No IPM after relocation

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    • No IPM after relocation


      - ships on the planet / moon won´t be transfered directly, they will travel after to the target (without deuterium costs)

      - the jump gate on the moon is deactivated for 24h after the move




      I believe this is implemented to prevent a player from immediatly attacking his target and catching him off guard.
      I completely agree with this because otherwise, relocation would imbalance the game too much.

      Therefore, i suggest to disable launching of IPM's for 24 hours as well.
      That way, players who rely on their defense would also be protected from being demolished solely because of relocation feature.

      I don't know if this can be implemented, but I think it would be fair.
      Alternatively, building of IPM's could be disabled instead of launching them. 40-50 IPM's can't do much damage to a heavily defended player, and maybe it's easier to implement.
      Life? Don't talk to me about life...
    • I completely agree, I think it'd be better if the ability to fire the IPMs was removed.

      The jump-gate cool down and ships flying to the target rather than beaming is to protect the enemy's planet (fleet), in the same way I believe the enemy's defence should also be protected.
    • agree, disabling jump gate and making the fleet there take normal time to get there is to protect enemies fleet.
      so this is an unfair thing against turtles since a planet relocated can fire IPMs, so i guess it is a very nice thing to do.
      freeze IPM firing for 24 hours as well as the jumpgate :D
    • Cyber Smoke wrote:

      8arlock: the first one is hardly possible since it requires a temporary alteration in planet's temperature (a very bad idea) while a simple drop-down of all energy sources to 0% will not serve the purpose at all.

      I made ​​a mistake ;)
      Do not turn off and block for 24 hours.

      PS Так понятней? Т.е. не выключать, а блокировать.
      I'm sorry ^^