Suggestion: Use Old Concept to Streamline Interplanetary Travel Without Screwing Over Warp Ship Operators

Would you like faster interplanetary travel for 7 PED?

  • Yes

  • No

  • I don't care


Results are only viewable after voting.

Captain Jack

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Background: Space travel has been a hot topic for many years, particularly as the long-anticipated "space update" appeared to be on the edge of fruition, fizzled out, and then began to gain traction again. For many years space has been a barrier to interplanetary commerce and has resulted in the stagnation of many partner planets.

The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.

Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.

Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.


Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.

*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.


Benefits:
1. Seamless, affordable, on-demand interplanetary travel system.
2. Asynchronous line of revenue for space ship operators, resulting in substantially improved return on time.
3. Proportional benefit given to operators of different ship platforms, giving distinct benefits of scale to operators of the more expensive larger platforms while still providing a means of revenue for those patient enough to slowly travel through space on quads/sleps.
4. Potential for expansion of system to include bounty-hunting style systems for more interactive game play.
 
Background: Space travel has been a hot topic for many years, particularly as the long-anticipated "space update" appeared to be on the edge of fruition, fizzled out, and then began to gain traction again. For many years space has been a barrier to interplanetary commerce and has resulted in the stagnation of many partner planets.

The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.

Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.

Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.


Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.

*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.

I like the idea.

I was just thinking that maybe as PED is earmarked on auction when bidding etc . could be something as easy as a 'tick' of One-way or Round-trip allocation.

Convenience is key.

Time zones for many 'scheduled' warp flights are too early on this side of the pond ( work days / dinner) so would be the 20 PED a majority of the time . Unless, it is weekends and leaves USA hustling for rides late in evening sometimes ;)

* I do like the idea of safe options that I have seen players suggest in these threads for safe travel and help interplanetary commerce as well as safe exploring in Entropia Universe.
 
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If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
That's the part I'm not so sure about... If a package is 'lost in space' it shouldn't magically fall back to the planet it originated from since it may have fallen out of orbit... instead do something interesting with the peds/packages that were not delivered in time.... Maybe they go in to space mines that specialized space miners can go drill for, or special instances that show up in space for space treasure hunters etc. Maybe put the entrance to those instances in the space station/way points out there in the middle of the map not associated with any particular planet, howling mine. etc.

Also, the packages should be an actual item that the pilot carries that is lootable by others.... give pirates something to do. If it gets looted pirate takes it but timer still continues from initial pick up time... no reset for looting on timers.
 
Wouldn't those 7 PED just cover the costs for the warp ? Meaning the operators would not make any profit ?
Even though I would prefer a fast and secure way of interplanetary travel, I am not sure if a fast shifting of resources would also mean shifting way more of them to Calypso
 
what about the quest in space? Mindark want make something on it. Pvp map as now is cool. we need more attractive thing up.
more affordable option for ship like force shield. and maybe a LITTLE vault on ship for make some stuff protected by piracy.
 
they better add (L) limited warp capabilities:

for the regular Quad (L) and Slepnirs (L), and those devices can be crafted
i.e. 7 components found on each separate planet

the warp (L) devices can be purchased from crafters and can be different based on the weight required
i.e. Basic (L) up to 130kg, Advanced (L) up to 150kg, Adjusted (L) up to 180kg, ....Perfected (L) unlimited weight

so who want to travel for 7 ped at a regular weight can use a Basic (L) device who costs 7 ped tt

MS, Pivs, Equus can work as intended and can warp group of ppl for a better price.

my 2 pecs.
 
opposite of what was stated in another thread blaming ms owner for gimping pp's.. its actually reversed... cheap easy transport of goods between planets only hurts pps and even more shop owners etc on those planets as noone would need to even goto them.. can just as cheaply hop back n forth to caly for all the cheap supplies they need! Theres probably many more similar reasons but its 4am and my brain is shutting down now =p

the current "space" was intentionally made as a deterrant from that very thing. they are seperate planets with seperate economies and need to be that under the current EU system. to change that would mean changing everything about pp's or they would hurt the most.
 
Easy fix, add old + current
Old = Charge 40peds to use tp between planets.
Current = u can find a warp from 5peds to 25peds, depending how much patience u have.
 
This idea sounds reasonable.

But I still don't understand why can't MA just introduce one global auction instead of each planet having its own, is it technically impossible or what?
 
