Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Getting our Player Base back »
- Weapon Disruptor is ineffective »
- Carrier default loadouts - ships w/interceptors only? »
- Credits »
- KLUTH Fleet »
- Holly Cow Its alive!! »
- tweak planet recovery speed? »
- Can't register a new player »
- Responce to DarkSpace September 11th Data Breach »
- DarkSpace September 11th Data Breach »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
02/22/20 +18.0 Hours

Search

Anniversaries

9th - Spectrel

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Weapon Disruptor is ineffective
 Author Weapon Disruptor is ineffective
Daisy
Vice Admiral

Joined: March 13, 2017
Posts: 15
Posted: 2020-01-30 14:21   
It reduces the range of the targeted ship by only 10%
It requires the corvette pilot to get very close (About 300gu?)
It requires that a player, currently a rare and valuble commodity, flies a corvette.



I like the overall idea here, and would like to see more corvettes get some utilities and abilities that give them a more well-defined role in the game.
As far as I can see, corvettes are really only useful for rapid troop bombing, aggressive pursuit, and being a general thorn in the side for keeping someone locked in combat.
It's generally not a whole lot of fun to be on the recieving end of these since they're worth nothing in prestige.
[ This Message was edited by: Daisy on 2020-01-30 14:24 ]
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1773
Posted: 2020-02-05 22:31   
Open to this being changed. I believe it's current state is it's initial import, which would likely have err'd on the side of caution. The weapon itself is located here: https://github.com/palestar/darkspace/blob/develop/Gadgets/ReduceWeaponRange.h

The below snippets indicate the modifiers applied to the target, with the energy cost, strength, range, and recharge time of the gadget. We're more than open to people coming in and tweaking values if they feel they have a better idea of how it should be balanced.

ReduceWeaponRange()
{
m_Modifiers.push(MT_WEAPON_RANGE);
m_Modifiers.push(MT_BEAM_RANGE);
}
int energyCost() const
{
return 10;
}
float strength() const
{
return -10.0f;
}
float range() const
{
return 300.0f;
}
int cooldown() const
{
return TICKS_PER_SECOND * 30;
}
_________________


Page created in 0.002484 seconds.


Copyright © 2000 - 2020 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR