Some necessary rules about life in 0.0

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amblin
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Some necessary rules about life in 0.0

Post by amblin »

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Last edited by amblin on May 6th, 2014, 13:24, edited 5 times in total.
Hehulk
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Re: Some necessary rules about life in 0.0

Post by Hehulk »

amblin wrote: 0.0 Rule #2

No-one is to mine without an ore scanner in 0.0 space and pop the rocks out there.

When a rock pops it respawns as something random. There is a possibility that you pop a valuable Arkanor rock and end up with useless Veldspar.

Make sure you know how many units of ore there is in a rock, know how much your miner can strip out, and leave a sensible amount of ore there.

Sensible will be defined later.. :)

Thank you, Fea.
I'd suggest that sensible be about 500 units....
amblin
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Re: Some necessary rules about life in 0.0

Post by amblin »

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Last edited by amblin on May 6th, 2014, 13:24, edited 1 time in total.
Lee
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Post by Lee »

Does the number of units in an asteroid regenerate if you leave it?
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Post by Hehulk »

Yep. Takes a few days, but it does.
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Post by Dog Pants »

If I may add another guideline: Don't go into 0.0 while drunk. It might seem like fun at the time, but when you wake up in the morning and find yourself with a shiny new rookie ship you'll regret it.
amblin
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Post by amblin »

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Last edited by amblin on May 6th, 2014, 13:18, edited 1 time in total.
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Post by friznit »

Another rule that I think we've all learned by now:

Always travel with a scout and preferably more than one. This is the best way of ensuring survivability in 0.0

Put simply, this is the principle of reconaissance. It is better to cover deep and close recce and have a rearguard as well in case we're followed. Also, the scouts can 'warp dump' to make emergency safespots if needed.
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Post by Rydis »

* Dont freeze. You have 2 WCS equipped for a reason you tit. :cry:
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Post by friznit »

Fea! Needs updating to match the corpmail ones mate :P
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Post by amblin »

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Last edited by amblin on May 6th, 2014, 11:39, edited 2 times in total.
Dolly Parton
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Post by Dolly Parton »

Dog Pants wrote:If I may add another guideline: Don't go into 0.0 while drunk. It might seem like fun at the time, but when you wake up in the morning and find yourself with a shiny new rookie ship you'll regret it.
close one eye when flying. helps on the spinning and once you lock on to something close that eye and open the other one. you want a fresh eye to fight. before pressing F1 thru F8 set self destruct on ship and wait for either it or you opponent to kill you. now your probably saying why would i set self destruct. simple you idiot you forgot to turn on your tank and your swiss cheese then your in a pod and whining about your loss and then your in a station going WTF. thats what happened to me with apoc #2

it was fun for that 40 seconds :boogie:
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Post by northwesten »

Dolly Parton wrote:
close one eye when flying. helps on the spinning and once you lock on to something close that eye and open the other one. you want a fresh eye to fight. before pressing F1 thru F8 set self destruct on ship and wait for either it or you opponent to kill you. now your probably saying why would i set self destruct. simple you idiot you forgot to turn on your tank and your swiss cheese then your in a pod and whining about your loss and then your in a station going WTF. thats what happened to me with apoc #2

it was fun for that 40 seconds :boogie:
:lol: :lol:
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Post by Dolly Parton »

Rydis wrote:* Dont freeze. You have 2 WCS equipped for a reason you tit. :cry:
WCS r for carebears and now they're nerfed. u would be better off using energy neutralizers in my honest opinion. they've saved me 2 times. wcs is still good for an indi but if you fly with a scout lose them and switch to cargo expanders or inertia stabilizers
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Post by friznit »

*ahem* Check the date that was posted :oops:
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Post by Dolly Parton »

i know just branching out and replying to the ones i have missed in the past. every little bit helps they always say
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