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Depots. |
Fatal Perihelion Chief Marshal Fatal Squadron
Joined: April 15, 2010 Posts: 308
| Posted: 2011-03-14 12:15  
To topic: disabling depots if the enemy is close would be interesting..
As long as ai does not disable too, that would be anoying.
And 2nd: It will encourage people to chase you down and even follow into depots, i dont know if thats good.
To UGTO issue:
UGTO may benefit more from depots, but even without them, they have the numbers and the armor and the leaders and the shrooms to hold out longer, to siege better, to capture faster.(If they want to)
Thats just the way it is and it is ok, as long as ICC manages to have access on Sagitarius.
Before the last reset ICC was stronger. 1 system stronger: Luyten was ICC, so the frontline dropped back now^^
If you see this in longterm views its quite interesting how the balance of power is working and slowly changing with every new Version and every MV reset and of course the most populated faction.
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Thernhoghas Grand Admiral Exathra Alliance Fleet
Joined: September 18, 2010 Posts: 243 From: somewhere in Germany
| Posted: 2011-03-14 14:22  
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On 2011-03-14 07:58, Deco wrote:
Firstly Just want to say Iv seen luth do exactly the same thing many time so everyone is guilty.
What your suggesting is only going to benifit one faction and thats Luth. Its a good suggestion when you play the faction that can sneak up cloaked into orbit of a planet declak creating a blockade and deactivate the depots, so instead of creating balance your suggesting a massive imbalance to help luth and only luth
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that's not how blocking planets works now, after the planet system change.
control points must be reduced to a certain value to block a planet, so your argument is invalid
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-03-14 14:44  
I will happily give away depots when and only when:
-Flux and EMP aren't just hogging points on a ship
-Fighters actually become worthwhile instead of uber stupid
-Fighters actually become our specialty, ICC can missile spam and fighter spam
-Our armor becomes a bit stronger, kinda weird composite armor is the same thing as the armor faction's armor...
Basically when the rest of UGTO stops being broken.
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Sops Marshal Galactic Navy
Joined: March 07, 2004 Posts: 490
| Posted: 2011-03-14 14:54  
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On 2011-03-14 11:47, Borgie wrote:
what ever happened to two depots per ship?
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I think this would only slow down game play if you had to wait even longer before you could get back to the fight. Disabling depots on blockaded planets would be fine so long as the blockades work properly and do not spring up every time an AI passes by.
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Thernhoghas Grand Admiral Exathra Alliance Fleet
Joined: September 18, 2010 Posts: 243 From: somewhere in Germany
| Posted: 2011-03-14 15:04  
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On 2011-03-14 14:54, Sops wrote:
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On 2011-03-14 11:47, Borgie wrote:
what ever happened to two depots per ship?
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I think this would only slow down game play if you had to wait even longer before you could get back to the fight. Disabling depots on blockaded planets would be fine so long as the blockades work properly and do not spring up every time an AI passes by.
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*headbutts sops*
that's for overreading my comment -.-*
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-03-14 15:05  
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On 2011-03-14 14:44, SpaceAdmiral wrote:
-Our armor becomes a bit stronger, kinda weird composite armor is the same thing as the armor faction's armor...
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Isn't ICC supposed to be the faction with the most durability/hitpoints/whatever?
How did it become that UGTO can outlast them in a fight?
_________________ ... in space, no one can hear you scream.....
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Kaepora Fleet Admiral
Joined: February 08, 2011 Posts: 77
| Posted: 2011-03-14 23:15  
I second a request for more info on this "field repair".
I also agree with spaceadmiral: UGTO have pretty ho-hum secondary abilities. Give their small ships some more bite too.
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MaGoo Fleet Admiral *Renegade Space Marines*
Joined: March 18, 2009 Posts: 79 From: USA
| Posted: 2011-03-14 23:29  
idk, i think tinkering with the depots would be a mistake (possibly just the UGTO in me talking)
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2011-03-15 00:10  
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On 2011-03-14 15:05, Kenny_Naboo[+R] wrote:
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On 2011-03-14 14:44, SpaceAdmiral wrote:
-Our armor becomes a bit stronger, kinda weird composite armor is the same thing as the armor faction's armor...
