Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

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
05/04/24 +5.6 Hours

Search

Anniversaries

1st - Alamode

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 Announcements » » Fighter bay size changed to 5...
Goto page ( Previous Page 1 | 2 | 3 Next Page )
 Author Fighter bay size changed to 5...
-DJSMITH- {Thors Hammer}
Vice Admiral

Joined: November 11, 2003
Posts: 121
Posted: 2004-03-09 14:09   
eh, uggies just lag up the server by launching millions of fighters, they hit while your stuck in laggsville, good tactic, but it will fail when they get those quad servs
_________________

Proud Member of the Thor's Hammer Bomber Squadron

-Baron Von Virtu
Cadet

Joined: December 21, 2002
Posts: 411
Posted: 2004-03-09 14:49   
Quote:

On 2004-03-09 14:09, 2nd Rear Admiral DJSMITH0 wrote:
eh, uggies just lag up the server by launching millions of fighters, they hit while your stuck in laggsville, good tactic, but it will fail when they get those quad servs



I love this old belief, we're trying to kill you with the fighters, not lag you...
_________________

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\r\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n
Site Director - The Darkspace Connection - http://www.3dap.com/darkspace

Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-03-09 14:58   
Sorry about the double post, but my internet was giving me heck earlier.

But yeah limit the amount of fighters active at once, not the total complement.

This game's getting worse and worse all the time, with all the updates that were supposed to be in 1482 coming early without the REST of the updates to balance them out.

_________________


[ This Message was edited by: Bobamelius on 2004-03-09 14:58 ]
_________________


  Email Bobamelius
Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2004-03-09 15:54   
woot woot .lets just take everything away from the ugto.
now the carrier dread is useless.
bomber fighters r now useless.
fighters r useless.
might as well just remove the ugto from the game cause they've been nerfed to hell in this patch and are now really useless.
how about nerfing someone else for a change?
_________________


[ This Message was edited by: Smith on 2004-03-09 15:57 ]
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.


NightDragon
Cadet

Joined: May 26, 2002
Posts: 893
Posted: 2004-03-09 17:27   
Quote:

On 2004-03-09 15:54, Smith wrote:
woot woot .lets just take everything away from the ugto.
now the carrier dread is useless.
bomber fighters r now useless.
fighters r useless.
might as well just remove the ugto from the game cause they've been nerfed to hell in this patch and are now really useless.
how about nerfing someone else for a change?
_________________


[ This Message was edited by: Smith on 2004-03-09 15:57 ]



if you really expected to get all 10 fighters from your bay out at one time, then your really mistaken

Bomber fighters? what bomber fighters? there are no bomber FIGHTERS in the game

In a carrier have you EVER been able to get more than the 8 fighters out before they have been destoryred?

Remove UGTO? no offense but they have not been nerfed THAT bad
_________________
\"Experience is a tough teacher. She gives the test first and the lesson after.\"
~ William H. O

Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2004-03-09 18:54   
What we should REALLY do is get Gideon's newer Fighter models into the game.

Even if we don't include the Intercepter and the Bomber yet, he reduced the model for the Assault Fighter so it is a LOT less graphic-intensive, and thus less lag-inducing.

Right now, a single fighter has easily as many surfaces and textures as a Cruiser or Destroyer. With Gideon's reduction, it has perhaps 1/10 of that. I'm not sure on the exact number, but it WOULD reduce lag.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Vinco
Fleet Admiral
Galactic Navy


Joined: August 31, 2001
Posts: 939
From: Too Close for Comfort
Posted: 2004-03-09 19:22   
Regarding fighters... I love flying the carrier. And in any serious battle, I DO use and LOSE all 10 in each slot... I hope this fix stays temporary.
_________________




Vinco

In Another Place



Honor is all.

-=Arch=-
Cadet

Joined: July 10, 2002
Posts: 214
From: *CLASSIFIED*
Posted: 2004-03-09 20:25   
This wont do squat .... The ICC and UGTO both planet camp and launch either waves of missles ... or waves of fighters.

Reducing the fighter bay to 5 wont do anything when as soon as they launch one, the planet relaods them with or without the use of a depot.

If this is a preparation for something coming, then tell us.

But in my opinion, the lag was manageable before Faustus implemented the last patch to (I think he said) introduce the new platform code to the backend.
_________________


  Goto the website of -=Arch=-
Southpark
Admiral

Joined: February 25, 2004
Posts: 132
From: Texas
Posted: 2004-03-09 22:08   
i think he meant this change as a warning to not abuse the fighter lag issue or face harsher changes until the "final balance fix" is implemented. I don't mind people using the carrier for its intended purpose, long range support.

but when 4 or 5 carriers camp behind a planet and launch fighters at nothing constantly just to lag the other side out so they go away.. thats ghey.
_________________


Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2004-03-09 23:06   
Personally i think that the Planet Defense is the biggest problem in this game. ( Wait wait dont hit me yet).

Fighter bases, and missle bases take too much to overall server power to run, And so why not cut the Fighter Amts down?. thats a good solution. But why not just let planets have Laser Def for bombs and psi/rail/emp def bases for ships who come close enough to drop troops. but make these Faction specific def bases 2times more powerful than the ship class, because they are comming from Huge military instilations.

Let the ships have fighters and missles..
_________________






Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-03-09 23:10   
Southpark, no matter how much you want something to be true, that does not really make it true.

As I understand the situation, the ICC had many many many more ships then the UGTO. You (the ICC) decided to camp a planet in sensor range of the UGTO and, thus, their fighters.

Tell me, did you ever think of this:

*wait for it*




































MOVE AWAY FROM THE UGTO CARRIERS???????????????
_________________


  Email Tbone
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2004-03-10 00:15   
Bomb,

Yes, it does do something, once you launch all 5 fighters, you cannot launch anymore unless the other fighters die... so with 3 fighter bays, the most fighters you can have active at one time is 15..... no matter if your orbiting a planet or being resupplied... the same limits like bombing applies as well.

-Richard
_________________


  Goto the website of Faustus
Flyer
Admiral

Joined: December 07, 2001
Posts: 143
From: Belgium
Posted: 2004-03-10 00:48   
Actually this does affect other ships then the carrier as well.
This also reduces the battle dread to the extend that it will lose a lot of effectiveness because it depleted it's fightercomplement.
I agree it is only a small downgrade but nevertheless a downgrade again.
UGTO has been nerved a lot now
-flux has become a heavy weapon (byebye fluxdread) and systemdamage seems to be reduced greatly
-the CD has lost almost all of its effectifness (this was the big advantige for ugto)
-flux beams are not mountable anymore on anything else then the heavy supply
-carrierbay reduction (carriers can only be used in orbid and BD must reload faster)

-what is next ?? remove heavy armor ??

All that and we gained nothing with the patch



_________________


  Email Flyer
Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-03-10 02:45   
calm down already.. geez.

how is this affecting anything other than camping?

when did you have more than 5 fighters out and alive at the same time in a real battle?

stop whining already.. ive been there, ive done it, i know fighters=the evil!
_________________


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-03-10 02:48   
and as far as reducing the poly count goes, that might help *really* low end machines a bit, but DS runs fairly smooth on even my machine, and it isnt going to lower the count of objects the game has to manage, and thus it isnt going to do squat.
sorry.
_________________


Goto page ( Previous Page 1 | 2 | 3 Next Page )
Page created in 0.025143 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR