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 Author 30 Second combat timer
Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2011-09-24 16:22   
Give repair ships a different level gadget that repair faster. Remember the supply suckling that used to happen? Give repair ships a more important job, and while in combat maybe reduce thier effectivness to not make them so godlike?
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2011-09-24 16:33   
Quote:

On 2011-09-24 10:52, Pantheon wrote:
I don't think you guys understand what it means...

After 30 seconds of taking no damage and dealing no damage do you get a 50% boost. ICC already have defence mode so a shield boost is not required.




Thanks for the clarification.

I did test this in Beta today and the combat counter kept resetting at 30 secs from 25 all and the planet seemd to repair the EAD I pulled quite fast in combat.

I do think a reduction to repair in combat would still be a good idea. perhaps a 30% decrease from Planets and Plats. and normal rate of repair from players to promote in-combat supply.

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-24 17:58   
So let me get this right.

You all want a -50% repair rate, but a 100% repair rate out of combat? I forsee balance issues with UGTO if that goes through (since they're the only real faction that would be affected by this).

The balance at the moment is fine, and the only issue I see is that higher-end ships can take quite a while to repair at a planet. This was the solution I came up with whilst making sure we don't revert to 1.5 'uber depots'.

I'm not exactly in favour of nerfing repair in combat considering that right now it's fine. Making changes 'just because' is not always a good idea. This change was added, as was mentioned above, to allow people to repair that little bit faster without enabling insane uber defence at planets.
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Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2011-09-24 18:10   
Disable Defense Mode while in combat.
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Radiance
Grand Admiral
*Renegade Space Marines*


Joined: July 27, 2010
Posts: 106
Posted: 2011-09-24 18:20   
Quote:

On 2011-09-24 18:10, Lithium wrote:
Disable Defense Mode while in combat.



AHR then too.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-09-24 19:20   
Quote:

On 2011-09-24 18:20, ~Illusion Failure Maze~ wrote:
Quote:

On 2011-09-24 18:10, Lithium wrote:
Disable Defense Mode while in combat.



AHR then too.



completly remove UGTO armor repair

What you guys are saying is so stupid its crazy you even said it. What you just said is to remove the things that allow luth and ICC to stay in a fight for a little bit longer. And if that happens to balance UGTO armor repair would have to be taken away while in combat. Now do you uggies really want that?

Jack to balance more with this add could shields use say 50% less energy when the time goes over?
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-24 19:57   
The only thing on the table is the 50%, nothing else.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-09-24 20:37   
Quote:

On 2011-09-24 17:58, Pantheon wrote:
So let me get this right.

You all want a -50% repair rate, but a 100% repair rate out of combat? I forsee balance issues with UGTO if that goes through (since they're the only real faction that would be affected by this).

The balance at the moment is fine, and the only issue I see is that higher-end ships can take quite a while to repair at a planet. This was the solution I came up with whilst making sure we don't revert to 1.5 'uber depots'.



Isn't repairing faster what supply platforms, supply ships, and SS are for, especially with the addition of the AOE repair field? Teamwork and all that? It doesn't take that long to repair as it is, throw in a SS and a couple supply plats and a 5 hull 0 armor Dreadnought will repair to full in just a few minutes. Stations even faster because of DC.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-24 20:47   
Quote:

On 2011-09-24 20:37, Talien wrote:
Quote:

On 2011-09-24 17:58, Pantheon wrote:
So let me get this right.

You all want a -50% repair rate, but a 100% repair rate out of combat? I forsee balance issues with UGTO if that goes through (since they're the only real faction that would be affected by this).

The balance at the moment is fine, and the only issue I see is that higher-end ships can take quite a while to repair at a planet. This was the solution I came up with whilst making sure we don't revert to 1.5 'uber depots'.



Isn't repairing faster what supply platforms, supply ships, and SS are for, especially with the addition of the AOE repair field? Teamwork and all that? It doesn't take that long to repair as it is, throw in a SS and a couple supply plats and a 5 hull 0 armor Dreadnought will repair to full in just a few minutes. Stations even faster because of DC.