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Isn't ICC supposed to be the faction with the most durability/hitpoints/whatever?
How did it become that UGTO can outlast them in a fight?
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They do outlast, shields can be transfered to any arc. But one would expect the armor faction to have better armor...
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-03-15 02:03  
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On 2011-03-15 00:10, SpaceAdmiral wrote:
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On 2011-03-14 15:05, Kenny_Naboo[+R] wrote:
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On 2011-03-14 14:44, SpaceAdmiral wrote:
-Our armor becomes a bit stronger, kinda weird composite armor is the same thing as the armor faction's armor...
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Isn't ICC supposed to be the faction with the most durability/hitpoints/whatever?
How did it become that UGTO can outlast them in a fight?
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They do outlast, shields can be transfered to any arc. But one would expect the armor faction to have better armor...
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No they don't outlast armor apparently. Because, as they have QQ'ed, and everyone else have observed, armor rep rates have basically neutered them as a faction.
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µOmniVore Grand Admiral
Joined: September 13, 2006 Posts: 171
| Posted: 2011-03-15 08:07  
I will agree players camping depot planets suck but allowing jack and another one of his dumb idea's to ruin this game is worst(lol) i understand that ugto can tank a crap load of damage when near a depot planet i suggest depots only be allowed at shipyards to completly repair ships as they are not in use. instead of going ingame for repairs.
that way support stations and supply ships become more useful. just give them infinate repair drones and +1 to all reload slots.
everyone hates a damaged ship but some ships are our favorite so we like to reuse them right after defeat which is why we have depot planets with this new suggestion you would have to rotate through your available ships to give time for your docked ship to get fixed.
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2011-03-15 08:27  
or let 1 depot planet in each sistem.
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2011-03-15 08:47  
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On 2011-03-15 08:07, *OmniVore* wrote:
I will agree players camping depot planets suck but allowing jack and another one of his dumb idea's to ruin this game is worst(lol) i understand that ugto can tank a crap load of damage when near a depot planet i suggest depots only be allowed at shipyards to completly repair ships as they are not in use. instead of going ingame for repairs.
that way support stations and supply ships become more useful. just give them infinate repair drones and +1 to all reload slots.
everyone hates a damaged ship but some ships are our favorite so we like to reuse them right after defeat which is why we have depot planets with this new suggestion you would have to rotate through your available ships to give time for your docked ship to get fixed.
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This been suggested alot of times. But devs dont like it
That the ships get repaird inside the shipyard. Say it gets repped full in matter of 10-30mins. And you cant take out the ship before its fully repped. It should also be dependent on resources on the planet. So the planet use resources to fix ships. That way you get more realistic things for repping. And you can add depots on the planet for faster fix..
This will also make players use other ships in the mean time, and maybe well see other ships in the mv.
Secundly, depot planet shouldnt exsit, with no defence all together, why should it be so hard to cap?
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2011-03-15 08:59  
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On 2011-03-15 08:07, *OmniVore* wrote:
I will agree players camping depot planets suck but allowing jack and another one of his dumb idea's to ruin this game is worst(lol) i understand that ugto can tank a crap load of damage when near a depot planet i suggest depots only be allowed at shipyards to completly repair ships as they are not in use. instead of going ingame for repairs.
that way support stations and supply ships become more useful. just give them infinate repair drones and +1 to all reload slots.
everyone hates a damaged ship but some ships are our favorite so we like to reuse them right after defeat which is why we have depot planets with this new suggestion you would have to rotate through your available ships to give time for your docked ship to get fixed.
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problem with giving supply ships and stations extra drone slot would be combat repair rates. if you have a force of 3 shrooms/support stations healing on target that would be 12 reloads on that one target, would be the same as having them sitting at depot planet. also sy does repair ships but only hull damage, it doesn't repair armor or recharge shields.
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2011-03-15 09:13  
Having shot at various non-UGTO ships while they're sitting around a planet packed with depots, I must say that said planets seem to generally be a tad too powerful regardless of which faction it belongs to.
Also, why are people still complaining even after being informed that there's a change in the works that should sort it out?
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