestone 1 &#8211; Tips by TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-19/beta-6-milestone-1-tips/comment-page-1/#comment-713</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Wed, 18 Aug 2010 12:15:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=179#comment-713</guid>
		<description>&quot;can my fighters capture planets or do i still need GA ships or whatever?&quot;

There are no GA ships - anything, in any quantity, can capture a planet.

&quot;Also why does everything take like 2 weeks to build?&quot;

The time to build is displayed as game time by default (1H in game time == 1 tick, which is usually 1 minute). You should be able to see the actual RL time when hovering over a game time (some browsers do not do it properly, however). And you can switch between GT and RLT using the preferences on the account page.</description>
		<content:encoded><![CDATA[<p>&#8220;can my fighters capture planets or do i still need GA ships or whatever?&#8221;</p>
<p>There are no GA ships &#8211; anything, in any quantity, can capture a planet.</p>
<p>&#8220;Also why does everything take like 2 weeks to build?&#8221;</p>
<p>The time to build is displayed as game time by default (1H in game time == 1 tick, which is usually 1 minute). You should be able to see the actual RL time when hovering over a game time (some browsers do not do it properly, however). And you can switch between GT and RLT using the preferences on the account page.</p>
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		<title>Comment on Beta 6 Milestone 1 &#8211; Tips by Johns</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-19/beta-6-milestone-1-tips/comment-page-1/#comment-712</link>
		<dc:creator>Johns</dc:creator>
		<pubDate>Wed, 18 Aug 2010 12:11:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=179#comment-712</guid>
		<description>I&#039;m kinda lost:P can my fighters capture planets or do i still need GA ships or whatever? Also why does everything take like 2 weeks to build?</description>
		<content:encoded><![CDATA[<p>I&#8217;m kinda lost:P can my fighters capture planets or do i still need GA ships or whatever? Also why does everything take like 2 weeks to build?</p>
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		<title>Comment on Ship design by TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-706</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Sat, 14 Aug 2010 20:48:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-706</guid>
		<description>I&#039;m going to reply to the last part of your post. Space stations will always be built piece by piece - actually, you build the station&#039;s main structure, then you build modules on top of that structure. In terms of &quot;role&quot;, they are closer to extensions of the planet&#039;s surface than they are to ships (there are also &quot;special&quot; stations that are built/managed on a per-system basis, or at the level of supergates, but... haven&#039;t figured out those parts of the rules yet)

Regarding the first part, I am still not convinced that moving a station brings anything to the game.</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to reply to the last part of your post. Space stations will always be built piece by piece &#8211; actually, you build the station&#8217;s main structure, then you build modules on top of that structure. In terms of &#8220;role&#8221;, they are closer to extensions of the planet&#8217;s surface than they are to ships (there are also &#8220;special&#8221; stations that are built/managed on a per-system basis, or at the level of supergates, but&#8230; haven&#8217;t figured out those parts of the rules yet)</p>
<p>Regarding the first part, I am still not convinced that moving a station brings anything to the game.</p>
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		<title>Comment on Ship design by ironman</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/comment-page-1/#comment-696</link>
		<dc:creator>ironman</dc:creator>
		<pubDate>Fri, 13 Aug 2010 22:42:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comment-696</guid>
		<description>Well if you realy wanted to move space stations, just take them apart and transport them in ships. Like the space shuttle moves satalites. The ships hanger could be used to transport the space stations and like factories, it would take time to deconstruct them, pack them up and transport them. Ships could be taken from an existing combat fleet, but would have reduced combat due to civvies present. So the unknowing of an attack could be defended against, but you could loose parts of the space station. Just an idea for cash strapped players, build an expensive space station part by part. Although designs would made, a contribution part of a larger sum could be made when a player finds that cash. And if any parts are lost, you just contribute to the existing space station, and the required parts are built ready to be shiped to the incomplete space station.</description>
		<content:encoded><![CDATA[<p>Well if you realy wanted to move space stations, just take them apart and transport them in ships. Like the space shuttle moves satalites. The ships hanger could be used to transport the space stations and like factories, it would take time to deconstruct them, pack them up and transport them. Ships could be taken from an existing combat fleet, but would have reduced combat due to civvies present. So the unknowing of an attack could be defended against, but you could loose parts of the space station. Just an idea for cash strapped players, build an expensive space station part by part. Although designs would made, a contribution part of a larger sum could be made when a player finds that cash. And if any parts are lost, you just contribute to the existing space station, and the required parts are built ready to be shiped to the incomplete space station.</p>
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		<title>Comment on Missile countermeasures by TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/comment-page-1/#comment-571</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Mon, 19 Jul 2010 07:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/#comment-571</guid>
		<description>That would still unbalance the system. The idea behind the whole &quot;3 types of weapons vs 3 types of defences&quot; thing is to make sure players have to adapt their fleets as they fight. If one of the weapon types becomes useless (or at least not as efficient) while the majority of the enemy fleet is not actually equipped with the correct type of defences, then this system becomes pointless.</description>
		<content:encoded><![CDATA[<p>That would still unbalance the system. The idea behind the whole &#8220;3 types of weapons vs 3 types of defences&#8221; thing is to make sure players have to adapt their fleets as they fight. If one of the weapon types becomes useless (or at least not as efficient) while the majority of the enemy fleet is not actually equipped with the correct type of defences, then this system becomes pointless.</p>
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