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Forum Index » » Development Updates » » Blockade on planet should deactivate the depot's
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 Author Blockade on planet should deactivate the depot's
*Obsidian Shadow*
Grand Admiral

Joined: January 03, 2010
Posts: 316
Posted: 2010-08-17 05:34   
but what about those crappy scout blockades why should one tiny iddy biddy little ship stop depots like what you're asking for???



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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2010-08-17 07:01   
If im in a middle of a fight and i get hull damaged and jump to a depot planet i hope ill get resup but if a luth fallow me and the depots not working im dead....But how about when a luth e jump from a fight they should not be able to cloack for about 10 secs?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-17 07:05   
Quote:

On 2010-08-17 04:11, Pakhos[+R] wrote:
Quote:

On 2010-08-17 02:23, *Flash* wrote:
if the depots will stop function when the planet is under blockade the kluth will have the supreme powere so NO




Kluth CAN NOT BLOCKADE,good morning!





Yeah. I noticed. I decloak around a planet to take shots at the surrounding plats or ships. In response, everybody including the planet's defs open on me..... I take fire and have to cloak again, or get my ass handed to me in pieces.

And the planet remains unblockaded.

[ This Message was edited by: Kenny_Naboo on 2010-08-17 07:05 ]
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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2010-08-17 07:43   
And how about if theres an Ai ship way before i jump?
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Icarus II
Grand Admiral

Joined: December 23, 2008
Posts: 55
From: florida
Posted: 2010-08-17 08:10   
no idea what you all are talking about, even when im alone with like 10 depots on me in my hive or my AD when kluth or ugto come just 2 or 3 ships for example the depots cannot keep up with the damage even with my self drones on, how do you all become invincible like whats been mentioned in the previous posts? : /
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AdmiralChaos
Chief Marshal

Joined: October 08, 2008
Posts: 274
Posted: 2010-08-17 08:27   
I think it would be easier just to limit the amount of depots that can be placed on a planet, 3-4 wouldn't be too bad...
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Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-08-17 08:32   
I would only agree with this if blockade was fixed...
Because right now one random scout can come over and screw it up.
its annyoing as hell. specially in scen where Fang scouts appear every 6 seconds.

but yes, it would make the game more intresting.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-08-17 08:37   
Just me or this topic is all about "UGTO so OP"?

I notice that UGTO armor has taken longer time to repair than it used to be when I was new. Don't remember what batch but it was written so. Since armor isn't stronger, then I guess supply drone has been less efficient than it was.

It's very easy to check out why a hive orbit a depot planet but still get to hull if we have the information of damage cause by weapons and damage heal by supply drone. Unfortunately, those are being kept secret as "TBA".

Allow me to repeat myself, depot = def. There is no reason for it to stop working during blockade. If depot is stopped by random ship, other def strucs like antibomb, antiship, hydrid def base shall stop functioning as well, logically. Hence it definitely not happens.
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*Obsidian Shadow*
Grand Admiral

Joined: January 03, 2010
Posts: 316
Posted: 2010-08-17 08:49   
Quote:

On 2010-08-17 08:37, chlorophyll wrote:
Just me or this topic is all about "UGTO so OP"?

I notice that UGTO armor has taken longer time to repair than it used to be when I was new. Don't remember what batch but it was written so. Since armor isn't stronger, then I guess supply drone has been less efficient than it was.

It's very easy to check out why a hive orbit a depot planet but still get to hull if we have the information of damage cause by weapons and damage heal by supply drone. Unfortunately, those are being kept secret as "TBA".

Allow me to repeat myself, depot = def. There is no reason for it to stop working during blockade. If depot is stopped by random ship, other def strucs like antibomb, antiship, hydrid def base shall stop functioning as well, logically. Hence it definitely not happens.


finally some sense over here
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-08-17 08:50   
Quote:

On 2010-08-17 07:01, *Flash* wrote:
If im in a middle of a fight and i get hull damaged and jump to a depot planet i hope ill get resup but if a luth fallow me and the depots not working im dead....But how about when a luth e jump from a fight they should not be able to cloack for about 10 secs?




um usually luth-dreads / stations cant cloak for >10sec if they e-jump
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Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2010-08-17 10:16   
I think it's important to remember that the dev team are working on a brand new planetary system that would radically change the way interactions with planets work. Until that is released, I doubt there would be any big changes to the way planets work currently.

The key to taking out planet huggers is to knock out the depot planet by bombing/infantry razing.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-08-17 12:13   
Quote:

On 2010-08-17 04:25, Sauur wrote:
I think Maxs' definitely started down the right path, just outright ceasing of repairs from a blockade is too extreme IMO.


I like the blend of Sparks' and N'karas' ideas. Though the interrupt to 50%% repair rate from recieving damage would barely have to be 5 seconds before full repair re engages.

I don't see why this could not affect AHR also, it is meant to be biological - we don't start healing as we are being injured but very shortly after injury the process starts.

This would also extend to supp ships in combat to?



It's regeneration though not normal healing, and it's only a limited amount (Kluth routinely run out of it if they don't jump to supply plats or a planet).

It also has to be limited to 1 per ship like I said. 2 AHR on a ship is a lot more useful than 1, and I know a lot of people do that instead of 1 AHR 1 chit.

As for time after damage, 5 seconds might be too short for the server to handle effectively? I think anywhere from 5-10 seconds is ideal.
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Necrotic
Chief Marshal
Pitch Black


Joined: March 19, 2002
Posts: 378
Posted: 2010-08-17 12:26   
Quote:

On 2010-08-17 07:01, *Flash* wrote:
If im in a middle of a fight and i get hull damaged and jump to a depot planet i hope ill get resup but if a luth fallow me and the depots not working im dead....But how about when a luth e jump from a fight they should not be able to cloack for about 10 secs?




sounds like a good trade to me.
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BackAlley
Marshal
Galactic Navy


Joined: September 24, 2002
Posts: 203
From: Pittsburgh,Pa. USA
Posted: 2010-08-17 13:17   
Planet damage to attacking ships is a joke in this version...If an increase in planet damage to attacking ships was implemented, then the cut back on the repair rate of depots during a blockade would be acceptable.
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2010-08-17 13:38   
Quote:

On 2010-08-16 20:52, Sopwith Camel wrote:
Building depots to reload ships continually during an attack is a strategy, not an exploit. Each depot built reduces the number of defense bases/sensor bases/barracks that can be built, so it makes a planet weaker that way.

You Kluth can capture ships and planets by riding your cloaked ships right up to it, quickly cloaking, clicking "U", cloak, and flying away. Don't complain about people who feel like "planet camping" is their only way of defense.




Not really sure why the thread continued past this post.
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