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[FAQ
Forum Index » » English (General) » » Transport player capture
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 Author Transport player capture
DarkScorpion
Marshal
Sanity Assassins


Joined: September 14, 2004
Posts: 237
From: London England
Posted: 2009-06-29 14:03   
Ok i do agree with the idea of droping the same amount your basic cargo hold can fit plust that of your own inf you already have.
But it just go's to show you some people keep saying in realirty they would stay onboard without think what your actualy asking to be continued

i hope the people wanting it to stay this way dont start to skulk over to the kluth faction when they blink and find a kluth just uncloaked droped stupidly large ammounts of inf and just wonder off laughing at his new ship capture stat
Remember with planets you need to make your way visable
through the dictor field ,kluth have dont need to alert you to whats going to happen


_________________



Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2009-06-29 14:30   
There really is no "Rule" that says a ship can only "contain" as much inf as it is specificed to transport.

This limit is therefore completely arbitrary.

It seems to make sense (Oh it looks so much like it does!) but maybe you should reconsider.

Here's my suggestion:

- A limited, but high amount of (3* the cargo capacity of the target, while we are throwing around arbitrary numbers) inf should be unloadable.

- Capture should be one minute after ALL friendly units are dead (i.e. one minute to secure the bridge, if you will)

- Therewhile the captain can load additional inf to a maximum of (cargo capacity + amount of enemy infantry) from friendly ships or planets. Obviously surplus units must "die" afterwards.

This essentially means that

- ships can be captured only if no reinforcements can be obtained in time.
- ships actually CAN be captured realistically, making boarding a viable tactic.
- it is possible to defend against a capture given the captain takes the correct path of action and /or is supported by his fleet mates.
- lone ships will be screwed.
- etc etc


_________________


G.Adm. Kirk
Grand Admiral
Courageous Elite Commandos


Joined: May 13, 2005
Posts: 91
From: Baton Rouge, LA
Posted: 2009-06-29 14:41   
IMO, the number of troops on the ship should be completely seperate from cargo capacity. That way, you could carrry around enough troops to fend off an attack.

I do agree that the current system is broken.
_________________


Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-06-29 15:38   
Quote:

On 2009-06-29 14:03, DarkScorpion wrote:
Ok i do agree with the idea of droping the same amount your basic cargo hold can fit plust that of your own inf you already have.
But it just go's to show you some people keep saying in realirty they would stay onboard without think what your actualy asking to be continued

i hope the people wanting it to stay this way dont start to skulk over to the kluth faction when they blink and find a kluth just uncloaked droped stupidly large ammounts of inf and just wonder off laughing at his new ship capture stat
Remember with planets you need to make your way visable
through the dictor field ,kluth have dont need to alert you to whats going to happen






We will be sure to sensor fort
_________________
Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


  Email Sens [R33]
Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2009-06-29 16:35   
Note, that unless you are flying head on into somebody, it is very difficult to get boarded if you are traveling at 15 gu. Pods end up just following you around, and if you have PD on, will not live for particularly long.
So long as you maintain that speed, and don't charge any transports headlong (and don't let them do so to you) they can't board you.
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2009-06-29 17:09   
Quote:

On 2009-06-29 13:32, Tommas [ USF HunnyBunny ] wrote:

And the logical reason is that its YOUR ship, YOUR in control.



One of these cap-locked words is correct. Do you know which?


Edit: On a constructive note, it seems the fear is the lacking defense against the inbound troop transport pods. Short of running from them, which must be set in motion significantly before the pods are launched, i would seem that the fix is obvious. Make troop pods impactable with ammo. I know splash damage from torps kills them but you would have to manual detonate to accomplish this atm. Make it so torps can cannons can hit and damage pods. then it is still possible to board someone, but also reasonable to defend against.
[ This Message was edited by: Kanman on 2009-06-29 17:45 ]
_________________


Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2009-06-29 18:23   
It IS easy to defend against. Just put all your standard CLs on PD. They'll shoot down the pods very quickly.
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2009-06-30 02:02   
@Tell most players know to unload when hitboxes overlap..
_________________


Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2009-06-30 08:35   
It seems u lack the skill of dropin tellaris...go in and learn how to drop properly and u will see that no pd can stop if u do it rigth.

_________________


Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2009-06-30 12:40   
Has this been fixed yet?
_________________
Retired K'luth Combateer


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