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[FAQ
Forum Index » » General Support » » Are dico bugged again
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 Author Are dico bugged again
Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-03-11 17:53   
I jumped to a planet in cinci today that had a dico. Was going ~4gu and ended up at about 350gu from the planet.

Edit: The planet was buffalo.

[ This Message was edited by: Reznor on 2011-03-11 17:53 ]
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2011-03-11 20:38   
Quote:

On 2011-03-11 02:02, Fleet Admiral Maxwell House wrote:
Ok.. So If i understand... you jumped through a dico and you finished your course right on MD behind that dico... he jumped and then you were alone...

Now it makes sense! (Took me some time by looking at the "diagram" and i don't understand written english with accent... lol )

Well maybe the Dico ran out of power, his dico turned off, he got some power then turned it back on? I'm not sure it's a bug out there... Would have to reproduce it to see if it is one or not, which might be complicated.




dico was on

however heres where the problem is (i just got it explained to me)



dico ships are able to run a dico while jumping.

now here is a bug when the dico jumps the dico subsystem on said ship is glitched making it all possible to jump right through it.

now you either a turn dicos off before jumping.


or b make it it has to be turned off before jumping (that never made sense to me because you are using a ftl drive thats very simmlar if not exactly the same theory wise of everyone else)
_________________


Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-03-12 14:35   
only bug i seen with ship bases dictors is that on van menu you can't see there dictor field unless you have the dictor ship targeted
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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-03-13 00:03   
Quote:

On 2011-03-11 20:38, jamesbob wrote:
Quote:

On 2011-03-11 02:02, Fleet Admiral Maxwell House wrote:
Ok.. So If i understand... you jumped through a dico and you finished your course right on MD behind that dico... he jumped and then you were alone...

Now it makes sense! (Took me some time by looking at the "diagram" and i don't understand written english with accent... lol )

Well maybe the Dico ran out of power, his dico turned off, he got some power then turned it back on? I'm not sure it's a bug out there... Would have to reproduce it to see if it is one or not, which might be complicated.




dico was on

however heres where the problem is (i just got it explained to me)



dico ships are able to run a dico while jumping.

now here is a bug when the dico jumps the dico subsystem on said ship is glitched making it all possible to jump right through it.

now you either a turn dicos off before jumping.


or b make it it has to be turned off before jumping (that never made sense to me because you are using a ftl drive thats very simmlar if not exactly the same theory wise of everyone else)




I've always thought dico's should have JD disabled while it's on, and it should have a 20 second cooldown. There's nothing in this game that infuriates me more than getting trapped by a dictor against overwhelming odds (The only time anyone brings out a dictor, annoyingly) , and getting killed. Give folks a chance if they can outfly thier opponents...

At present, a dictor can slowly chase a dread while not losing power, then once the dread is about to get away, the cruiser jumps closer, creating an unescapable cycle. The only "Option" is to turn and kill the dictor, which is impossible because you're usually outnumbered 4 to 1, which is instant death no matter what you're in.


Edit: Just had this happen to me in MV, and it pisses me off to no end. Dictor was able to keep up with my modded HC with ease. He only went fast enough to stay energy neutral, and jumped whenever his JD was charged, which took less time than for me to get out of the dictor field. The only reason I survived is cuz he got bored I guess. My peashooter HC was only barely able to even get him to hull.

I said this ages ago, and I'll say it again: FIX THIS. At least when you redo Cruisers, take all their generators. Or raise the requirements so high that only vets who realize how irritating it is can use it.
[ This Message was edited by: Reznor on 2011-03-13 01:19 ]
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Azure Prower
Chief Marshal

Joined: March 14, 2006
Posts: 309
Posted: 2011-03-13 03:12   
Quote:

On 2011-03-13 00:03, Reznor wrote:

There's nothing in this game that infuriates me more than getting trapped by a dictor against overwhelming odds (The only time anyone brings out a dictor, annoyingly) , and getting killed.




That pretty much sums up your post.

You die in a game.


Deal with it.


Also, interdictors are fine.
_________________
http://www.youtube.com/user/AzurePrower

Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2011-03-13 05:44   
I think dictor should be a swappable device for HMA.
Then dictor cannot jump itself and needs WH escort for long distance move.
And HMA is for the command dread and the stations only.
_________________




NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-03-13 06:14   
Quote:

On 2011-03-13 05:44, Lithium wrote:
I think dictor should be a swappable device for HMA.
Then dictor cannot jump itself and needs WH escort for long distance move.
And HMA is for the command dread and the stations only.




except for luth, where wh is station only
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-03-13 14:10   
Quote:

On 2011-03-13 03:12, Azure Prower wrote:
Quote:

On 2011-03-13 00:03, Reznor wrote:

There's nothing in this game that infuriates me more than getting trapped by a dictor against overwhelming odds (The only time anyone brings out a dictor, annoyingly) , and getting killed.




That pretty much sums up your post.

You die in a game.


Deal with it.


Also, interdictors are fine.



So it's fun dying with literally 0% chance of survival?

In situations where both sides have dictors, it's not annoying, but that never happens.

Dictor's shouldn't be "You're garunteed dead". They should be another tactical option.
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Azure Prower
Chief Marshal

Joined: March 14, 2006
Posts: 309
Posted: 2011-03-13 19:58   
Quote:

On 2011-03-13 14:10, Reznor wrote:

So it's fun dying with literally 0% chance of survival?

