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 Post subject: List -all- good trade routes
PostPosted: Wed 01 Dec 2010, 23:10 
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Joined: Mon 01 Feb 2010, 05:31
Posts: 33
Location: England.
So I was messing around with FLCompanion, and then I realised it was a bit limited.

You have to set where you want to begin trading from.

Is there a possibility that I can turn that off and just have it list -all- profitable routes? If not, why not?

Thanks in advance.
-Al


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 Post subject: Re: List -all- good trade routes
PostPosted: Thu 02 Dec 2010, 03:45 
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Joined: Thu 02 Dec 2010, 03:42
Posts: 1
What you do is

-All systems
-Sort by whatever
-Scroll through the bases


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 Post subject: Re: List -all- good trade routes
PostPosted: Thu 02 Dec 2010, 04:09 
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Joined: Mon 01 Feb 2010, 05:31
Posts: 33
Location: England.
Can I have an 'All Bases' option in the 'All Systems' system then? There's a LOT of bases I'd have to look through to find what I want.


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 Post subject: Re: List -all- good trade routes
PostPosted: Sat 04 Dec 2010, 17:43 
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Joined: Sat 06 Aug 2005, 16:35
Posts: 719
I already said I was against this feature :
It would completely spoil the fun of the game as everybody would be doing the one most profitable route directly

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 Post subject: Re: List -all- good trade routes
PostPosted: Sat 04 Dec 2010, 18:48 
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Joined: Mon 01 Feb 2010, 05:31
Posts: 33
Location: England.
Wouldn't spoil the fun of the game for me. Have it optional or something. That way the user gets to determine what's fun and what's not for him/herself, without people like mod creators and (didn't think I'd end up saying this) you telling them what is fun and what isn't.


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 Post subject: Re: List -all- good trade routes
PostPosted: Sun 05 Dec 2010, 18:03 
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Joined: Sat 06 Aug 2005, 16:35
Posts: 719
Let me state this clearly:
Freelancer Companion is currently widely accepted by mod authors as being an acceptable tool, for them and for players.
If I go to far as to the features offered by FLC, and these spoil the game, then mod authors might one day decide that FLC is no longer acceptable.
If this happens, I would then spend my days trying to circumvent the protections set by mod authors to block FLC from being used with their game.
And this is no fun for me, so I don't want to cross the limit.
In this aspect, yes, to some extent, I must stay on the "mod author side" rather than the "player's side" and think about what it is reasonable to implement, and what is not.

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