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[FAQ
Forum Index » » Beta Testing Discussion » » Re: 1.6 Def Bases
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 Author Re: 1.6 Def Bases
Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2011-01-18 01:13   
So I did some building in Beta and decided to see what would happen if I placed as many Anti-Ship II bases as I could on a planet. I then had someone on the opposing team send some AI to the planet I had developed. 2 Stingers arrived and recived literally no damage. At most they went from 100% armor to 95% armor... I expected far more damage with as many Anti-Ship bases. It seemed that they were recieving just as much damage as when there were Regular Defense Bases in place.

I'm assuming that either the anti-ship bases aren't functioning they way they're supposed to, or I was doing something wrong.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2011-01-18 09:32   
Quote:

On 2011-01-18 01:13, Krim {C?} wrote:
So I did some building in Beta and decided to see what would happen if I placed as many Anti-Ship II bases as I could on a planet. I then had someone on the opposing team send some AI to the planet I had developed. 2 Stingers arrived and recived literally no damage. At most they went from 100% armor to 95% armor... I expected far more damage with as many Anti-Ship bases. It seemed that they were recieving just as much damage as when there were Regular Defense Bases in place.

I'm assuming that either the anti-ship bases aren't functioning they way they're supposed to, or I was doing something wrong.



We are still tweaking the numbers... patience please.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-01-18 15:17   
Quote:

On 2011-01-18 09:32, Faustus wrote:
Quote:

On 2011-01-18 01:13, Krim {C?} wrote:
So I did some building in Beta and decided to see what would happen if I placed as many Anti-Ship II bases as I could on a planet. I then had someone on the opposing team send some AI to the planet I had developed. 2 Stingers arrived and recived literally no damage. At most they went from 100% armor to 95% armor... I expected far more damage with as many Anti-Ship bases. It seemed that they were recieving just as much damage as when there were Regular Defense Bases in place.

I'm assuming that either the anti-ship bases aren't functioning they way they're supposed to, or I was doing something wrong.



We are still tweaking the numbers... patience please.




You should know by now F, nobody here has patience.




-Ent
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Assault Ship Basroil
Fleet Admiral
Sanity Assassins


Joined: May 10, 2010
Posts: 7
Posted: 2011-01-18 21:34   
Let's all take a hit from the us military termage.

Hurry up and wait.
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Koba
Chief Marshal
Praetorian Wolves


Joined: April 20, 2010
Posts: 309
From: United States of America
Posted: 2011-01-18 21:38   
Quote:

On 2011-01-18 21:34, Odyssey (X-304) wrote:
Let's all take a hit from the us military termage.

Hurry up and wait.

how the world goes around
_________________


Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2011-01-18 22:51   
Quote:

On 2011-01-18 09:32, Faustus wrote:



We are still tweaking the numbers... patience please.

[/quote]

Im patient. Just wanted to make sure I wasn't doing something wrong.
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jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2011-01-19 02:32   
Quote:

On 2011-01-18 15:17, Saint Valentine wrote:

You should know by now F, nobody here has patience.




-Ent





speak for your self
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2011-01-19 10:14   
So guys, the defense base damage has been increased in beta some this morning... please feel free to jump in and test and provide feedback in this thread.

I'd love to see some death-star planets built up in beta just to make sure they aren't too overpowered.

-F
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Kaoschan
Fleet Admiral
Interstellar Cultural Confederation United


Joined: October 11, 2008
Posts: 133
From: Germany
Posted: 2011-01-19 11:55   
Just a small Test.

Test 1

Planet with 8 Anti-Ship II Bases.
A K'Luth Krill (thx Lithium) was standing there for like 8 Minutes until he got destroyed (while rotating and having AHR on) but he was also attacked by 2 ICC HC's (which he quickly anihilated).

I think the damage still needs to be tweaked.
I don't want to think what a fully def-modded luth station will need.

Test 2
Same Planet, same amount of Bases, but the Krill was complety def-modded to the max

8 AS II bases aren't enough to damage it.
It's a Draw for Damage/Regeneration (luth krill + ahr + max defmodded)

Correction: while rotating, he slowly regenerated the armor ... this woudl go on until his AHR is empty.

Bases really need another buff.


EDIT: And it seems that the damage output is splt between all enemy ships, making for example 6-8 attacker not taking any noticable damage at all due to self-regeneration (stationrush anyone? ^^)
[ This Message was edited by: Kaoschan on 2011-01-19 12:45 ]



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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2011-01-19 13:19   
Idea:

Do a percentage of maximum armor damage to every ship in the area every time damage is calcuated
Ramp up that percentage over time
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-01-19 13:34   
Quote:

On 2011-01-19 11:55, Kaoschan wrote:
Bases really need another buff.

