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1.481 Fixes for 3/8/2004 [Delayed until Tuesday]... |
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2004-03-07 11:09  
No we can't sono we don't know what that means. 'last used' could simply mean just that...the last used shipyard, in which case it's easy to just change spawn and make another one your last used shipyard.
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"My father taught me many things ... keep your friends close, but your enemies closer" -Michael Corleone
[ This Message was edited by: MrSparkle on 2004-03-07 11:11 ]
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2004-03-07 11:16  
Anyway, think about this:
I bring all my ships to Eri (I am ICC)
Kluth take over Eri
SO whats then with my ships? Are they lost? Or just getting old on Rafraue?
_________________ If the buildings on your planets disappear, guess who was there....
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-03-07 11:41  
Quote:
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On 2004-03-06 21:31, Faustus wrote:
The following update will be finished on monday containing the following fixes and changes..
- Ship storage is now locked to the shipyard/gate that was last used. This will stop exploiting of shipyards in the MV.
-Richard
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As I understand it, this is how it works:
You ship is locked to the shipyard you docked it at. You can still change your spawn point freely, and spawn a new ship at a different shipyard. However, you may only take a ship out of your storage at the same shipyard you docked it.
No, I do not know what happens to your ship if the shipyard it is docked at is destroyed or captured.
My guess it will either:
1 - Be selectable from the home gate only.
- or -
2 - Be eliminated from the game (lost).
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Vinco Fleet Admiral Galactic Navy
Joined: August 31, 2001 Posts: 939 From: Too Close for Comfort
| Posted: 2004-03-07 13:38  
I'd like to beg for option 1.
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Vinco
In Another Place
Honor is all.
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-=Arch=- Cadet
Joined: July 10, 2002 Posts: 214 From: *CLASSIFIED*
| Posted: 2004-03-07 13:43  
this all will be pointless ..... the problem is mass spawning from a shipyard under atack. What you do with the ship when you leave the game does nothing to eliminate a blatant exploit.
The delay to spawn idea, or unable to spawn due to detection of enemies idea is more appropriate.
This isnt a fix, its another problem
You can have 1 ICC JC go around and PCM SY Planets for kicks and wipe out everyones garage in less than an hour ...
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Specterx Fleet Admiral Pitch Black
Joined: December 09, 2001 Posts: 547 From: Virginia/California
| Posted: 2004-03-07 18:31  
I repeat: What is the dev team's objection to simply preventing ships from spawning at a shipyard within a certain range of an enemy ship? No need for cumbersome storage or inf transfer rules.
In any case as Arch says, the proposed change will only keep people from spawning in ships filled with inf, not from mass spawning combat ships at the planet.
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AdmiralChaos III Midshipman
Joined: January 21, 2003 Posts: 179
| Posted: 2004-03-07 19:12  
yea cause i would still be able to mass spawn station after station =P stock of course
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Seraph Fleet Admiral
Joined: October 07, 2002 Posts: 446 From: Ohio
| Posted: 2004-03-07 20:17  
3 cheers for Faust
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Mr tinkles anti wibblinator Cadet
Joined: October 13, 2002 Posts: 435
| Posted: 2004-03-07 21:20  
I think everyone doesnt want this should we be able to tell this to faustus please faustus tell us you will reconsider this change.
_________________ Just say no to intel!!!!
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Southpark Admiral
Joined: February 25, 2004 Posts: 132 From: Texas
| Posted: 2004-03-07 21:48  
yes.. and station after station after station is *really* annoying.. as evidenced by the 4 hour long siege in tau ceti.. ICC did prevail against k'luth chain-spawning stations/dreads (at argrea) and kamikazing against us (at altanis). we did use a SY at iolet to gain quick access to the system. all in all, very fun, however it took 5+ missile dreadnaughts non-stop bombarding argrea to drive k'luth off.. impressive as it was to see 100+ IT missiles and PCMs flying at a planet.. it got rather tiring to see for an hour because of the instant-respawn/dock of the SY.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2004-03-07 22:15  
Well southpark I have say, being a Kluth there (not one of those stations though) it was incredibly annoying to have every one of your PCM's fired at Argrea hit the surface because we were running ecm. We had to run it we are Kluth. You know what it's like to have to make a choice of either having your planet nuked or your entire fleet visible and vulnerable?
It's a big problem. I'm not sure too many people realize that that happens. PCM are rendered invisible to defense when theres negative ecm. That's like doom for Kluth.
I know ICC is upset at the shipyard spawning. But as Kluth it feels like a hopeless situation; we cannot run our necessary ecm and defend our planet at the same time. I didn't even mention the fact that we were hopelessly outnumbered there in Tau, it was just a matter of time between the pcm's and the outnumbering before we fell
(that's when I went and capped Kapetyn's on you all you can thank me for that)
EDIT: only reason those PCM didn't decimate the planet is because it's a big planet and there wasn't much built in the center. But it did eventually destroy buildings.
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"My father taught me many things ... keep your friends close, but your enemies closer" -Michael Corleone
[ This Message was edited by: MrSparkle on 2004-03-07 22:21 ]
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Rogue Spear Grand Admiral Galactic Navy
Joined: March 20, 2002 Posts: 848 From: Texas
| Posted: 2004-03-07 22:16  
Cool!
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-Baron Von Virtu Cadet
Joined: December 21, 2002 Posts: 411
| Posted: 2004-03-07 22:22  
What we really need with this is spawn delays for certain ships. This delay won't exist if you're just logging on, but if you're switching ships in the SY, it should take a certain amount of time to switch your ship for that other one. This would prevent spawning stations over and over and over. Perhaps even take this a step further, if there are enemy infantry invading the planet, you cannot use the Shipyard to escape or enter, and also if there are more than lets say 5 hostile cruisers or higher in the orbit of a SY planet, you cannot spawn ships.
Spawn Times for Switching
1:00 Station
:50 Dreadnought
:40 Cruiser
:30 Destroyers
:15 Frigates (Plus Supply Ships/Engineer/Transports/etc.)
:05 Scouts
This could have a little spawn time counter also.
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Ceridan Cadet
Joined: May 24, 2003 Posts: 608 From: Canada
| Posted: 2004-03-07 22:33  
Hey Faust, can you specify what the Locked SY thing do....
Because It might be possible that we cannot change the Spawn point after the initial selection on log....(I know this sentance do not make sence but im 2 tired to translate my thought from French => English )
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2004-03-08 16:44  
This is delayed until tomorrow..
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