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Forum Index » » English (General) » » some nights ago
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 Author some nights ago
Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-03-26 13:44   
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?

The answer, gentlemen, is less than the number of fingers you have on one hand.
_________________


EvilThought (TWP)
Chief Marshal

Joined: September 15, 2004
Posts: 8
Posted: 2010-03-26 15:06   
well alot of people have ideas how to fix but what it comes down to is whats fast and easy and balanced, dont change the cloak too much work fornow with everything else that need fixing (like bombing nowt working) dont need a 500 gu no cloak field either.

just set the troop pods to between 350 to 500 gu drop distance, planet needs to be in controle of the faction taking it , no side can tranny rush, the programming already exsists, i.e. the bombing distance is set to what 150? its not hard to do, every1 will agree to it cause it favors no1

I know the devs would like something easy to fix atm with all the major programming they working on, and this will do it



the EVIL 1 with a sharp stick

_________________


MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-03-26 15:29   
Quote:

On 2010-03-26 13:44, Bardiche wrote:
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?

The answer, gentlemen, is less than the number of fingers you have on one hand.



I'm not concerned about the MI themselves. I'm concerned about a shipborne anti-cloak device that has no use other than to negate an entire faction's main defense. I'm concerned that it starts with MI having them, and then moves on from there...
_________________


Point Of No Return
Chief Marshal
United Nations Space Command


Joined: December 24, 2007
Posts: 78
Posted: 2010-03-26 16:55   
This is funny the post has become plz dont touch kluth cloaking it will kill and ruin the faction!!!! Well here is a bit of tactical advise for the kluth and its the same they give ICC and the dev about our shields. You can easily rotate jump away
_________________



Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-03-27 04:47   
A minimum inf drop distance of 300gu shd suffice. Just make it similar to bomb release.

But if Devs r gonna skew the gameplay by decloaking Kluths 500 Gus away, then that'll only make the Uglies hug planets even more. But hey that's fine too if they want to reduce the number of battles. It's entirely up to them how they're gonna affect the playerbase.

Kluths will simply camp them out a distance away. Uglies will continue to orbit their planets. ICC will camp the gates pelting missiles.

Good game all. LOL

The only way forward with these planetary interaction penalties is to nerf it for all factions.
Kluth can't cloak, ICC loses their shields, UGTO gets energy drained or slowed down.





[ This Message was edited by: Kenny_Naboo on 2010-03-27 04:48 ]
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... in space, no one can hear you scream.....


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-03-27 04:52   
Quote:

On 2010-03-26 15:29, MrSparkle wrote:
Quote:

On 2010-03-26 13:44, Bardiche wrote:
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?

The answer, gentlemen, is less than the number of fingers you have on one hand.



I'm not concerned about the MI themselves. I'm concerned about a shipborne anti-cloak device that has no use other than to negate an entire faction's main defense. I'm concerned that it starts with MI having them, and then moves on from there...




Nah I don't think so. They'd be killing the playerbase on one faction completely.

No one could be that dense lol
_________________
... in space, no one can hear you scream.....


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-03-27 09:33   
Quote:

On 2010-03-27 04:47, Kenny_Naboo wrote:
A minimum inf drop distance of 300gu shd suffice. Just make it similar to bomb release.

But if Devs r gonna skew the gameplay by decloaking Kluths 500 Gus away, then that'll only make the Uglies hug planets even more. But hey that's fine too if they want to reduce the number of battles. It's entirely up to them how they're gonna affect the playerbase.

Kluths will simply camp them out a distance away. Uglies will continue to orbit their planets. ICC will camp the gates pelting missiles.

Good game all. LOL

The only way forward with these planetary interaction penalties is to nerf it for all factions.
Kluth can't cloak, ICC loses their shields, UGTO gets energy drained or slowed down.





hmm Thinking of Planet Penalty, If you layed sins of a solar empire you'd know what im talkign about
Each planet has its own Natural gravitiy well , wich penalizes ships, maybe we can do same, only need to decide what the penalty could be
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-03-28 06:22   
hm whats about this:
make bombing planets easier (reduce the rate of fire from defence-bases) but limit the amount of troops on planets ( still max 32 friendlies, but only up to 40 troops alltogether) so you have to bomb planets again to cap it
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

mannythepogs
Grand Admiral
Pitch Black


Joined: July 12, 2007
Posts: 140
From: mbllanes
Posted: 2010-03-28 07:48   
Hmmmm

500gu, people want Kluth Turkey Shoot, lol if that happens you will just have to Put AI's in that faction it will not be playable.
_________________


Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2010-03-28 08:52   
Well,as MOST combat ships in play have either only 1 or no eccm and no beacons,why not just change the cloak back to being popped by eccm at 200 GUs ( just a random number),In other words, come closer than 200 Gus to an active eccm the cloak shuts down.Leave ecm as it is tho,so if you have more ecm than there is eccm,you still remain invisible.This would allow for Kluth FLEET action in that you have ecm ships with combat ships to keep the combat "hidden"while the other 2 factions are running eccm(which would keep them "visible") to find said Kluth ships.To increase drop range of inf to 300-500 GUs just about guarantees a useless tranny rush.

My 1 1/2 cents worth.
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  Email Fatal Command (CO)
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-03-28 10:08   
You mean like the old days? I'm not against going back to that. Sure, we wind up with ECM forts, but they're easily bombed and captured.
_________________


Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2010-03-28 13:14   
Well Devs,ball's in your court..........
_________________


  Email Fatal Command (CO)
Silent Threat { Vier }
Marshal
Anarchy's End


Joined: August 03, 2004
Posts: 278
From: Waiting...watching...
Posted: 2010-03-28 16:24   
I read most of these posts but not all of them.

Why change K'luth cloak? Why not change the infantry instead?

Capping planets should require a fleet effort, so if the ones who capped it didn't drop enough troops to hold it, then that was a mistake on their part. They should have bought more with them or have been quick to fetch more if this was the case. Also building more barracks on a planet wouldn't hurt.

Some ideas:
(1) increase the amount of troops that can be spawned or dropped on a planet
(2) give defending infantry a bonus (as any defenders usually have)
(3) increase the speed that barracks produce infantry

My thoughts...
_________________


MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-03-28 16:33   
Well along those lines I've always envisioned specialized infantry that are either good at attacking, good at defending or good at razing, rather than the current infantry/heavy infantry system.

That would also require tactical decisions. Do you want your planet building all defenders, but not have attacking troops to use to invade? Do you want to build attackers, but make your planet more susceptible to invasion? Or how about razers (saboteurs) that are good at avoiding defenders and blowing stuff up, but suck at attacking and defending?
_________________


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-03-28 16:53   
Idera is rather good, i jsut got 1 silly question

Who wins if you drops defenders on a planets full of attackers?
Or maybe make the Defenders, unloadable?
_________________
19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

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