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Re: 1.6 Def Bases |
BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2011-01-20 09:54  
A minor note about suggestions. Please keep all of them focused around current defence, and not new structures.
Stage 2 of the planetary system changes will include more structures to enhance and build upon the new system put in place. For now, however, I'd rather concentrate on the current issues and deployment of Stage 1 (which is basicly the backbone and migration of systems over to it). [ This Message was edited by: BackSlash on 2011-01-20 09:55 ]
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-01-20 15:11  
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On 2011-01-19 13:19, Fattierob wrote:
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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Great. Now ICC and Kluth have advantage over UGTO.
Shields have less hp than armor=ICC takes less damage than UGTO, while still being able to activate defence mode or rotate shields
Kuth armor worse than human armor=Kluth takes less damage than UGTO, while still having a superior regeneration rate
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2011-01-20 19:13  
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On 2011-01-20 15:11, SpaceAdmiral wrote:
Great. Now ICC and Kluth have advantage over UGTO.
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Damage is currently inflicted as a straight damage-per-tick, with no regard to HP.
However, this does mean that ICC and K'luth have an advantage over UGTO anyway, since shields have a higher regeneration rate and K'luth have AHR.
However, UGTO have the advantage in terms of raw firepower at close range, and K'luth must remain visible in order to count as contesting the planet, meaning they must also remain vulnerable to attack.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-01-20 20:16  
i know its no where near complete.. but 10 off I bases today didnt even get trough my sheilds in an AD. Id hate to see a station swarm fall down upon a planet... would be a nightmare, as they can bomb, and tranny, and build, and mine... :'<
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2011-01-20 20:58  
We just made a change to the way defence bases apply their damage.
Previously we had the damage shared between all parties up to 5, this meant two players shared the damage equally.
Now, for every player near the planet, you will take 5% less damage, up to a total of 50%.
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µOmniVore Grand Admiral
Joined: September 13, 2006 Posts: 171
| Posted: 2011-01-20 21:04  
does the location of the Defense bases matter now like before,
and maybe you guys could revert back to the 1,2,3 def bases as you said the current structure is pointless
def base 1. 100% of current calculated damage
def base 2. +50% of def base 1
def base 3. +100% of def base 1
also how are depots handled now would like to see them able to repair 1 ship for each depot a player builds instead of having them group up and repair one player/npc.
also Depots are considered def bases
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-01-20 21:22  
Coolcool we did have 3 ships and a number of ai there
didnt know it was calculated like that.
there was an AD BombDread and Bomber Friggy. of the three the bomber dread seamed to take the most damage. [ This Message was edited by: Defiance*FTL* on 2011-01-20 21:24 ]
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