That's the part I'm not so sure about... If a package is 'lost in space' it shouldn't magically fall back to the planet it originated from since it may have fallen out of orbit... instead do something interesting with the peds/packages that were not delivered in time.... Maybe they go in to space mines that specialized space miners can go drill for, or special instances that show up in space for space treasure hunters etc. Maybe put the entrance to those instances in the space station/way points out there in the middle of the map not associated with any particular planet, howling mine. etc.

Also, the packages should be an actual item that the pilot carries that is lootable by others.... give pirates something to do. If it gets looted pirate takes it but timer still continues from initial pick up time... no reset for looting on timers.

The purpose of the packages expiring is to prevent one individual or group of individuals from attempting to monopolize the transport system by collecting packages and waiting. By having them expire and return to station, the packages are "reset" for others to pick up.

Wouldn't those 7 PED just cover the costs for the warp ? Meaning the operators would not make any profit ?
Even though I would prefer a fast and secure way of interplanetary travel, I am not sure if a fast shifting of resources would also mean shifting way more of them to Calypso

Yes, transporting a single package would be similar to a privateer/mothership owner conducting a scheduled warp service - not producing much profit on a single passenger. This is why the system of having one package per guest seat would be in place, as it would bring balance to the system allowing these larger ship operators to still accrue substantial profits by transporting larger quantities. Smaller ships with warp capabilities have unL warp drives, which only cost the flat 3 PED per warp, and therefor 7 PED fees are still lucrative.
 
Background: Space travel has been a hot topic for many years, particularly as the long-anticipated "space update" appeared to be on the edge of fruition, fizzled out, and then began to gain traction again. For many years space has been a barrier to interplanetary commerce and has resulted in the stagnation of many partner planets.

The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.

Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.

Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.


Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.

*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.


Benefits:
1. Seamless, affordable, on-demand interplanetary travel system.
2. Asynchronous line of revenue for space ship operators, resulting in substantially improved return on time.
3. Proportional benefit given to operators of different ship platforms, giving distinct benefits of scale to operators of the more expensive larger platforms while still providing a means of revenue for those patient enough to slowly travel through space on quads/sleps.
4. Potential for expansion of system to include bounty-hunting style systems for more interactive game play.
There is tons of ships out there capable of providing cheap flights, the issue usually is that players want to go 'right now' and dont want to spent the time to team up for an economy flight - a teleporter imo is the top line of 'vip service' and shjould be priced accordingly if it was to be allowed between planets - the original 40ped like it used to be at the start of other planets comes to mind maybe with an added charge for super high item count or super heigh weight to make sure other planets economies dont get 'trampled' by caly traders.
The reason space was oringinally conceived the way it was was to separate planet economies enough to not degrade planet partners to 'remote caly landareas' - those other planets need to be given a chance to build up their own communities and just because some planet partners failed to bring in their own players and keep them going with a strong local economy doesnt mean it cant be done. There is many great aproachers for a strong economy build happening right now around the universe with toulan/monria, next island and even cyrene building up and advancing crafting and mission chains that will allow for consistent mu to trickle down to newcomers.
Comming back to the tp fee that gets converted into a package, somemechanism would have to be put in place to have different types of packages, eg a heigh weight player should generate a heigh weight package and package number and weight should matter to all spacecrafts which means all spacecrafts need to have weight and cargo space restrictions for transport of goods.
All packages should be lootable, eg if a ship with a package gets lootet the package can be delivered by the respective other ship, this will ensure that space ship upgrades still make sense and lead to more investments in space.
For a shipfights over a 40ped package to become viable pvp ammo cost in space needs to come way down - about 5% of what it is now or even less.
All of this could work as part of the cargo system that mindark had planned to introduce back end of 2015.
 
Players do want to team up. Avalon asks all the time in chat who would like to Join him.
Warp providers that dont hold their times or promises... that is what bothers players.

Anyway, lots of good ides but MA realy should make teleporters from every planet to planet. Would be great for the overal economy. Ship captains have alreade earned enough money.
 
Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.

*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.

could be even designed more complex and to stimulate the economy.
Add player owned storage facility deed & storage facility to the space station.
on the planet there's a rocket launch pad which sends packages to the storage facility of the respective planet for 3 PED.
0.5 PED of that fee goes to the storage facility deed owner, the remaining 2.5 PED are the reward for delivering the package to it's destination (space station of that planet where it gets transfered down to the planet).

the storage facility can hold 10 packages and up to 1000kg initially, but this can be expanded via upgrades to 1000 packages and 100000kg.
upgrades are done via ressources of it's respective planet.
at a space station there's a terminal, where pilots can check each planets storage facility.
Let it have an interface similiar to the AH or Event interface.:
Example:
origin planet > destination planet (# of packages)
clicking for example: rocktropia > Calypso (50) opens a list of the packages and where you can see the 50 packages and the weight of each package. As well as a summary of the total weight of all packages.

