18.1 is on Test now.
NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
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Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
More pictures, and more will come later.
Instanced Pande portal

Instanced org cities entrance

Org cities cost

The Charon


Instanced Pande portal

Instanced org cities entrance

Org cities cost

The Charon


Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
This is about the 'old' version of cities right? Or are instanced cities persistant aswell with any type of building (incl. benefits)?Org cities cost
Mophro - man of few words - word!
Pass the salt please.
Pass the salt please.
Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
Uh... why would I post something old about regular cities when showing what new instanced cities are?Mophro wrote:This is about the 'old' version of cities right?



This applies to instanced cities, and it's even the screen you'll see when renting one the first time.
I think there is some BIG confusion about what "instanced" means regarding org cities. So i'll explain a bit here, and that will answer you other question too...
"Instanced" cities means that their geometry is in a zone that is created only when someone enters it. City data is on the server but the server creates the zone and the city only when someone needs to enter it. This way, the server doesn't use RAM or resources when the city is empty. And, also, no room is taken in regular zones, allowing an infinite number of instanced cities to be available.Mophro wrote:Or are instanced cities persistent as well with any type of building (incl. benefits)?
"Instanced" cities does NOT mean that the city is temporary and one-shot use. You do NOT enter an existing, standard city that you can use and then abandon/lose. This is NOT a sort of car renting.
You have to buy this virtual place, and build the city you want (or can), as you would with any normal city. And you have to pay for an upkeep if you want the city to keep on existing.
Your instanced city is built by you, after you payed for the right to build it, and with the obligation to pay each month to keep it. The difference with regular cities is its zone and geometry doesn't exist as long as you don't enter it. So, no one can ramble in your instnaced city when you are not there, for example.
And this brings us to the limitation of instanced cities: there is no org market inside due to the current mechanisms used. (It would not be impossible but it would be much, much more complicated, for example a player passing the gate to instanced cities should be asked for what city he wants to visit... and that would be a waste ouf resources unless he has a good reason to visit one, so the system should limit him to his own instanced city, if any, and the city in which is the market containing an item he selected... etc. Let's add that it would be necessary to re-write a part of the markets code.)
Now, as for city advantages, they are not related to the existence of the zone or the geometry. The server knows you have a city, as it keeps city data to be able to re-create it when you enter it, so it can give you advantages at any time.
Now, some images...
So you enter Serenity Islands by a gate at ICC (picture already posted above)
You are transported to an empty island. Each island is the same. What you build will make the difference and will be memorized for your org.
This is the arrival zone, and the carrier


This is the map of the island

Now, just pay and build, and as long you pay for the upkeep, your city will be there when you zone from ICC.
Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
Hmm, thanks for the information Chris.
So that means that the -only- difference is the shops?
And that also means its only a viable alternative for farm orgs. Regular orgs will keep their shops for their members.
Ill hold on to my city.
What do you guys think, will the situation arise that there are regular open city slots around Rubi-Ka?
So that means that the -only- difference is the shops?
And that also means its only a viable alternative for farm orgs. Regular orgs will keep their shops for their members.
Ill hold on to my city.
What do you guys think, will the situation arise that there are regular open city slots around Rubi-Ka?
Mophro - man of few words - word!
Pass the salt please.
Pass the salt please.
Re: NEWS 18.1 Instanced Pande & cities Orbital apt. Reset Mapnav
Yes, we can say that the only difference is the players' market.
Instanced cities can hold every building that provides buffs, including a large HQ.
The Uplink and EC building (used for alien raids mechanisms) can be planted too of course.
You can also build the 4 whompahs to clubs.
All this fits in the instanced city build room.
Instanced cities are interesting for:
Instanced cities could make some cities spots available on RK but no sure at all this will be significant.
Instanced cities can hold every building that provides buffs, including a large HQ.
The Uplink and EC building (used for alien raids mechanisms) can be planted too of course.
You can also build the 4 whompahs to clubs.
All this fits in the instanced city build room.
Instanced cities are interesting for:
- - New orgs that can't get any regular city (unavailable and/or too expensive to buy from other players); a city with no market is better than no city at all.
- Farm orgs that doesn't really care about markets as their users have markets in another org, and farm orgs that had large, more expensive cities, and could save money with an insynaced city
- Orgs with regular cities that just want one more place to farm at (this could possibly be the case for AP if GoA's city is not enough but it's something to discuss, and instanced city users should probably contribute in the upkeep)
Instanced cities could make some cities spots available on RK but no sure at all this will be significant.