EDIT: And it seems that the damage output is splt between all enemy ships, making for example 6-8 attacker not taking any noticable damage at all due to self-regeneration (stationrush anyone? ^^)


Since planet no longer has PD, sensor/antisensor looks useless. Perhaps something like Regen base for Kluth and Detector for UGTO shall be in game. Regen base is the base which automatically repair structures. Detector is the device that detect any ship regardless its signature or cloak status within influence range.

I would love if new def base has less missles. I suggest:
  • Bomb I: 3 torps, 1 heavy beams, 1 worker, 20 power, 30 tech.
    Bomb II: 6 torps, 4 heavy beams, 4 workers, 30 power, 60 tech.
  • Def I: 3 normal guns (Rail gun/Particle Cannon/PSI Cannon), 1 beams, 2 worker, 15 power, 40 tech.
    Def II: 6 heavy guns, 2 beams, 5 workers, 20 power, 70 tech.
  • Off I: 1 AR/shredder, 2 special cannons (Gauss Gun/EMP Cannon/Plasma cannon), 1 special beam, 3 worker, 10 power, 50 tech.
    Off II: 2 Raptor/Shredder II, 4 heavy special cannons, 2 special beams (Pulse Beam/Flux Cannon/Elf Beam), 6 worker, 15 power, 80 tech.

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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-01-19 13:40   
Quote:

On 2011-01-19 13:34, chlorophyll wrote:
I would love if new def base has less missles.


There won't be any missiles from def bases ethier.

Just a "projectile" hitting your ship showing that you are now in the influence of the planet and damage is being applied to your ship.

(I think)
[ This Message was edited by: The Fridge on 2011-01-19 13:42 ]
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-01-19 13:47   
Correct.

And we now no longer have to stick to existing defense base structures (ie, we don't need anti-ship/pd/mix) necessarily, since we have changed the planet system. Not to say we need to change either, but don't feel obliged to work within the existing system for your suggestions.
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Admiral C. Wilson
Admiral

Joined: July 06, 2010
Posts: 262
From: Arkansas
Posted: 2011-01-19 21:26   
Quote:

On 2011-01-19 13:34, chlorophyll wrote:
Quote:

On 2011-01-19 11:55, Kaoschan wrote:
Bases really need another buff.

EDIT: And it seems that the damage output is splt between all enemy ships, making for example 6-8 attacker not taking any noticable damage at all due to self-regeneration (stationrush anyone? ^^)


Since planet no longer has PD, sensor/antisensor looks useless. Perhaps something like Regen base for Kluth and Detector for UGTO shall be in game. Regen base is the base which automatically repair structures. Detector is the device that detect any ship regardless its signature or cloak status within influence range.

I would love if new def base has less missles. I suggest:
  • Bomb I: 3 torps, 1 heavy beams, 1 worker, 20 power, 30 tech.
    Bomb II: 6 torps, 4 heavy beams, 4 workers, 30 power, 60 tech.
  • Def I: 3 normal guns (Rail gun/Particle Cannon/PSI Cannon), 1 beams, 2 worker, 15 power, 40 tech.
    Def II: 6 heavy guns, 2 beams, 5 workers, 20 power, 70 tech.
  • Off I: 1 AR/shredder, 2 special cannons (Gauss Gun/EMP Cannon/Plasma cannon), 1 special beam, 3
    worker, 10 power, 50 tech.
    Off II: 2 Raptor/Shredder II, 4 heavy special cannons, 2 special beams (Pulse Beam/Flux Cannon/Elf Beam), 6 worker, 15 power, 80 tech.




You did your homework
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-01-19 21:49   
Quote:

On 2011-01-19 13:47, Shigernafy wrote:
...don't feel obliged to work within the existing system for your suggestions.




Suggestions, eh?

Here's a couple:

Planetary Defence Command: Increases the maximum control point value of a planet, making it harder for the enemy to capture. While it should be heavily armoured in order to prevent it from being immediately eliminated, it's also important that defence bases be built to keep it safe, as it will be a primary target in the early stages of an attack, when the control point value will be highest.

Planetary Defence Satellite Control: Terrible name, I know. This structure controls and coordinates defence systems placed in orbit, allowing the planet to see further and fire more accurately. Provides a minor damage boost and increases the range at which the planet inflicts damage.

Pretty random, I know, but I think it's along the lines of what's being looked for.

There are a lot of variables that can be adjusted or modified with the new system, and ideally suggestions should modify things that already exist (PD, damage inflicted, control point gain/loss, etc) rather than coming up with wholly new mechanics.
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