Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


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 +5.0 Days

Search

Anniversaries

21th - Chubba

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 » » Bring an end to SY jumping
Goto page ( 1 | 2 Next Page )
 Author Bring an end to SY jumping
Tzunamii {Cmdr}
Cadet

Joined: February 07, 2004
Posts: 28
Posted: 2004-06-20 08:17   

Well, I've had just enough with this SY jumping.

Getting a new ship at a SY when you get attacked is not SY jumping, but doing infinite re-spawning with a new ship at a SY-planet when attacked is.

The UGTO is blaming the ICC for it and vice versa. I don't care which faction is doing it cuz it's borderlining abuse anyhow.

This must come to an end.

I know this has been discussed before the last patch, but as nothing has changed I want to illuminate the issue again so it will be addressed in this patch.

My suggestion is two timers on every SY. One for "garage'd" ships and one for new spawns. Let's say 2 mins for the first and 4 mins for the second.

This will enhance the tactical thinking of every player as they won't be able to use the SY as today.


Regards,

/Tzunamii.

_________________

< Ecce homo. Asinus asinorum in saecula saeculorum. Pax Vobiscum. Esto perpetua >

Xilaratu
Cadet

Joined: May 06, 2004
Posts: 745
From: Florida
Posted: 2004-06-20 08:25   
It all depends.... and allthough its a very workable idea.... it'd be the same as the whole "Death Timer" thing [OLD OLD topic, back in 1480 with kami].
I wouldn't mind it
-Darkspacian
_________________
Move like water.

Tzunamii {Cmdr}
Cadet

Joined: February 07, 2004
Posts: 28
Posted: 2004-06-20 10:52   
Not quite...

My proposal does not mean u have to wait X seconds after you died to spawn a ship. If you died - you should be able to spawn a new ship if your last spawn (read: timer) has counted down.

In other words, not a timer on your death/spawn. It's a huge difference.


Regards,

/Tzunamii.

_________________

< Ecce homo. Asinus asinorum in saecula saeculorum. Pax Vobiscum. Esto perpetua >

Baron Von Virtu
Cadet

Joined: November 01, 2003
Posts: 58
Posted: 2004-06-20 11:51   
Four minutes?!? 30 seconds to a minute if that idea is ever used. What about the people who don't want to play Darkspace in "EvE Time".

What we SHOULD do is make SY's unuseable when enemy troops are on a planet or if the planet is getting bombed.
_________________


  Email Baron Von Virtu
DangerBabe
Cadet

Joined: December 21, 2002
Posts: 429
From: Charlotte, NC
Posted: 2004-06-20 11:58   
Quote:

On 2004-06-20 11:51, Baron Von Virtu [Rogue for Mod!] wrote:
What we SHOULD do is make SY's unuseable when enemy troops are on a planet or if the planet is getting bombed.



I like this idea!
_________________


Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2004-06-20 12:07   
lol..... i thought thats what `BLOCKADE` was for...
_________________


DangerBabe
Cadet

Joined: December 21, 2002
Posts: 429
From: Charlotte, NC
Posted: 2004-06-20 12:14   
Quote:

On 2004-06-20 12:07, GingerBreadMan! wrote:
lol..... i thought thats what `BLOCKADE` was for...




So you're saying that in the current version of the game, if the ICC are attacking a UGTO SY planet, the ICC can "blockade" the UGTO planet (while it's still under UGTO control) and prevent UGTO players from spawning at that planet's SY?


_________________


Baron Von Virtu
Cadet

Joined: November 01, 2003
Posts: 58
Posted: 2004-06-20 12:36   
Quote:

On 2004-06-20 12:07, GingerBreadMan! wrote:
lol..... i thought thats what `BLOCKADE` was for...




That's what I thought too for a while. Then apparently found out that it didnt work...
_________________


  Email Baron Von Virtu
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-06-20 13:47   
what the blockade status currently does is stop the transfer of resources to or from a blockaded planet by the automated starport system, which will eventually curtail the rapid spawning of stations, dreads and cruisers from a planet as it runs out of resorces

theres a more in-depth thread around here somewhere, if anyone cares to dig thru old posts
...
back to the topic at hand
could take a page out of Enemy Territory or UT2k4 for the respawn timer
can choose a new ship, but cant acutaly pull it out of the yard untill the timer runs down, every 1-2 minutes or so, maybe introduce some method of decreasing the time a little bit (say, presence or lack of a command dread?)

_________________


Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2004-06-20 17:19   
thats a load of bs, every planet in the mv has so many metals it would be days, WEEKS before that would happen
_________________


Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2004-06-20 17:24   
Quote:

On 2004-06-20 17:19, GingerBreadMan! wrote:
thats a load of bs, every planet in the mv has so many metals it would be days, WEEKS before that would happen




lol, guess u werent in Tau Ceti when ICC attacked UGTO yesterday... when i logged on we had 2 SY planets there and we lost all resources in about 20 minutes...
_________________


Fornax
Marshal
Raven Warriors

Joined: April 30, 2002
Posts: 906
From: Jacksonville, FL
Posted: 2004-06-20 17:28   
A week or so ago, the ICC maintained a presence in Cyg despite a 30+ hour continuous assault. While I do not know what others did, I know I personally shipped in at least 75K hydrogen just so we could spawn new construction.

Nax
_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-06-20 18:11   
like i said, eventually
_________________


Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-06-20 19:35   
Shipyard planets are the most important planets in the game.

Because of this, they need to be the best defended.

Currently, the only way a planet can withstand a concerted effort by a single player attacking it, is to have one or more players defending it.

Because of this, all planet defense revolves around players defending them.

Because of this, the logically increased defensive capacity of a shipyard planet is expressed solely through the ability of players to respawn new ships there rapidly.


Include a shipyard timer, and you seriously reduce the ability for a shipayrd planet to defend itself, lowering it to the level of a standard planet, or less due to the resource occupation (power and pop) of the shipyard itself.


Basically, inducing a respawn timer on a shipyard planet will make shipyard planets very weak. It is because of this, that I have to oppose the inclusion of any limitation on the respawn capacity of a shipyard.
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
Malarthi
Cadet

Joined: March 17, 2004
Posts: 113
Posted: 2004-06-20 21:45   


[ This Message was edited by: MYS Leader 1 on 2004-06-29 17:04 ]
_________________


Goto page ( 1 | 2 Next Page )
Page created in 0.021515 seconds.


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