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Forum Index » » Developer Feedback » » AI mostly, bit about stations
 Author AI mostly, bit about stations
Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-04-01 12:50   
I have no idea about 1.7's changes... But, one thing I'd like above all others to be adressed would be the AI problem.

Right now they're either, at one time, totally underwhelming, or totally overwhelming. And they have that nasty habit to crash most pvp festivities.

Having limits per server/region per faction would probably help with the later. I thought something like this would be a good start that could be tweaked:

Maximums per server/region per faction.

Dreads - 1
Cruisers - 2
Destroyers - 2
Frigates - 3
Elites - 1

As for the other types, no limit.

And keeping them grouped for the most time, hanging together, sending recon first, then the big guns maybe?

Another note concerning AIs... Is it just me or most AIs are suicidal?

You shoot at them, they come straight at you and most of the time... don't fire a single shot O_o.

Or you don't fire at them, and they relentlessly pound you to oblivion.

And the Kluth AI... common, there are only a few cases where a Kluth shouldn't be cloaked:

1- ACTIVELY FIRING, no not approaching to attack or dancing to get in position, I mean ACTIVELY FIRING.
2- Jumping.
3- Resupplying someone.
4- Bombing.
5- Dropping infantry.

Other than that, Kluth should be cloaked ALL THE TIME. Most AIs just wander about uncloaked right now until they get shot at and are about to die... *facepalm*

And their short jumps...I could go on and on about their ridiculous short jumps to "avoid death", but I think everyone knows all too well what it's about as all AIs are guilty of this.

Next Stations...

Can anyone say underpowered?

A week ago, very late in the EST night, I encountered Jabberwocky in the MV. He was bombing in a Strat Bomber. I attacked him, it eventually escalated into a Mandy VS Battle station + Strat Bomber fight to the death to cap a planet with low planetary defenses and no dico.

Guess what, a lowly mandy, alone, managed to get both of them to run while defending the planet in question. Battle station was at 55% and going down quick before jumplogging. I was still above 70% hull.

I know, he probably had reflective armor, helping a lot since mandy is mostly torpedoes... I know I used the nasty manual target trick to shoot him from the cover of the planet to chip away here and there at it's armor first before going on full attack... But still, before I wouldn't even had dreamed of defending ALONE VS a station + light escort in anything at all short of a 1481/80 twin reload ganglia.

I don't know about the other stations, except maybe the Kluth ones who also seem to have a serious problem with defense. ICC are alright right now tho, shields FTW.

But nonetheless... Maybe adding a reload to all the stations would help em at least a little for defense. Maybe add a few torpedoes ( or missiles? ) as well to the battle focused models. Tho I guess this could already be fixed with the upcoming roles introduction. You guys know better than me.

That's it . Cheers!

Oh, almost forgot, cruisers need a defense buff imho. And I wanted to talk about introducing limits to player bought AI "ALLY". 1 max per each hull size, no more spamming 4 dreads that follow you around everywhere like puppies crashing pvp ( looking at you Cyeris ).

But I'll keep some for later.
[ This Message was edited by: Diabo|ik on 2013-04-01 12:55 ]
_________________
Mostly Retired.

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-01 20:00   
Battle Stations are not meant to be the 1 man army they were previously, they're meant to defend SS or platforms in enemy territory. Using one without support, especially to try and capture a planet since Stations no longer contribue to planet cap, was just a bad move on the part of whoever was using it.
_________________
Adapt or die.

Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-04-01 21:08   
supply stations already have resupply and damage control. they lack mid range weapons (on ICC) but that is no problem for short range k'luuth missiles, which can fire at about 250 gu. As is I think the stations do their job of supporting other ships.


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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Jabberwocky
Chief Marshal
Pitch Black


Joined: September 01, 2002
Posts: 45
Posted: 2013-04-04 12:57   
Diab, I had no chance of driving you off and capping the planet. One I was in planet def and two i was under constant ai attack. the only reason I bought the station was to drive your station away (worked) my secondary goal was to keep you occupied while the bomber did its work (didn't work so well). As for the Battle Station, I've been in orbit around a friendly planet that was under attack by Kluth. They jumped me in two siphons and a gang. I killed one siphon and almost killed the other without a scratch. Gang was the only one that could hurt me. So I agree it was a bad place for a station to be.... but I already knew that.
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-04-04 18:35   
Hmmm... I never sortied a station... Must be another guy. But anyway, this post was mostly about AI, not so much about stations, thanks for the input tho!
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Mostly Retired.

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