This way sleipnir/quad-wing pilots could do the delivering of smaller packages while the MS pilots do the big deliveries or even delivering all packages at once.

This could be beneficial for people who need their stuff delivered to other planets as well as MS owners.
Cost reduction as well as not having to stay up late or so to wait for a scheduled or vip warp for the person wanting stuff delivered.
While MS owners and pilots can pick up and deliver the goods any time they please.

Pirating:
if the ship carrying the package gets shot down, the packages get transfered to the pirate, who then needs to turn it in at the target planet to collect the transport reward. Pirate ships can ofc. loot only as much weight as their ships can carry. So pirates may want to form a fleet or even bring their own upgraded MS to loot MS ^^
 
This is similar to the idea MA came up with when they introduced delivery fees to AH, supposedly to in part compensate ship owners for revenue lost because of the postal system. An unspecified percentage of the postage fee was supposed to go towards space delivery missions of 'fake parcels' but for a delivery fee award. Which could then be looted and handed in by a 3rd or 4th party.
Strangely MA has been taking our ped all these years yet the delivery missions never materialised. Had they followed their original plan then we would have had an income stream other than glorified taxi service and it could also have enlivened space and given the pirates a new target for money making. We may even have had fun up there.

The issue with the parcels being for transit of real goods, where parcel is lootable, but contents are not, is delivery times. You could place your parcel ready for delivery and no-one takes it .. too big, too small, not headed that way etc. Players would quickly get pissed at MA and doubtless blame ship owners too for failure to deliver... it's only a quick warp after all (sarcasm intended)

So I would be surprised if MA would introduce this much more complex system, when they couldn't even manage the simple one. Also would you trust MA not to glitch and make those contents oooh woops lootable after a vu ?
 
This is similar to the idea MA came up with when they introduced delivery fees to AH, supposedly to in part compensate ship owners for revenue lost because of the postal system. An unspecified percentage of the postage fee was supposed to go towards space delivery missions of 'fake parcels' but for a delivery fee award. Which could then be looted and handed in by a 3rd or 4th party.
Strangely MA has been taking our ped all these years yet the delivery missions never materialised. Had they followed their original plan then we would have had an income stream other than glorified taxi service and it could also have enlivened space and given the pirates a new target for money making. We may even have had fun up there.

The issue with the parcels being for transit of real goods, where parcel is lootable, but contents are not, is delivery times. You could place your parcel ready for delivery and no-one takes it .. too big, too small, not headed that way etc. Players would quickly get pissed at MA and doubtless blame ship owners too for failure to deliver... it's only a quick warp after all (sarcasm intended)

So I would be surprised if MA would introduce this much more complex system, when they couldn't even manage the simple one. Also would you trust MA not to glitch and make those contents oooh woops lootable after a vu ?
If mindark had done those cargo missions or still gets around to do them this would lead to lots of ships traveling between planets to deliver packages and indirectly could lead to more travel opportunities at cheaper cost for passengers since shipowners would finally get the alternate income stream that was promised 5 years ago and which could potentially cover warp drive decay / shipupgrade / shiprepair and gunner ammo expenses.
Wouldnt be the worst idea to make personal direct teleport packages part of such cargo mission where players can sent an instant tp to another planet which they then could use to get there with a 1 time charge (limited by weight/stackables/loot/itemcount/whatever is needed in mindarks view to make it fair to all planets).
Maybe have a button to sent anything you would bring along securely as package to the planet you wish to tp to as well and it being charged with a fee.

Players would then have the option to instantly go to another planet with or without all their stuff while paying the fees for tp and sent complete inventory.
Alternately players could choose to just travel in person with ships to save money and be cheaper then using those 'premium' serivce options.

So many options if mindark got around to actually implement the cargo mission system that was 'hyped' end of 2015 and had all those equus sold alongside and fees collected for 5 years now...

The biggest issue with space and spaceships for all those years has been that ships were sold without a thorough space concept in place and without content for big ships in place, the recent wave spawn added in space is promising but alot of work still needs done especially in regards to finally fixing space transport - it is just wrong to make player log off from the game to gain an ingame advantage (eg. safe from being lootet) - no game company should want to give incentives to its players for 'not' playing the game.
 