In situations where both sides have dictors, it's not annoying, but that never happens.

Dictor's shouldn't be "You're garunteed dead". They should be another tactical option.




I was in that same battle with you on the same side. I saw we were fighting a losing battle, I jumped out after I cleared the interdictor field.

You foolishly stayed behind in a COMMAND DREAD of all things and think you should be able to hold you own against an armada of UGTO with a dictor holding you?

I call that an effective tactical option.

If there were no interdictor fields in DarkSpace, every one would be jumping around, back and forth to depot planets, playing house. No one would ever die aside from the odd newbie who gets caught with their jump drive down.

Some one sacrificed prestige gain to make sure you died.


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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-03-13 20:18   
Dictor is a tactical device, and its something this game need.

QQ more

Get used to it
_________________


jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2011-03-13 21:30   
Quote:

On 2011-03-13 20:18, Tommas [ USF HunnyBunny ] wrote:
Dictor is a tactical device, and its something this game need.

QQ more

Get used to it





thats not the point of my post.


the point of my post was to make it you can have both on a ship just you can't use both at the same time.

you should not be able to dico and jump at the same time considering the dico is a very power hungry device.

which stops ships from using ftl.

how ever if your going to say i am qqing then i propose that we also have dico cruiser ai as well.

may seem fun to start with but after a while it will just be a pain in the bum

i mean look at ai to start with they were the crave now people hate them and just put up with them as they are mostly to completely useless.


[ This Message was edited by: jamesbob on 2011-03-13 21:33 ]
_________________


Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-03-13 22:31   
Quote:

On 2011-03-13 14:10, Reznor wrote:
So it's fun dying with literally 0% chance of survival?

In situations where both sides have dictors, it's not annoying, but that never happens.

Dictor's shouldn't be "You're garunteed dead". They should be another tactical option.




Running out of hull causes you to die with literally 0% chance of survival.

There should be another option.


Or, to put it in a less scathing manner:
Just like actually being killed is avoided by not dying, the solution to being defeated tactically is to, well, not let the enemy gain an overwhelming tactical advantage like holding down a single enemy ship while everyone focuses their fire on it. This tactic is often referred to as "defeat in detail", where you bring your entire force on a small part of the enemy force in order to destroy it easily with few losses, at which point they move onto the next section of the enemy force.

If the enemy interdict you and have an overwhelming force, they have made use of teamwork and coordination to gain a massive tactical advantage.
Given this situation, the lone ship essentially has three options: Destroy all the enemy ships (unlikely), destroy or incapacitate the interdictor (doable, since even moving drains the 'dictor's energy), or escape (difficult unless in a small ship).

Of course, if that lone ship had some friends, they could come to each other's aid, gang up on the dictor, or just have a straight fight where the side with the dictor is down one combat ship.

Conversely, if the team with the interdictor don't coordinate, you simply have an interdictor facing an angry warship solo, which ends badly for the dictor.

In short: Teamwork and coordination are meant to be a significant element of this game. Teamwork and coordination also lead to destroyed enemy ships. The interdictor is designed to work as part of a coordinated team to destroy enemy ships more efficiently.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-03-13 23:31   
Quote:

On 2011-03-13 22:31, Gejaheline wrote:
Quote:

On 2011-03-13 14:10, Reznor wrote:
So it's fun dying with literally 0% chance of survival?

In situations where both sides have dictors, it's not annoying, but that never happens.

Dictor's shouldn't be "You're garunteed dead". They should be another tactical option.




Running out of hull causes you to die with literally 0% chance of survival.

There should be another option.


Or, to put it in a less scathing manner:
Just like actually being killed is avoided by not dying, the solution to being defeated tactically is to, well, not let the enemy gain an overwhelming tactical advantage like holding down a single enemy ship while everyone focuses their fire on it. This tactic is often referred to as "defeat in detail", where you bring your entire force on a small part of the enemy force in order to destroy it easily with few losses, at which point they move onto the next section of the enemy force.

If the enemy interdict you and have an overwhelming force, they have made use of teamwork and coordination to gain a massive tactical advantage.
Given this situation, the lone ship essentially has three options: Destroy all the enemy ships (unlikely), destroy or incapacitate the interdictor (doable, since even moving drains the 'dictor's energy), or escape (difficult unless in a small ship).

Of course, if that lone ship had some friends, they could come to each other's aid, gang up on the dictor, or just have a straight fight where the side with the dictor is down one combat ship.

Conversely, if the team with the interdictor don't coordinate, you simply have an interdictor facing an angry warship solo, which ends badly for the dictor.

In short: Teamwork and coordination are meant to be a significant element of this game. Teamwork and coordination also lead to destroyed enemy ships. The interdictor is designed to work as part of a coordinated team to destroy enemy ships more efficiently.





Sheesh, at least structure your "arguments" in a constructive intelligent way like geja does.

Please, learn not to go "DUR DUR DUR YOU DUMB" and make a fool of yourself.

The whole reason I stayed was I was trying to provide some distraction for a fellow in a station also stuck, whilst everyone else scattered.

Regardless, my point on no jumping dictors makes sense. The whole reason the field takes so much power is to prevent a dictor from moving quickly and fighting back. Jumping while it's on completely negates the "Moving quickly" downside.
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-03-13 23:44   
Thread disolved into childish bickering, and completely off-topic.

Lockin' dis thread mon.
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