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Post Reboot module 6
Coming with next patch, which is probably at uni reset.


Sun Jan 09, 2011 4:25 am
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Post Re: Reboot module 6
Smexy, I was wondering whether this would be put in :)

Kanga

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Sun Jan 09, 2011 6:05 am
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Post Re: Reboot module 6
So I've pretty much got 4 T21 scoutships until the uni reset? Neat.

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Sun Jan 09, 2011 7:17 am
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Post Re: Reboot module 6
If anyone need augs destroyed on a tech 21 ship before the reset just send in a ticket and I will delete them for you.


Sun Jan 09, 2011 7:44 am
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Post Re: Reboot module 6
<3 you, Voomy.

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Sun Jan 09, 2011 9:21 am
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Post Re: Reboot module 6
Quote:
<3 you, Voomy.


Sun Jan 09, 2011 4:04 pm
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Post Re: Reboot module 6
Jagur4 wrote:
Quote:
<3 you, Voomy.


I <3 HIM THE MOST!

Time WArp

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Sun Jan 09, 2011 4:11 pm
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Post Re: Reboot module 6
And you'll take away the amount that the reset module costs from their funds? :P


Mon Jan 10, 2011 1:21 am
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Post Re: Reboot module 6
The cost of Reboot module 6 is 10 mil...which is basicly 0.


Mon Jan 10, 2011 2:48 am
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Post Re: Reboot module 6
The Voomy One wrote:
The cost of Reboot module 6 is 10 mil...which is basicly 0.


yeah lol :P for anyone that has a 100b ship 10mil is used for toilet roll lol.

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Mon Jan 10, 2011 9:26 am
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Post Re: Reboot module 6
blake1995 wrote:
The Voomy One wrote:
The cost of Reboot module 6 is 10 mil...which is basicly 0.


yeah lol :P for anyone that has a 100b ship 10mil is used for toilet roll lol.

weren't reboot modules expensive like hell in past? why it's changed?


Mon Jan 10, 2011 10:48 am
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Post Re: Reboot module 6
Because the admins thought that you're going to try using setups like Wattage, CaL, CaL in a Pax Zerker?

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Mon Jan 10, 2011 12:53 pm
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Post Re: Reboot module 6
Why do you never make any sense? :?

They removed it because they decided it was a big enough loss to lose the augs, anyway. And if they're not expensive, you shouldn't be charged for accidentally equipping cheap augs.

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Mon Jan 10, 2011 1:29 pm
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