There is no need for complicated additional systems in my opinion. Very often I buy 2-3 weapons from today to tomorrow morning to avoid 2 hours of tedious flight. I would be more happy if my purchase filled up in a large batch and came a few hours earlier .. if not I know it will come in 12 hours ..

And I think the fuel tanks in Ashi have been full for a long time.
 
There is no need for complicated additional systems in my opinion. Very often I buy 2-3 weapons from today to tomorrow morning to avoid 2 hours of tedious flight. I would be more happy if my purchase filled up in a large batch and came a few hours earlier .. if not I know it will come in 12 hours ..

sure, for you it may be enough... but there's players shipping 30-50 different items per trip which may even have a lot of mass, so auction delivery would be super expensive... and waiting untill 2:30 a.m. or so for warp is not feasible for people who have to get up at 6-8 a.m. either ^^
 
sure, for you it may be enough... but there's players shipping 30-50 different items per trip which may even have a lot of mass, so auction delivery would be super expensive... and waiting untill 2:30 a.m. or so for warp is not feasible for people who have to get up at 6-8 a.m. either ^^

This i meant, the load of stackable items is the biggest dumbness in the game just like the rig in Ashi which burn 100 ped .. maybe more per hour .. the system is there. As well as it is not necessary from physical load and if necessary to replenish for a certain capacity are items like my rifles... you accept load.. you give load.. end... and like above the guy said + often space flights.. awesome.
 
Interesting suggestion. I think from the onset they should have created jump gates or points in each system and when I non-jump capable ship uses the point there is a charge associated with it that is shared amongst the warp capable ships. Maybe have the PPs have some control over the jump point/gate in some way to entice players.

If you are transporting cargo through a jump point/gate then there are fees attached to that via more energy consumption used or you have to collect some type of energy resource available on all planets to offset the power drain by sending more mass through the point/gate (X2. X3 games always had a good concept). Players that don't want to go through that hassle or save PED use a warp capable ship where the costs are less and cargo has no fee.

Also open up a cargo hauling system like orders in auction where warp capable ships can be paid to transport cargo from world to world even if the player isn't online. Maybe make some resources on other planets illegal in some way on others to increase the risk VS reward system. Each system should have NPC patrols that routinely scan ships.

Lastly make traveling through space avoiding all gates risky but worth it in some way. Allow ship capture or the ability to jettison cargo to appease pirates so freelancers can put their ships to good use or build a fleet in space. One thing I always liked about X2 and X3 sandbox games was that you could capture ships and then upload software to them so they could automatically fly to bases you created where you could sell them or strip them down for parts.

I think MA really needs to take a look at some of the MMO and sandbox space sim games out there to really make their version of space shine. There should be some risks and obstacles but space should be as vibrant a community as any other planet with lots of opportunities to customize and build ships and utilize what has already been created.

I know a lot of this is a big ask but this all could have been achieved since the onset of creating space and could have been crowd funded in some way or allow players to invest in the development. Maybe that ship has already sailed and MA is just happy to let things be. I just know if I want a space sim fix I find myself signing off and playing some other MMO or sandbox game.
 
6-a: Ventures into space will come in 2005. We hope to bring real time space ship combat with robot ships and other space living entities. Asteroid mining will also be a part of it. I envision a major star ship with a crew of 100 people all manning various functions of the ship, like engineering, guns, torpedos, strategic command, shields, power distribution, hull repairs, etc, allwoing for major epic battles in the sky.
 
Good suggestions. Imo space need way more content like instances that can only be reached with help of those
bigger ships. Motherships and privateers should not have taxi as main purpose, and space shouldn't be a taxi hub,
it should be an entity that we head to to play not to passing by.
If space did get such development TPs between planets would not be a problem. If they still want to balance it
put a filter on so we can only TP without pvp lootable resources, and need to use a ship to move lootable
resources around.

By the way, still waiting for some of these to come. :p
index.php
 
cheap easy transport of goods between planets only hurts pps

This is just not true. Space especially lootable in space has done nothing but drive away players and hurt PPs. It's an MMO and people play MMO's for content and to be able to easily access that content. Toulan is one of my favorite planets and I just can't get there because it's too far away. Same for Ark/NI now these days. It just doesn't work and I won't travel to these far off planets or only go there every couple months because of this. It is an archaic system that doesn't work for ANY game. We want more players not less.

the current "space" was intentionally made as a deterrant from that very thing.

