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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » Changes to Planet Damage Weapons
 Author Changes to Planet Damage Weapons
Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2006-07-20 03:10   
In the next couple of days there will be an update to the beta that hopefully will help us get bombing back in line. The numbers will be constantly changing until we find a happy medium.

Changes are as follows:


  • All Planet Damage Weapons reduced by half
  • Blast Radius cut by half
  • All bombs of a class (mirv, bio, etc) identical regardless of level
  • Level of bombs now only affect device hit points(takes more to knock out the device), speed of the projectile, and life/range
  • Bomber dreads to loose 2 or 3 bomb bays


The changes to the bomber dread are delayed until the resourcer is fixed, the other changes should take effect by this weekend.
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2006-07-20 06:17   
Is it reasonable to assume that they will all have speed of 15gu, or will MIRVs go back to 10?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-07-20 08:37   
<3
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2006-07-20 11:52   
Was wondering abought Fighter Bombing.. I launched well over 100 fighters at Mars, destroyed one structure, all pop, and no inf..



By the point of that picture, I WH'd to a safe place and logged..

[ This Message was edited by: Crim the Swash Unbuckling Pirate on 2006-07-20 11:57 ]
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-07-20 12:20   
MIRV blast radius is fine at the 12 gu that was in the previous in beta versions, so I would suggest not adjusting this any further.

The other changes sound fine.

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DarkSpace Developer - Retired

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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2006-07-20 14:02   
Quote:

On 2006-07-20 03:10, Tael wrote:


  • All Planet Damage Weapons reduced by half
    does that mean the total number of weapons that do planet damage is halved, the damage those weapons do is halved, the ammo of those weapons is halved or what?
  • Blast Radius cut by half
  • All bombs of a class (mirv, bio, etc) identical regardless of level
    if a level 2 mirv is the same statwise as a level 6 mirv, then how does
  • Level of bombs now only affect device hit points(takes more to knock out the device), speed of the projectile, and life/range
    ...this one work?
  • Bomber dreads to loose 2 or 3 bomb bays
    about time..(make it 3, that'll leave it with 6 bays, still 2 more than a bomber cruiser)




[ This Message was edited by: Doran on 2006-07-20 14:03 ]
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2006-07-20 16:16   
Damage and blast radius is static, level affects speed and range


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2006-07-22 06:07   
I for one would love to see the blast radius of bombs be set to 0 again.... in the old school versions we would always hunt for the right structeres to bomb off in order to cap the planet now its just hit the planet and you will hit something...

we lost a lot of tactical bombing due to blast radius

als Neutron would be effective for a couple of reasons
1) hit a dome and dome = dead *YAY*

hit a building and pop dies as much as is needed to run it.

ofc a terran planet is the neutron bombs wet dream
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-07-22 06:29   
The current blast radius makes it so that you have to hit within 1 square of the structure in order to cause any damage. Merely aiming for the centre of the planet will only kill population.
I am not able to test the direct damage of PDW's as we are currently unable to target any planet based structures directly due to some code issues.

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DarkSpace Developer - Retired

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