1) Even with OOC repairing, it takes longer than 5 minutes for a dread.
2) External sources don't include AHR and DC.
3) This just speeds up the recovery process, you can still use platforms and teammates.
4) Quit complaining for complainings sake without trying it first.
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2011-09-24 21:00   
so, what i think it should be, and what ive suggested in the past:

- if youre being shot, all repairs stop. armour stops regenerating, if you have AHR your hull stops repairing as well. dead stop. should continue for a period afterwards as well, to accomodate the traverse time of a volley of torpedoes/missiles, and a ship cloaking and trying to escape. whether or not the devs would want to include shields in this is up to them. perhaps a much shorter pause for every weapons impact.

- if there isnt a soul in sight, go ahead and buff repair times.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-09-24 21:05   
Quote:

On 2011-09-24 17:58, Pantheon wrote:
So let me get this right.

You all want a -50% repair rate, but a 100% repair rate out of combat? I forsee balance issues with UGTO if that goes through (since they're the only real faction that would be affected by this).

The balance at the moment is fine, and the only issue I see is that higher-end ships can take quite a while to repair at a planet. This was the solution I came up with whilst making sure we don't revert to 1.5 'uber depots'.

I'm not exactly in favour of nerfing repair in combat considering that right now it's fine. Making changes 'just because' is not always a good idea. This change was added, as was mentioned above, to allow people to repair that little bit faster without enabling insane uber defence at planets.




No I wouldn't say we want -50% repair rate but 100% out of combat. -50% in combat (from current, not beta) is probably too much of a penalty.

With this change in beta, combat repair stays the current rate and out of combat repair is increased +50%. If you look at it a certain way, the beta out of combat bonus is really the normal rate, and in combat would be a -50% reduction from that.

What some people like Az and myself would rather see, I think, is the current out of combat rate stay the same and the current in combat rate get a minor penalty. Not -50%, but maybe 15%-20%. If someone wants to repair faster, they need a supply ship, support station or platforms to repair them. That's what they're for. I prefer supply or stations since at least prestige will be earned.

If you don't want to nerf combat repair, even a little, it's OK. It's not the problem it used to be, although there's always room for some tweaking. Out of combat doesn't need to be faster though. We have garages of multiple ships we can burn through if we need to get back into combat fast, but we shouldn't be able to repair so fast without help that we can take a destroyed ship back into combat in short time.

Depot + supply/station/platform should be the repair bonus, not the depot itself.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-24 21:18   
Try it.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-09-24 22:01   
Okay, just to make it clear, there's no actual penalty when in combat. In combat, external repairs (from supply ships and so on) are exactly the same as they used to be.

When OUT of combat, i.e. you've not shot anyone or been shot for 30 seconds, you get an extra 50% to your repair rates from supply ships.

There are no penalties, nothing has been slowed down. Things speed up when you're out of combat, it is a bonus.

Internal effects like armour's natural repair and AHR have not been affected. The whole point is to get people back into the fight a little bit faster, not affect how repairs work during battles.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-09-24 22:04   
Quote:

On 2011-09-24 15:43, Azreal wrote:
I want something that nerfs heals at a planet when you are in combat from what we have now, because it is still to fast as it currently is.




I absolutely agree.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-09-24 22:16   
Quote:
On 2011-09-24 22:01, Gejaheline wrote:
There are no penalties, nothing has been slowed down. Things speed up when you're out of combat, it is a bonus.


I think that's pretty clearly established. What our backseat devs are suggesting is doing what you are clarifying it does not - making combat repair slower but keeping out-of-combat the same.

Which is funny, since half the time we get people complaining the game is too slow and needs to be sped up/arcade-ified. Yet here is a change that keeps people engaged, lets them rejoin the action more quickly, and its apparently backwards?
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