Space was only a deterrent to Entropia becoming more popular and growing the players base and PPs. The current space while better now they removed most lootable PvP is still a deterrent from attracting more players to this game and helping PPs thrive. At least we can now hunt mobs in space without being attacked/looted. Fast easy transport between planets is needed. It's not complicated. It's 2021 get players to planets fast so they can play and immerse into the game so they are less inclined to play other games. Where there aren't barbaric barriers to fun.

With that said all PvP between planets should be removed it's in the way of the game growing as in MMO's typically 90%+ of the players base is there for PvE so forced PvP only drives away most of the player base. In space all it did was cause players to leave forever, it' way to big and with PvP ruining it making content harder to enjoy or even get too. This game could of grown a lot more without it in the way. However there should be PvP zones in space like on planets, with missions and perhaps rare mobs/resources for people interested in PvP content. I would like to see maybe even PvP land grabs in space to utilize MS ships and that could be a great way to use space. Also fix up these space stations, make them interesting and unique to each planet with some cool designs and maybe stuff to do inside them. Howling mine is a cool design.

Space size just needs to be cut in half or the map redesigned. Every planet should be 7 AUs away from each other. Modern times need modern solutions.
 
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it is entirely true and MA wants SEPERATE economies. If everyone could easily go there and bring back everything to caly like they do with xmas gifts and anything new, this would never happen or even be possible!

Its incentive to stay there and sell things there!

What would be neat tho for PVP is loot2! Having players loot like mobs based on your costs! This would actually be fun like any other mob! And ships should be added to that as well so its not 500ped to the wind taking down a high SI empty ship
 
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Background: Space travel has been a hot topic for many years, particularly as the long-anticipated "space update" appeared to be on the edge of fruition, fizzled out, and then began to gain traction again. For many years space has been a barrier to interplanetary commerce and has resulted in the stagnation of many partner planets.

The Current Situation: Several partner planets have been putting in effort to make some significant advances, resulting in an increased demand for interplanetary travel. The costs (both of time and money) involved in such travel remains a substantial barrier to a vibrant interplanetary economy.

Common warp services tend to charge approximately 10 PED/passenger if attending a scheduled warp service, and 20 PED for on-request warp services.
Warp ship operators have the following costs of operation to contend with:
Oil/Welding wire/Guns: <1 PED per warp
Warp Drives: 3 PED TT decay (~5-6 PED after markup) per warp.

Some teleporters have special capabilities, such as the teleporters on CP, CND, and Monria enabling players to teleport to Calypso for 7 PED.


Proposal:
Develop an inter-planetary teleport system costing 7 PED each way.
Each time a player uses this system, a "package" is generated and stored at that planet's space station. These packages can be collected by ship operators and delivered (with a reasonable time limit) to the planet to which the player teleported. If the package is not delivered within the time limit, the package expires and is returned to the planet of origin for another player to pick up.
Any ship operator could pick up a package, limited to the number of open seats on their space craft.

*Note: This proposal is not new. Similar systems were previously proposed, but without the specificity of integration of space ship operators. That integration is the key to success here.


Benefits:
1. Seamless, affordable, on-demand interplanetary travel system.
2. Asynchronous line of revenue for space ship operators, resulting in substantially improved return on time.
3. Proportional benefit given to operators of different ship platforms, giving distinct benefits of scale to operators of the more expensive larger platforms while still providing a means of revenue for those patient enough to slowly travel through space on quads/sleps.
4. Potential for expansion of system to include bounty-hunting style systems for more interactive game play.

Unfortunately this will never happen because the warp flight mafia will not allow this. Certain players don't like the word "change" because that means less PED lining their pockets. Its so obvious, it's not even funny anymore.
 
it is entirely true and MA wants SEPERATE economies. If everyone could easily go there and bring back everything to caly like they do with xmas gifts and anything new, this would never happen or even be possible!
You don't get it. Entropia doesn't have enough players to support six planets full-time. That's why space is a hindrance. It would be fine if every planet had 10,000 active, dedicated players, but that isn't true now and likely never will be.
 
Unfortunately this will never happen because the warp flight mafia will not allow this. Certain players don't like the word "change" because that means less PED lining their pockets. Its so obvious, it's not even funny anymore.
Has nothing todo with you not allowing it bro.. You dont control interplanetary mechanics
 
You don't get it. Entropia doesn't have enough players to support six planets full-time. That's why space is a hindrance. It would be fine if every planet had 10,000 active, dedicated players, but that isn't true now and likely never will be.
MA plans like everything else for for the future when there ARE full planets and some advertising by PP's as they were supposed todo would be helping with this!
 
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