Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +5.7 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » [Suggestion] Slow down systems damage rep rate
 Author [Suggestion] Slow down systems damage rep rate
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-04-26 23:25   

Here's a simple one.

Halve the repair rate of systems damage. Yeah, so flux and EMP works now when you lose your armor. Yippee, they're not such a waste of space after all.

But the effect still isn't pronounced enough. I got hulled yesterday and then fluxed by a Uggie TC. Good job... I saw 4 or 5 of my systems go red. But they were repped in a matter of seconds, as if it didn't matter at all.

The rep rate of sys damage needs to be slowed down. By a factor of 2 or 3. But how about halving it first to see if it has any effect on playstyle.


Just imagine, you're hulled and get fluxed and your JD goes down... and it'll take a minute to repair. Whatcha gonna do?



_________________
... in space, no one can hear you scream.....


*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-04-26 23:28   
mash Ctrl+h, run away, dodge and pray you live. Sounds good though
_________________
We are Back from the shadows.


  Email *FTL*Soulless
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-26 23:55   
Kluth AHR is a rep drone, which also means it repairs any system damage.
This means even with Kluth paper armor, EMP/Flux will not work on kluth without the direct nerfing of AHR.
_________________


Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2011-04-26 23:57   
Kenny , to do this , they need to tweak the device's resistance against emp and flux(one by one). Now your idea will make them go for another way which is easier for them. Buff flux-emp damage generaly and make it worst for icc


_________________
* Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-04-27 00:00   
Exactly. System repair rate is slower for ICC/UGTO, ICC gets hit with flux/EMP and loses a few systems then we better make sure we put JD first in the repair que otherwise it's going to be a while before it's fixed.
_________________
Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-04-27 00:23   

OK, so right now, only ICC and UGTO have flux/EMP weaps right? And K'luth basically doesn't have anything that causes sys damage?

Mmm... seems to be a straight up ICC/UGTO issue then.
_________________
... in space, no one can hear you scream.....


SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-27 01:49   
Quote:

On 2011-04-27 00:23, Kenny_Naboo[+R] wrote:

OK, so right now, only ICC and UGTO have flux/EMP weaps right? And K'luth basically doesn't have anything that causes sys damage?

Mmm... seems to be a straight up ICC/UGTO issue then.



All ships recieve system damage when they are below 30 hull. Emp/Flux weapons start doing system damage at 100 hull after shields/armor are down.

UGTO have emp mines, emp cannons, flux cannon, and flux wave.
ICC have TN mines.

Kluth don't have an emp/flux weapon, however they are near immune to system damage provided they have an ahr.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-04-27 03:22   
Quote:

On 2011-04-27 01:49, SpaceAdmiral wrote:


Emp/Flux weapons start doing system damage at 100 hull after shields/armor are down.

UGTO have emp mines, emp cannons, flux cannon, and flux wave.
ICC have TN mines.

Kluth don't have an emp/flux weapon, however they are near immune to system damage provided they have an ahr.





OK, this is the info I need.

So how long does system damage stay on the human faction ships after you get beamed by flux/EMP?
_________________
... in space, no one can hear you scream.....


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-04-27 04:41   
The EMP system needs a bit of work, if I'm honest. We already have it pegged for an update, but when that will be is anyone's guess.

Right now only UGTO do systems damage with their weapons, as it is their faction trait, and one of their special weapons.

We might end up just removing the component repair on AHR, or reducing it significantly, seeing as it's main point was to repair hull. Either way, I don't think too many people will be bothered, as flux, in its current form, is rather lack luster.
_________________


Page created in 0.012248 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR